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- #341
Ring
Lay still now
Some general anti-Xiba stuff (his best moves)
Dealing with 3B spam: Xiba's 3B is extremely deadly. Very strong combo on NH (with RO and Wallsplat potential), on block creates a mix-up. 3B itself has huge range and breaks in 12. It has a non-reactable followup (3BKK) which on hit does lots of damage and RO. He also can enter his RMB stance, where he has other strong options (a vertical, horizontal and a TJ low). After 3B, the spinning kick cannot be sidestepped or backdashed (only when 3B was blocked at far range)
Ivy's 4K and 214B beat all options after 3B.
Ivy's 3B beats 3B>K, RMB B, RMB K (both hits whiff) and loses to RMB A
iFC 1B beats all except RMB B
The problem arise when Xiba starts spamming single 3B's, or 3Bs into sidestep or GI/CE/B+K. One mistake can make us lose up to 1/2 of life bar. And blocking in fear of step/CE will make us blinking red in no time. It's a risk for both characters, but Xiba's reward is generally better here.
6AK: Xiba's 6A has insane range and kills both side step and backstep, similar to Ivy's 6[A]. The only difference is that Xiba gets a very strong combo on CH (up to 80dmg). It can also be used to punish Ivy's whip attacks, such as 3[A] or 6[A]. I'm not sure if 6AK can be hit confirmed, but it's very important to learn to interrupt the kick with 6KB (free 55+dmg for Ivy) or 2A (creates mid/throw mix-up) It's crucial in fighting against Xiba. 6A itself has a long recovery on block so he won't be able to step Ivy's 6KB or CE it after doing 6A. 6A is also a high-high move, sometimes ,when only the second hit counter hits, the combo damage scales differently and damage is much higher, reaching 90pts.
6BK: Just like in 6AK case, interrupt the second hit with 6KB or 2A. 6B has better recovery so he can CE your 6KB. It also completely shuts down Ivy's 3B.
*tip: Ivy's 6KB is a fantastic mid poke in this MU, as Xiba is forced to always block two hits because of his large hitbox. This means we get a safe i14 mid with a HUGE pushback on block.
22_88B: the super annoying combo starter works in a similar way to Phyrra's 22_88K. Used after step it avoids all verticals and high attacks. The combo damage is close to 80 and the move seems to have crazy fast TC frames. Always punish with 6B8K when you block it.
4A: Another stupidly good evade. The move is a combination of a great tech step and tech crouch. Also kills step, and KND on NH. Only -11 on block, so you get 4B when you're in range. Best countered with horizontal mids (normal 3A works wonders.. as long as you're in range), 2K works too.
B+K: auto Gi which works on all mid/high horizontals. Combos into RMB B combo for tons of damage.Especially annoying when mixed with 22_88B etc, always forces you to guess between a vertical and horizontal.
1_3A+B: very annoying step killing lows, on hit they become attack throws, you can break them but that leaves Xiba at frame advantage. Punish with 6B8K.
CE: On a successful aGI it does 110dmg. On block punishable with 1B BE/CE. If you anticipate it, you can also step it both directions.
I believe these are his most troublesome tools.Imo his 6A is the most problematic move for Ivy. It prevents us from backdashing.
If anyone has something to add/correct, feel free to do so.
Checking this MU made me realize that Ivy's 6KB is definitely worth exploring. It's another character specific thing, I'm not yet sure which characters are forced to block two hits, I will check that later.
Dealing with 3B spam: Xiba's 3B is extremely deadly. Very strong combo on NH (with RO and Wallsplat potential), on block creates a mix-up. 3B itself has huge range and breaks in 12. It has a non-reactable followup (3BKK) which on hit does lots of damage and RO. He also can enter his RMB stance, where he has other strong options (a vertical, horizontal and a TJ low). After 3B, the spinning kick cannot be sidestepped or backdashed (only when 3B was blocked at far range)
Ivy's 4K and 214B beat all options after 3B.
Ivy's 3B beats 3B>K, RMB B, RMB K (both hits whiff) and loses to RMB A
iFC 1B beats all except RMB B
The problem arise when Xiba starts spamming single 3B's, or 3Bs into sidestep or GI/CE/B+K. One mistake can make us lose up to 1/2 of life bar. And blocking in fear of step/CE will make us blinking red in no time. It's a risk for both characters, but Xiba's reward is generally better here.
6AK: Xiba's 6A has insane range and kills both side step and backstep, similar to Ivy's 6[A]. The only difference is that Xiba gets a very strong combo on CH (up to 80dmg). It can also be used to punish Ivy's whip attacks, such as 3[A] or 6[A]. I'm not sure if 6AK can be hit confirmed, but it's very important to learn to interrupt the kick with 6KB (free 55+dmg for Ivy) or 2A (creates mid/throw mix-up) It's crucial in fighting against Xiba. 6A itself has a long recovery on block so he won't be able to step Ivy's 6KB or CE it after doing 6A. 6A is also a high-high move, sometimes ,when only the second hit counter hits, the combo damage scales differently and damage is much higher, reaching 90pts.
6BK: Just like in 6AK case, interrupt the second hit with 6KB or 2A. 6B has better recovery so he can CE your 6KB. It also completely shuts down Ivy's 3B.
*tip: Ivy's 6KB is a fantastic mid poke in this MU, as Xiba is forced to always block two hits because of his large hitbox. This means we get a safe i14 mid with a HUGE pushback on block.
22_88B: the super annoying combo starter works in a similar way to Phyrra's 22_88K. Used after step it avoids all verticals and high attacks. The combo damage is close to 80 and the move seems to have crazy fast TC frames. Always punish with 6B8K when you block it.
4A: Another stupidly good evade. The move is a combination of a great tech step and tech crouch. Also kills step, and KND on NH. Only -11 on block, so you get 4B when you're in range. Best countered with horizontal mids (normal 3A works wonders.. as long as you're in range), 2K works too.
B+K: auto Gi which works on all mid/high horizontals. Combos into RMB B combo for tons of damage.Especially annoying when mixed with 22_88B etc, always forces you to guess between a vertical and horizontal.
1_3A+B: very annoying step killing lows, on hit they become attack throws, you can break them but that leaves Xiba at frame advantage. Punish with 6B8K.
CE: On a successful aGI it does 110dmg. On block punishable with 1B BE/CE. If you anticipate it, you can also step it both directions.
I believe these are his most troublesome tools.Imo his 6A is the most problematic move for Ivy. It prevents us from backdashing.
If anyone has something to add/correct, feel free to do so.
Checking this MU made me realize that Ivy's 6KB is definitely worth exploring. It's another character specific thing, I'm not yet sure which characters are forced to block two hits, I will check that later.