SCV Ivy Combos & Tech Traps

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Ring

Lay still now
ivycombos8wr.png

updated: 08/13/2012

I won't note any full combos in order to prevent this thread from overfilling. Instead of wrighting down countless of combos with the same start-up, I'll rather note every noteworthy possible follow up from every move (if there is one, of course). Since there is meter, RO and w! in this game the optimal combo is always situational. And being able to combo properly means imo to spontaneously understand your possibilities. Just see this as a combo guide instead of a list and have fun assembling your own combos.​
This work is still in process and is thus incomplete, unorganized and contains errors. Pls deal with it until it is finished​
(S0ULA55A51N)​
Notes:6B8 BE enables w!; 66B BE gives as a CH a LNC and enables w!; 8A+BB_[ B ] enables RO; 2A+B causes LNC on CH;​
* = you can add as much 1B BEs as long you have enough meter on an airborne opponent​
naturalcombos.png
  • AA (22 dmg)
  • [A] (24 dmg)
  • BB (30 dmg)
  • [ B ] (34 dmg)
  • bK (21 dmg against downed opponent)
  • 6B8K (40 dmg)
  • 214B (31 dmg)
  • FC 1[ B ],B (30 dmg)
  • 6KB (30 dmg, character dependent)
  • 6KBK (42 dmg, opponent must be cornered against wall_edge)
  • A+BA (30 dmg)
  • 4A+B (18 dmg)
  • 7_8_9A+B,B (39 dmg)
  • 7_8_9A+B, [ B ] (48 dmg)
  • B+K (37 dmg)
  • 6B+K (48 dmg)
  • 6(B+K) (38 dmg)
  • 7_8_9B+K (26 dmg)
  • WR B+K (40 dmg)
  • BT B+K (42 dmg)
  • 66[A] (24 dmg)
  • 11_77A (40 dmg)
  • 44(A) (34 dmg)
  • 44(A)6 (44 dmg)
  • 22_88(B)BBB (dmg 53)
  • 22_88(B): B: B: B: B: B (75dmg, clean hit: 86 dmg)
  • 44BBB (55 dmg)
  • 44B+KB (51 dmg)
  • 44B+KB (slightly charged) (50 dmg)
  • 1B BE (26 dmg)
  • 66B BE (45 dmg)
  • 22_88B BE (45 dmg)
naturalcountercombos.png
  • 6AK (32 dmg)
  • 6[A] (34 dmg)
  • 1A (27 dmg)
  • 6[ B ]2_8 (29 dmg)
  • 6KB (54 dmg)
  • WS A+BA (56 dmg)
  • 66B BE (48 dmg)
Guaranteed follow ups on NH
3B
  • 3K (43 dmg)
  • 9B (44 dmg, character dependent)
  • 6B8 (73 dmg, clean hit: 79 dmg, character dependent)
  • 6B8 BE (84 dmg, clean hit: 94 dmg, character dependent, 25% meter)
FC 1B
  • 6B8 (77 dmg, clean hit: 85 dmg)
  • 6B8 BE (90 dmg, clean hit 98 dmg, 25% meter)
  • 1B BE* (25%-100% meter)
  • 8A+BB (66 dmg, character dependent)
FC 1(B)
  • 6B8 (63 dmg, clean hit: 69, character dependent)
  • 6B8 BE (74 dmg, clean hit: 83 dmg, character dependent, 25% meter)
FC 1(B)B
  • 8A+BB (58 dmg, character dependent)
