Shred apart! Ivy Punishment Charts

Ring

Lay still now
IvySA.png
..::IVY PUNISHMENT CHARTS::..
updated: 29/02/2012

Legend:
  • Opponents moves are highlighted in purple and separated from punishments by ":"
  • Punishments are separated from one another by "/"
  • SSL = Side Step Left, SSR = Side Step Right
  • Tech Step (TS) options are highlighted in pink
  • Brave Edge punishments are highlighted in yellow
  • Auto-GI options are highlighted in green
  • Just Guard punishments are highlighted in blue
  • * - opponent must be close
  • ** - near wall/ring edge only
Credits go to Belial for the style and formatting. Thanks again!
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Pyrrha
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AK : 6B8K
3A : 6B8K
1AA: 6B8K / CE
4AA: 3B between 1st and 2nd hits / FC 1B
4AB : 6B8K / 214B / SSL backthrow or iFC 1B
BK : duck FC 1B
6BK: 6B8K / jump B/A/K between hits
3B : 6B8K* / B* / 1B BE**
2BB : 6B8K / 1B BE / SSR&SSL backthrow / 3B_214B_3A
3KK: 6B8K / 3B_214B / SSR&SSL backthrow or iFC 1B
1K: 6B8K
FC K: FC 2A / 6K
WS A+B: 4B
WS [A+B]: SSL backthrow / 6B+K
WS B+K: 6B8K
B+K: 4B,6B8K
B+KB: 6B8K / 1B BE / SSR&SSL backthrow / 3B_214B_3A
6B+K: 4B**
2B+KBBB: Block first two hits then punish of choice
11_77AA: 6B8K / 4A+B between hits
11_77A[A]: 4A+B between hits / 1K between hits (STC) / backstep&SSL punish of choice
33_99B: 6B8K
66B BE: 214B
22_88B: BB / 1B BE* / 66B BE
22_88BAK: 6B8 / 6B8 BE
44B: 6B8K
66_33_99K: 6B8K
44KA*KB: 6B8 / 6B8 BE between hits
66B+KAB : duck 2nd hit, FC 1B / 6B8K / 1B BE
236A: Jump B
236AA: Jump B between hits
236B: 6B8K / 1B BE
236K: 3B+K
CE: 66B BE / [ B ]

Pyrrha notes: 3B is problematic for Ivy. It's only -16 and has big pushback on block. Ivy can only punish it at close range.
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Pyrrha Ω
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1A: FC 1(B)B
1AA: 6B8K / CE
4AA: Duck second hit, FC 1B / 214B***
4AB: SSL & SSR punish of choice / (B) / 66B BE / 1B BE * / 6B8K */ 214B***
6BB: SSL punish of choice
6B BE: SSL punish of choice / JG 6B8K / JG 1B BE
3B: 6B8K/ 1B BE *
2BB: SSL & SSR punish of choice / 6B8K / 1B BE / 3B_214B_3A
2B BE: SSL & SSR punish of choice / 6B8K / 3B_214B_3A
FC 1BB: SSL & SSR punish of choice / 6B8K / 1B BE / 3B_214B_3A
FC 1B BE: SSL & SSR punish of choice / 6B8K / 3B_214B_3A
WS B: 4B / 6B8K
2K: WS K / 6K / FC 2A
FC K: WS K / 6K / FC 2A
1K: 6B8K
4K: 6B8K
WS A+B: 4B / 6B8K *
WS [A+B]: SSL punish of choice / interrupt with 3B
B+K: 6B8K
B+KB: SSL & SSR punish of choice / 6B8K / 1B BE / 3B_214B_3A
2B+KBBB: 6B8K
8B+K: JG 6B8K
WS B+K: 6B8K
66A: 4B / 6B8K
11_77AA: 6B8, 6B8 BE or 6KB between hits / 4A+B / 6B8K *
33_99B: 6B8K
11_77B: 6B8K
44B: 6B8K
66K: 6B8K
33_99K: 6B8K
44K: 6B8K
66B+KA: Duck second hit, FC 1B
Run K: FC 1B
NS A: 6B8K / 1B BE *
NS B: 6B8K / 1B BE
NS K:6B8K
DNS A: 6B8K / 1B BE *
DNS B: 6B8K*
CE: 6B8K / 66B BE / 1B BE *