  • 6B8 (67 dmg, clean hit: 71 dmg)
  • 6B8 BE (75 dmg, clen hit: 82 dmg, 25% meter)
  • dash 1B BE* (25%-100% meter)
3[K]
  • bK (61 dmg)
  • [ B ] (54 dmg)
1K
  • 9B (38 dmg)
  • 214B (40 dmg)
3A+B (slightly charged)
  • 6B8 (79 dmg, clean hit: 85 dmg, wait for opponent to hit the ground for extra dmg)
  • 6B8 BE (90 dmg, clean hit: 100dmg, 25% meter, wait for opponent to hit the ground for extra dmg)
  • dash 8A+BB (63 dmg)
  • dash 1B BE* (25%-100% meter)
3A+B
  • 6B8 (120 dmg, clean hit: 126 dmg, wait for opponent to hit the ground for extra dmg)
  • 6B8 BE (135 dmg, clean hit: 140dmg, 25% meter, wait for opponent to hit the ground for extra dmg)
  • dash 8A+BB (109 dmg)
  • dash 1B BE* (25%-100% meter)
1A+B
  • 8A+BB (49 dmg, character dependent)
  • bK (48 dmg)
B+K
  • 6B8 (72 dmg, clean hit: 77 dmg)
  • 6B8 BE (81 dmg, clean hit: 86, 25% meter)
1B+K
  • bK (59 dmg)
  • 8A+BB (60 dmg)
2B+K
  • 2_3B+K (52 dmg)
  • 8 A+BB (60 dmg, Ivy must be close to opponent in order to connect 8A+BB)
3B+K
  • 2_3B+K (52 dmg)
7B+K
  • 8A+BB (50 dmg)
  • 6B8 (61 dmg, clean hit: 66 dmg)
  • 6B8 BE (69 dmg, clean hit: 76 dmg, 25% meter)
  • dash 1B BE*
8_9B+K
  • 6B8 (61 dmg, clean hit: 66 dmg)
  • 6B8 BE (69 dmg,clean hit: 76 dmg, 25% meter)
BT 2B+K
  • bK (59 dmg)
44[A]6 (on a BT opponent)
  • BT 2 B+K
22_88B
  • 2K (39 dmg)
44B(tip range)
  • CH 6KB (70 dmg, clean hit: 74 dmg)
  • 1B BE (82 dmg, works only when 44B hits at maximum range, 25% meter)
44BB
  • 6B8 (79 dmg, clean hit: 84 dmg, character dependent)
  • 6B8 BE (87 dmg, clean hit: 94 dmg, character dependent, 25% meter)
44BBB
  • 8A+BB (68 dmg, character dependent)
  • 6B8 (73 dmg, clean hit: 75 dmg)
  • 6B8 BE (77 dmg, clean hit: 80 dmg, 25% meter)
22_88K
  • 9B (38 dmg)
  • 214B (41 dmg)
  • RCC bK (46 dmg)
44B+KB(slightly charged)
  • 6B8 (99 dmg, clean hit: 105 dmg wait for opponent to hit the ground for extra dmg)
  • 6B8 BE (110 dmg, clean hit: 120 dmg, wait for opponent to hit the ground for extra dmg, 25% meter)
  • dash 8A+BB (wait for opponent to hit the ground for extra dmg)
  • dash 1B BE*
44B+K (opponent gets hit by UB)
  • 6B8 (120 dmg, clean hit: 126 dmg, wait for opponent to hit the ground for extra dmg)
  • 6B8 BE (135 dmg, clean hit: 140dmg, 25% meter, wait for opponent to hit the ground for extra dmg)
  • dash 8A+BB (109 dmg)
  • dash 1B BE* (25%-100% meter)
Run K
  • bK (56 dmg)
1B BE
  • CH 6KB (68 dmg, clean hit: 72 dmg, 25% meter)
  • 66K (ROs to the left, enables w!)