*** It seems delayed 214B beats both 4AA and 4AB.
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Nightmare
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AA: Duck second hit, FC 1B
AAB: Duck second hit, FC 1B / SSL & SSR the last hit = punish of choice
A2AA: Jump A_B_K between hits / 6B8K
6A: 6B8K
2A: WS K
3A: 6B8K / 66A
3AA: 66A / 6B8K* / at tip range you can backdash second hit and whiff punish with 3B+K
3A2A: Jump A_B_K or 44BB between hits / FC 1B
1A: 6B8K
1A6: WS B+K and 4A beat all options
4A: Duck, FC 1B
BB: SSL & SSR the second hit = punish of choice
6B: 4B / 6B8K
6B~NSS: 1K beats all options
3B: 214B
3B~NSS: 214B beats all options (not always consistent)
4BB: 214B / SSR = punish of choice
WS B: 6B8K
WS(B): 1K beats all options but A+B, 4A beats all but bA
2K: 6B8K
2[K]: SSL & SSR = punish of choice / jump
4KK: Duck second hit, FC 1B
1K: WS K
A+B: 6B8K / 3B
2A+B: 6B8K
2B+K: 6B8K
66A~GS: 2A beats all options
22_88AA: 6B8K* / 1B BE* / JG 3B / JG 1B BE/ JG 6B8K
22_88AA6: 4A beats all options
44A: 6B8K (low kick doesn't connect)
33_99B: 2A punishes and beats all GS options
22_88B: JG 3B / JG 6B8K
66K: AA / 6B8K
66K~GS: AA / 4A
22_88K: JG 3B / JG 1B BE
66A+B: WS K / FC B
Run K: FC 1B

GS A: 6B8K
GS K: 6B8K

NSS bA: 6B8K
NSS ibA: 6B8K
NSS K: 6B8K
NSS B: 6B8K
NSS A+B: 6B8K
NSS [A]: 4K seems to deal with most options

4K BE: Duck second hit, FC 1B
2B+K BE: Jump / JG FC 1(B)B
33_99B BE: 6B8K* / JG 3B / JG 1B BE / SSL
GS K BE: Duck second hit, FC 1(B)B
CE: SSL&SSR = punish of choice