1B BE on airborne opponent
  • 6B8 (25%-100% meter)
  • 6B8 BE (50%-100% meter)
  • 8A+BB (25%-100% meter)
22B BE
  • BT 2B (60 dmg 25% meter)
Guaranteed follow ups on CH

CH 3(A)
  • 8A+BB (48 dmg)
  • bK (47 dmg)
CH 4A
  • bK (63 dmg)
  • 1B+K (61 dmg)
CH bK
  • 8A+BB (35 dmg)
  • bK (34 dmg)
CH 3B
  • 8A+BB (65 dmg)
  • 6B8 (80 dmg, clean hit: 85 dmg)
  • 6B8 BE (91 dmg, clean hit: 99 dmg, 25% meter)
  • 1B BE* (character dependant, 25%-100% meter)
CH 4K
  • B+K (56 dmg)
  • 8A+BB (57 dmg)
  • bK (55 dmg)
CH 2A+B
  • 6B8 (74 dmg, clean hit: 81 dmg)
  • 6B8 BE (85 dmg, clean hit 95 dmg, 25% meter)
  • 8A+BB (61 dmg)
  • 1B BE* (25%-100% meter)
CH WRA+BA (opponent cornered against wall and all w! used up in a combo)
  • bK
CH 22_88A
  • bK (53 dmg)
  • 8A+BB (55 dmg, only hits BT opponent after CH 22_88A)
  • CH 3B (3B doesn't hit a BT opponent after CH 22_88A; 8A+B doesn't work as a follow up after 3B with CH 22_88A as combo starter)
  • CH 4K (4K doesn't hit at various angles after CH 22_88A)
  • CH 66B (51 dmg)
  • CH 66B BE (25% meter)
CH 66B BE
  • 8A+BB (74 dmg, 25% meter)
  • 6B8 (83 dmg, clean hit: 88 dmg, 25% meter)
  • 6B8 BE (91 dmg, clean hit: 98 dmg, 50% meter)
Guaranteed follow ups on w!
Notes: Only two w! are allowed in a guaranteed combo. E.g.: 2A+B, 6B8 BEw!, 7B+K, 6B8BEw!, 66B BE, 6B8 (66B BE would usually cause a w! at this distance, but the two 6B8 BE used up the allowed w!. In this combo 66B BE will just LNC, forcing you to end the combo with one of the CH 66B BE follow ups on LNC.)​
Only one 7B+K/CH 66B BE is allowed in a combo; the second one won't relaunch.​
CH 66B BE,8A+BB or just 8A+BB after w! on small walls, which break apart during the w! gives you a guaranteed RO. This goes also for the windows of the "tower of glory: spiral of good and evil" stage.​
7B+K after 6B8 BEw! on the walls, which cant over on the stage "Torture Chamber" doesn't connect. You need to do 8B+K.​
214Aw!
  • dash CH 2A+B
  • 7B+K (character dependent)
  • 6(B+K) (173 dmg, character dependent)
  • normal grab_SS_CS_CE
6B8 BEw! (on airborne opponent)
  • 7B+K (character dependent)
  • 3_2B+K
  • 6(B+K) (character dependent)
  • CH 66B BE
  • CH WR A+BA (when both w! are used up the opponent gets cornered the against wall, giving you the possibility to continue the combo)
  • dash CH 3B
6(B)2_8w! (oponent sidesteps first hit and gets CH by the 2nd)
  • dash bK (44 dmg)
CH3B or 3Bw!
  • CH 2A+B
  • CH 66B BE
  • on BT opponent guarantees iCS (134 dmg, clean hit: 156 dmg)
4Kw! (character dependent)
  • bK (56 dmg)
  • CH 2A+B (character dependent after 4Kw!)
  • CH 3B (might w! again, but not consistent/ this w! forces your opponent to be BT during the w! and guarantees a grab_SS_iCS_CE)
  • CH 66B BE (this w! forces your opponent to be BT during the w! and guarantees a normal grab_SS_iCS_CE)
CH 4Kw!
  • CH 2A+B
  • CH 3B (might w! again, but not consistent/ this w! forces your opponent to be BT during the w! and guarantees a normal grab_SS_iCS_CE)
  • CH 66B BE (this w! forces your opponent to be BT during the w! and guarantees a normal grab_SS_iCS_CE)
7_8_9Kw!
  • CH 2A+B
  • CH 66B BE
  • 6(B+K) (60 dmg, character dependent)
  • normal grab_SS_CS_CE
6A+Bw!
  • 7B+K (character dependent)
  • 6(B+K) (107 dmg, character dependent)
  • 22_88(B): B: B: B: B: B (120 dmg)
4A+BBw!