Nightmare notes: Ivy's NH 3B, 6B8/6B8 BE works on Nightmare consistently at close range.
------------------
α Patroklos
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agB: 6B8K / 1B BE
6AA: 6B8K / 1B BE** / JG1B BE
1A: FC 1B / 6B8K (guaranteed on hit)
1AA: 6B8K / 1B BE
1A:A : 66A / 1B BE **
FC 3aB: 6B8K / 1B BE / iFC 1B / CE
22_88A: 6B8K
22_88AA: Duck second hit, FC 1B
11_77A: WS K / FC B
44A: 6B8K
bA: 6B8K (requires delay) / 66A / 1B BE ** / CE
2A BE: 6B8K / 66A
1B: 6B8K / 1B BE
1B:B : JG6B8K / 1B BE
4B: 6B8K
FC 3B: 6B8K / 1B BE
FC 3B:B : SSL + SSR punish of choice / JG 6B8K / JG 1B BE
FC 3B:B BE: 6B8K / SSL + SSR = backthrow or 6B+K backthrow AT (100dmg)
22_88B: 6B8K / 1B BE
22_88BA: Duck second hit, FC 1B
44B: 4B / 6B8K
6K: 6B8K
2K/FC2K: WS K
1K: 6B8K
11_77K: WS K / FC B
Run K: FC 1B
2A+B: WS K
B+K: 6B8K
FC 3A+B: 6B8K
44B+K: 6B8K
BT B+K: 6B8K
CE: 6B8K / 1B BE
------------------
Leixia
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AAB: BB/ 6B8K
AA BE: SSL + SSL / 3B
AA BE K: 3B (both AA BE and AA BE K can be interrupted with 3B)
6[A]: 2A / 6K
3AA: 4A+B / JG 6B8K
3B: 4B / 6B8K
6BA: duck second hit > FC 1B / 3B
6BaB: SSL + SSR / 3B
4BB: SSL + SSR / 3B_214B / JG 6B8K
4BbK: 3B_214B / 6B8K
WS B: 6B8K / 1B BE **
6KK: BB / 1B BE / SSL + SSR after first kick / 3B_214B
2K: FC 2A / WS K
1KK: 7_8_9A_B_K between hits
A+B: 6B8K
6A+B: 6B8K
2A+B: FC 1B
4A+B: JG 6B8K / JG 1B BE
4A+BB: SSL + SSR = punish of choice
FC A+B: FC 1B after blocking the first hit and ducking the second hit
2B+K: 6B8K (at range)
3B+KK: 6B8 or 6B8 BE between hits / SSL + SSR = punish of choice
66AA: JG BB / JG 1B BE
11A: FC B / FC 2A
11AA: FC 1B or 44BB between hits after blocking the first hit
66BB: SSL + SSR = punish of choice / 3B_214B
33_99BB: 4B / 6B8K
Step B: 6B8K
44B: 66A / CE
44A: 4B / 6B8K
44[A]: duck second hit > FC 1B
22_88K: 6B8K
22_88kAAB: SSL + SSR the last hit or interrupt with 6KB / 3B_214B
22_88kAAK: SSL + SSR / 6B8 or 6B8 BE between A~K part/ 3B_214B
Run K: FC 1B / CE
Crybaby: 2K/ FCB on hit and block
CE: 6B8K /1B BE / CE
------------------
Aeon
------------------
3A: 6B8K
1A: 6B8K
WS AB: 6B8K / SSL + SSR / JG 1B BE
BBB: 3B (will CH) / SSL + SSR second hit / JG 1B BE or CE
6BB: Duck second hit > FC 1B
3B: 6B8K
WS B: 4B / 6B8K
2K/FC K: WS K
1K: 6B8K
WS K: 6B8K
B+K: duck FC 1B
4B+Kg: bK
8B+K: 9B
8B+KK: 9B will both punish 8B+K on block and interrupt FLY K / SSL + SSR
66A: 4B
22_88AB: 6B8K
44A: (B) / 66B / 66B BE / 1B BE **
44AK: 66A / SSL + SSR
66B: BB / 1B BE / 214B
66BK: 214B will punish 66B on block and evade FLY K / SSL + SSR
33_99B: 6B8K
22_88B: 4B
11_77B: WS K
44BAA: Duck second hit FC 1B
66K: 6B8K / 1B BE
11_77K: FC 1B
44K: 6B8K
66A+B: 6B8K **
Run K: FC 1B
6B BE: SSL / JG 1B BE or CE
CE: 6B8K / 1B BE / CE
------------------
Astaroth
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AA: Duck second hit FC 1B
AB: 214B_3B / SSL + SSR
6A: 6B8K
6AA: Duck second hit FC 1B
3A: 4B / 6B8K
2A: WS K (close block only)
1A: 9B (close block only)
1AA: 9B will both puinsh 1A and interrupt 1AA (close block only) / jump and 3B
1AB: 9B to interrupt / SSL + SSR = punish of choice
214A: 6B8K
214A series: 6B8K
FC 2A: WS K (close block only)
Jump A: 6B8K
BB: SSL + SSR / 214B
BB6: 214B_3B / SSR
3B: 6B8K / 1B BE
3(B): SSL + SSR = punish of choice
2B: 3K
1BB: 6B8K / 1B BE
4(B): JG 6B8K or 1B BE
FC B: 3K
Jump B: 6B8K
6K: 4B / 6B8K
3KA: Duck second hit FC 1(B) / 3B_214B / at far block you can backdash the second hit
3K(A): 214B (only at mid and far range) / at far block you can backdash the second hit
3[K] series: JG BB or 6B8K
2K: WS K
1K: FC 1B
1KA: FC 1B
4K: 6B8K
4KK: 6B8K (will also interrupt the second K)
FC 3K: 4B / 6B8K
WS K: 6B8K / BB
WS KA: BB (will punish WS K and interrupt WS KA at the same time) / Jump 3B
A+B: 66A
3A+B: 4B ** / 6B8K (kick doesn't connect)
4A+B: 6B8K / 1B BE
4[A+B]: SSL + SSR = punish of choice
2A+B: 66A
6B+K: 6B8K
6[B+K]: 6B8K
2B+K: FC 1B ** / WSK **
4B+K: SSL + SSR
9B+K_[B+K]: SSL + SSR= punish of choice
66A: 6B8K
66AB: SSL + SSR = punish of choice
22_88A: 6B8K
44A: 6B8K
66B: 6B8K
33_99B: 6B8K / 1B BE
11_77B: 6B8K
11_77BK: 6B+K (on back turned Astaroth)
22_88B: JG = punish of choice
Run K: FC 1B
66K BE: SSL + SSR / JG 6B8K or 1B BE or CE
22_88B BE: JG = punish of choice
22_88K BE: Jump
CE: Duck FC 1B