  • bK (61 dmg, 4A+B into B is not a NC, so it doesn't matter if 4A+B hits or not; the w! only depends on the B after 4A+B)
WR A+BA (opponent tries to interrupt after WR A+B and gets KND, character dependent)
  • CH 2A+B
  • CH 66B BE
CH WR A+BAw!(character dependent)
  • CH 2A+B
  • CH 66B BE
1B+Kw! (happens rarely, frequency of occurence is character/wall dependent)
  • bK (54 dmg)
22_88Bw! (only on small walls, which break apart during the w!/doesn't happen consistently)
  • 8A+BB (RO)
44BBw!
  • CH 2A+B
  • CH 66B BE
66Kw! (w! to Ivys left)
  • CH 2A+B
  • CH 66B BE
44A+Bw! (w! to Ivys right)
  • bK (66 dmg)
44(A+B)w! (w! to Ivys right)
  • bK (91 dmg)
CH 66B BEw!
  • CH 2A+B
  • normal grab_SS_CS (character dependent/ this gets more consistent when CH 66B BE didn't initiate the first w! in the combo)
-------------------------------------------------------
TECH TRAPS
-------------------------------------------------------
Notes:​
right=tech traps when opponent techs to his right side​
left=tech traps when opponent techs to his left side​
backward=tech traps when opponent techs backwards​
forward=tech traps when opponent techs forwards​
all=tech traps in any direction​
CH 3(A)
  • 1K: all
  • 22_88B BE: left, backward, forward
  • 22_88: B: B: B: B: B: backward, forward
  • 44(A): backward, forward/ all (on max range of CH 3(A)
  • 44(A)6: backward, forward/ all (on max range of CH 3(A)
CH 4A
  • 1K: all
  • 4A+B: right (character dependent)
  • 44(A): right, backward, forward
  • 44(A)6: right, backward, forward
  • B+K: forward
CH bK
  • 1K: all
  • 22_88: B: B: B: B: B: backward, forward
  • 44(A): all
  • 44(A)6: all
  • B+K: backward, forward
  • 3A+BB (slighly delayed): backward, forward
FC 1(B)B
  • dash 1K: left, right, forward
  • 44(A): all
  • 44(A)6: all
  • 22_88: B: B: B: B: B: backward, forward
3(K)
  • 3B: all
  • bK: right, left, forward
CH 4K:
  • 3A+BB (slighly charged): all
  • dash 1K: all
  • 22_88B BE: all
  • 22(B): B: B: B: B: B: left, backward, forward
  • 88(B): B: B: B: B: B: right, backward, forward
9K
  • 9B: backward, forward
3A+B or 3A+BB(slightly charged)
  • 3A+BB(slightly charged): all
1B+K
  • 1K: all
  • B+K: right, backward, forward
  • 3A+BB: left, backward, forward
  • 22_88B BE: all
  • 22(B): B: B: B: B: B: left, backward, forward
  • 88(B): B: B: B: B: B: right, backward, forward
2B+K
  • 3A+BB: right, backward, forward
  • 22(B): B: B: B: B: B: left, backward, forward
  • 88(B): B: B: B: B: B: right, backward, forward
  • run 22_88B BE: all
3B+K
  • 8B+K: right, backward
  • 3A+BB: all
  • 22(B): B: B: B: B: B: left, forward
  • 88(B): B: B: B: B: B: right, forward
  • run 22_88B BE: all
6B8 BE (on airborne opponent)
  • 9B+K: backward
  • 8B+K: forward
22B
  • 2A: all/forward (character dependent)
  • 2K: all
22B BE
  • BT 2B+K: backward
  • BT 2A: left, right, forward
44B+KB (slightly charged)
  • 3A+BB (slightly charged): all
CH 2A+B
  • 3A+BB: all
WR A+BA (opponent try to interrupt after WR A+B and gets KND)
  • 1A: left
  • 3B+K: backward
  • 2B+K: forward
CH WR A+BA
  • 1A: left
  • 3B+K: backward
  • 2B+K: forward
CH 66B (opponent cornered against wall edge)
  • 1K: all
 
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