Astaroth notes: NH 3B, 6B8 works on Astaroth most of the time.
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Xiba
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AAK: Duck second hit FC 1B / BB / JG 1B BE or CE
6AK: 6KB between hits to interrupt (CH)
3AB: Duck second hit FC 1B / SSL / 4K will beat B and all stance options
1A: 6B8K **
4A: 4B
BB_(B): 3B between hits (will beat B and all stance options) / SSL + SSR
6BK: 2A or 2K to interrupt between hits. 6KB will also interrupt and CH but only when 6B hit is blocked at range. Just Guarding K will often result in Ivy JG while in BT...
3BK_(B): Duck second hit FC 1B (loses to RMB B) / 4K beats K and all stance options
1B: WS K **
3K: 6B8K
3kB: 66A / (B)
2K: WS K
WS K: 4B / AA
A+BBK: 1B BE will both punish A+BB and interrupt K. Same with 214B
1_3A+B: 6B8K
FC A+B: SSL between hits
OTG A+B: FC 1(B)
6B+K: 4B
4B+K: JG 6B8K or1B BE or CE
BT B+K: 6B8K
33_99A: FC 1B / 9B between hits
22_88AB: 6B8K / 1B BE / 4K will beat all stance options
44AA: 7_8_9A_B_K between hits
66BBB: 6B8K/ SSR after first hit or 3B_214B
22_88B: 6B8K / 1B BE
11_77B: 6B8K
66KB: SSL+SSR / 6B8K / 1B BE
33_99KB: SSR (backthrow guaranteed but it's hard)
22_88K: FC 1(B)
Run K: FC 1B
RMB AK: BB / 1B BE
RMB K: FC 1B
6AK BE: same as normal 6AK
6BK BE: same as normal 6B K
33_99A BE: 6B8K
44K BE: JG 6B8K or 1B BE
CE: 6B8K / 1B BE / CE

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Patroklos
------------------
3A: 4B
1A: FC 1B
BB: JG 6B8K
6BBB: 3B_214B, SSR / duck FC 1B
3B: 6B8K / 1B BE
WS B: 4B
3K: 6B8K / 1B BE
3KK: duck FC 1B
2K: WS K
1K: 6B8K / FC 1B (no launch), 66A, CE
FC K: WS K
WS K: 6B8K / 1B BE/ CE
WS KA: 6B8K
2A+B: FC 1(B)
8A+B: 4B / 6B8K*
WS A+B: 6B8K
B+K: 6B8K
8B+K: JG 6B8K_1B BE_CE
66A: JG 6B8K_1B BE
22_88AA: duck FC 1B
33_99B: 4B / 6B8K
11_77B: 6B8K
66K: BB
11_77K: FC B
44K: 6B8K / 1B BE
44KK: duck FC 1B
66A+B: 4B
Run K: FC 1B
236 A: 6B8K / 1B BE
236 AB: 6B8K / 1B BE
236B_236:B :(B) / 66A / 1B BE *
236K: 6B8K / 1B BE/ CE
1B BE: duck FC 1B
66A BE: SSR + SSL / JG 1B BE_CE
236B BE: SSR, JG 1B BE_CE
CE: 66A / 66B BE
------------------
Tira
------------------
JS 6AB: 214B_3B_3[A] / FC 1B
GS 3A: 6B8K
GS 3AA: 6B8K / duck FC 1B
JS 2A: 6B8K / FC 1B
JS 2AB: 6B8K / 66A / 1B BE / CE
1A: 6B8K
JS 4A: 6B8K
WS A: 6B8K
Jump A: 6B8K
BT A: 6B8K
GS 6B: 6B8K
JS 3B: 6B8K
GS 3B: 6B8K
JS 4B: 66A / (B) / 6B8K* / 1B BE *
GS 4B: 6B8K
GS 4B: B : 214B_3[A]_3B
GS 4B: B: B : 6B8K / 1B BE
WS B: 6B8K (will lose to WS BK) / BB / 1B BE (also interrupts followup on block)
WS BK: BB / 1B BE
Jump B: 6B8K
2K: WS K
JS 1K: FC 1(B)
GS 1K: 6B8K
236K: 66A / 66B BE
FC K: WS K
JS WS K: 6B8K*
Jump K:6B8K
BT 2K: WS K
4B+K: 6B8K / 1B BE
4B+KB: 3B_214B / SSL + SSR
JS BT B+K: 6B8K / 1B BE
JS BT B+KB: 6B8K / 66A
JS 66A: 6B8K / 1B BE / CE
JS 66AA: 6B8K / 1B BE / 3B (6B8 always connects) / CE
JS 44A: 6B8K / 1B BE/ CE
JS 44AA: 6B8K / 6KB (CH interrupt) / 4A+B
JS 44A2A: 6B8K / 44B after the first hit
GS 33_99B: 6B8K
JS 11_77B: WS K
GS 3A BE: 6B8K / duck FC 1B
JS 66B BE: SSR / JG 6B8K_1B BE_CE
CE: 66A / 66B BE
------------------
Viola ... must die
------------------
SET AAB: 3B or 4K after AA
6AA: FC 1B
6AB: duck FC 1B
1A: FC 1B
ORB 3B: 6B8K
SET 3B: 6B8K
1B: 6B8K / 1B BE / CE
SET Jump B: FC 1B
FC K: WS K
1K: 6B8K
ORB 9K: SSL + SSR 6B2_8 (will CH somehow)
A+B: 6B8K
A+BA: 6B8K / 1B BE / CE
SET A+BAB: 4K after A
ORB 6A+B: 66A
1A+B: FC 1B
ORB 8A+B: 6B8K / 66A / JG 1B BE_CE
SET 8A+B: SSL + SSR / JG 6B8K_1B BE_CE
66AAB: duck 2nd hit FC 1B
33_99A: 6B8K
ORB 44A: 6B8K / 1B BE / CE
ORB 44AB: 6B8K
SET 44AB: 6B8K / 1B BE / CE
44B: 6B8K / JG 1B BE_CE
33_99K: 6B8K
66A+BB: 66A / 66B BE
Run K: FC 1B
SET A+B BE: Jump the orb
SET 44A BE: JG second hit of 44A : 1B BE / 214B after blocking the first two hits / SSL+SSR after blocking the first orb
------------------
Yoshimitsu
------------------
3A: 6B8K
3AB: 6B8K/ 1B BE,6KB
3AAAAA: step forwward 1B BE~6KB/ 2B+K,2B+K
1AAAAA: step forward 1B BE~6KB/ 2B+K,2B+K
214A: FC 1B,6B8/ CE
8A: 6B8
BT 8A: 6B8
3B: 6B8K
1B: 6B8K
236B: 6B8
6K: 6B8K/ 1B BE,(Yoshi is BT, choose best follow up), CE
6KK: interrupt after 1st hit with 1B BE,6B8K/ 3K
2K: WS K
4KB: JG 2nd hit 1B BE,6KB, JG 2nd hit 6B8K
FC 2K: WS K
FC 3K: FC 1B,6B8/ CE
1KKKKK: step forwward 1B BE,6KB/ 2B+K,2B+K
7_8_9K: 6B8K
BT 2K: WS K
A+B: FC 1(B)B,6B8 (FC 1B is not consistent for some reason)
(A+B): FC 1(B)B,6B8 (FC 1B is not consistent for some reason)
(A+B)K: whiff punish with 3B+K,3B+K/ 2B+K,6B8
2(A+B): 3K beats all options ecxept for 8B+K/ 6B8 beats all options except B and K
8A+B: 6B8/ SSL_SSR and punish of choice
8A+B2: 6B8/SSL_SSR and punish of choice
8A+B4: 6B8 before he is behind you/ BT 2B+K,2B+K before UB hits you
8a+bB+K: 6B8
BT A+B: whiff punish of choice
BT (A+B): whiff punish of choice
6B+K: 6B8K/ 1B BE,6B8/ CE
6B+KBBB: duck 2nd hit FC 1B,6B8
4B+K: whiff punish of choice
4B+KB...: whiff punish of choice
9B+K: 6B8K
9B+KK: interupt after 1st hit with 6B8
9B+K(K): interrupt after 1st hit with 6B8
2A+K: whiff punish of choice
2A+KA...: whiff punish of choice
2A+K2A+K: whiff punish of choice
66_99_33A: 6B8K
22_88A: 6B8K
66_99_33B: 6B8K
99_33BB+K: 1B BE,6KB/ 6B8K
99_33BB+KA+B: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+KA+BK: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+K(A+B): interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+Ka+b2_G: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+Ka+bB+K: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33B(B+K): 6B8K/ 1B BE,(Yoshi is BT, choose best follow up)/ CE
99_33B(B+K)A+B: interrupt after 2nd hit with 6B8/ 9B+K,6B8
99_33B(B+K)A+BK: interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
99_33B(B+K)(A+B): interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
99_33B(B+K)(a+b)2_G: interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
99_33B(B+K)(a+b)B+K: interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
22_88B: 6B8K*
11_77B: 1B BE,6KB/ 6B8K
44B: SSL_SSR and whiff punish of choice/ JG 1B BE,6KB/ JG 6B8K
44bA: JG of the first hit will get you out of range from the full move animation; so whiff punish of choice after JG
22_88K: duck and punish with FC 1B,6B8
44_77_11KB: JG 2nd hit 1B BE,6KB/ 6B8K
44_77_11KB (slightly charged): 1B BE,6KB/ 6B8K
44_77_11KB (full charged): interrupt after 1st hit with 3B,6B8/ JG 2nd hit 1B BE,6KB/ JG 2nd hit 6B8K
66_33_99a+b2B: FC 1(B)B,6B8/ CE
66_33_99B+K: 1B BE,6KB/ 6B8K
66_33_99B+KA+B: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+KA+BK: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+KA+B(A+B): interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+K(a+b)2_G: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+K(a+b)B+K: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99(B+K): 6B8K/ 1B BE,(Yoshi is BT, choose best follow up)/ CE

66_33_99(B+K)A+B: interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2rd hit
66_33_99(B+K)A+BK: interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2nd hit
66_33_99(B+K)(A+B): interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2nd hit


66_33_99(B+K)(a+b)2_G: interrupt after1st hit with 6B8/ 9B+K,6B8 after 2nd hit
66_33_99(B+K)(a+b)B+K: interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2nd hit
Run K: FC 1B,6B8/ CE
(sry don't know the shorcuts for Yoshi stances)
Flea itself gets AT by 6B8
Flea A: FC 1(B)B,6B8
Flea K: 6B8
Flea (K): FC 2B
Flea A+B: interrupt with 6B8
Flea (A+B): interrupt with 6B8
Flea 4_6A+B: interrupt with 6B8
Flea 4_6(A+B): interrupt with 6B8
Flea 66: on hit 6B8/ on hit 1B BE~6KB/ on block FC 1B,6B8/ on block CE
Indian stance moves with teleport from long range get beaten by 2A+B expect for B (Indian stance A and K cause CH 2A+B,6B8; 2A+B only causes an Ivy 2A+B KND)
India stance A: FC 1(B)B,6B8
Indian stance B: 6B8
Indian stance 6A+BK: on hit 2A+B/on block RCC bK
Indian stance A+K: interrupt before Indian stance A+KA_A+B happens
Indian stance (A+K): whiff punish of choice
Manji Drangonfly itself gets AT by 6B8
Manji Drangonfly K: FC 1(B)B,6B8/ CE
Manji Drangonfly A+B: 6B8
I advice to backstep the transition of Manji Dragonfly into Super Dragonfly and 6B8 Yoshi on reaction. This beats all his options out of Super Dragonfly.
Super Dragonfly K:K: Jump 2nd hit grab/CE
Super Dragonfly 2B+K: FC 1(B)B,6B8
CE: FC 1(B)B,6B8/ CE
3AB BE: JG 3rd hit 1B BE,6KB/ JG 3rd hit 6B8K
66A BE: JG 2nd hit 6B8K
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Ezio
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6A,A,B: 6B8K/JG CE
1A: 6B8K
4AB2_8B: SS Tehzas.
WR A: 6B8K
4B: 6B8K
WR BB: JG CE/JG 1B BE
Jump B: 6B8K
6B2 on hit!: 6B8K
6B2 on block: FC 1
3K: 4B
FCK: FC2B
A+B: 3K punishes and negates follow-up. 1B BE is possible if Ezio doesn't follow-up.
6B+K: Longrange: Duck 7_8_9 B+K/ SS 6[B+K]
6B+K: Shortrange: Duck FC1B/ SS Tehzas.
4B+K: Longrange: Duck 7_8_9 B+K/ SS 6[B+K]
4B+K: Shortrange: Duck FC1B/ SS Tehzas.
2B+K: Longrange: SS 6[B+K]/ 9B
2B+K: Shortrange: SS Tehzas
33_66_99A,B2_8B: SS 2nd hit Tehzas./Block 3rd hit 8B+K
22_88A,A: 6B8K/JG 1B BE
22_88A: 1B BE/6b8K
11_77A: 6B8K
44A: 6B8K
66 BB: 6B8K/JG CE/SS Tehzas
66B BE: JG CE/SS Tehzas
66B: 1B BE/ 6B8K
22_88B: 6B8K
33_66_99 A+B (BA): SS Tehzas
11_77 B (BA): SS Tehzas
11_77K: 6B8K
44K: 6B8K
Run K: FC 1B
CE: 6B8K
------------------
Ivy
------------------
AA: duck 2nd hit FC 1B,6B8
(A): duck 2nd hit FC 1B,6B8*/ duck 2nd hit FC 1(B),6B8/ 6B8K*
6AK: duck 2nd hit FC 1B
6(A): 6B8K*/66B BE*/6A (at tip range not for Ivy punishable)
3(A): 6B8K*/ 1B BE,6KB*/ CE*/ 6A
1A: FC 2B*
214A: duck punish of choice/ interrupt of choice/ 214A
WR (A): at close range this whiffs: whiff punish of choice
9A: 6B8K
(B): SSL_SSR punish of choice/ WR B/ 66A/ 66B BE
bK: 6B8K
6B8: 6B8K/1B BE,6KB*/ CE*/ late hit not punishable
6B8K: 6B8K
6(B)2_8: 3B+K,3B+K (range dependant)/ 8_9B+K,6B8 (range dependant)/ 6(B+K)/ the farther you are from Ivy the more difficult it becomes to punish this move/ at tip range safe
214B: 6B8K*/JG 2nd hit 1B BE*/ JG 2nd hit CE*/ JG 2nd hit 66B BE/ JG 2nd hit 66A
FC 1B: 6B8K
FC 1(B): 6B8K
FC 1(B)B: 2nd hit whiffs; whiff punish of choice
7B: 6B8
8_9B: 6B8K
6KB: if you're not at kissing range 2nd hit whiffs; whiff punish of choice
6KBK: if you're not at kissing range 2nd hit whiffs; whiff punish of choice/ 3rd hit always whiffs; whiff punish of choice
2K: WR K
1K: FC 1(B)B,6B8
FC 2K: WR K
BT 2K: WR K
A+B: BB/ 1B BE,6KB
6A+B: interrupt of choice (don't forget that she backsteps)
3A+B: SSR_SSL punish of choice
3A+BB: JG 6B8K*/ JG 1B BE,6KB*/ JG CE*/ JG 66A/ JG 66B BE
3A+BB(slighlty charged): JG 6B8K*/ JG 1B BE,6KB*/ JG CE*/ JG 66A/ JG 66B BE
1A+B: 6B8K
4A+BB: SSL_SSR punish of choice
4A+BB(with aGI): you can GI the "B"/66A*/after the aGI you can still JG if the A+B doesn't hit you: JG the "B" 6B8K*/ JG the "B" 66B BE*/ JG the "B" CE*/ JG the "B" 2_3B+K,2_3B+K/ JG the "B" 8B+K,6B8
8A+B: 6B8K/ 1B BE,6KB*
8A+BB: when first hit doesn't hit 6B8K*/ 66B BE/ 66A/ (B)
8A+B(B): 3B+K,3B+K/ 8B+K,6B8/ 6(B+K)
WR A+BA: duck 2nd hit FC 1B,6B8
B+K: JG 2nd hit SSL_SSR punish of choice/ JG 3rd hit 6(A)
7B+K: 3B+K,3B+K/ 8B+K,6B8/ 6(B+K)
WR B+K: JG 2nd hit 6B8K/ JG 2nd hit 1B BE,6KB
BT B+K: JG 2nd hit 6B8K/ JG 2nd hit 1B BE,6KB
66(A): 6B8/ JG 2nd hit 6B8K/ JG 2nd hit 1B BE/ JG 2nd hit CE/ at tip range 2nd hit whiffs; whiff punish of choice
11_77A: 66B BE*/ WR B*
44(A): 6B8K*/ 6(A)/ at tip range not punishable
22(B): 6B8K*
22(B)B: 6B8K/ 1B BE,6KB
22(B)BB: 6B8K/ 1B BE,6KB
22(B)BBB: 6B8K/ 1B BE,6KB
22(B) B : B : B : B: 6B8K/ 1B BE,6KB
44(B)B: 6B8/ JG 1B BE,6KB/ JG CE
44(B)BB: 3rd hit whiffs; whiff punish of choice
22_88K: 1(B)B,6B8
44_11_77K: FC 2B
44A+B: 6B8K
44(A+B)(slightly charged): 6B8K
44(A+B): SSL punish of choice
44B+K: SSL_SSR punish of choice
44B+KB: JG 2nd hit 6B8K*/ JG 2nd hit 1B BE,6KB*/ JG 2nd hit CE*/ JG 2nd hit 66A/ JG 2nd hit 66B BE
44B+K(slightly charged):SSR punish of choice/ JG 2nd hit 6B8K*/ JG 2nd hit 1B BE,6KB*/ JG 2nd hit CE*/ JG 2nd hit 66A/ JG 2nd hit 66B BE
Run K: FC 1B,6B8
1B BE: SSR punish of choice/ JG 2nd hit 6B8K/ JG 2nd hit 66A/ JG 2nd hit 66B BE
66B BE: JG 2nd hit 6B8K/ JG 2nd hit 1B BE
22B BE: JG 2nd hit 2B+K,3B+K

------------------
Natsu
------------------

AAB: 6B8K**
ia6: 6B8K
a6: 6B8K
6AB: 6B8K
1A: FC 1BB~6B8 (FC 1B doesn't launch)
3A: 6B8K
4A->POS: Interrupt with FC 1B beats all options except for BE. BE doesn't go through you though.)
WR AAA: 6B8K/1B BE/CE
BB series: All can be ducked or blocked low. FC 1B for all except bomb.
B[K]: Duck as soon as you see a blue flash. FC 1B~G~6B8
BKB: FC 1B~G~6B8
BK->POS: FC 1B~G~6B8 beats all options except for K. If you think Natsu is going for K use 6b8 for 70 damage. 6b8 will lose to A.
1B:6B8K
3B: 6B8K/1B BE
WR B,a+bA: FC 1B~G~6B8
WR B,A+B,A: FC 1B~G~6B8
KKK: Duck 3rd hit FC 1B~G~6B8
KK2K: 2B
3KKK: 6B8K
3KK,B+K: Interrupt the front roll with 2A+B will be a CH if natsu presses something.
3KK,B+K8 (Natsu goes to her right): Interrupt with 4K (214B and 3B will whiff)
3KK,B+K4 (Natsu goes to her left) Interrupt with 214B/3B~3K (4K will whiff)
3KK,B+K4_8 (Doesn't matter) Interrupt with 3[A] Doesn't CH.
2A+B: 6B8K/1B BE/ JG FC1B~G~6B8
2A+B6: 6B8 will AT.
1A+B->POS: FC 1B~G~6B8 beats all options except for K. If you think Natsu is going for K use 6b8 for 70 damage. 6b8 will lose to A.
6A+B: 6B8K
6A+B->POS: 6B8 will AT against K 6B8(K) wins against everything except B+K. 2A+B loses against A and K but will CH against B+K and B.
8A+B: 8B+K~6B8* (WTF punish!)
33_66_99B BE: Duck 2nd hit. FC 1B~G~6B8
44A: 6B8K
33_77A: FC 1B~G~6B8
66K: 6B8K/1B BE
11_44_77B: 4B
Run K: FC 1B~G~6B8
22_88K, A+B: 6B8K
22_88K, B+K: Interrupt with 2A+B
22_88, B+K2_8: Interrupt with 214B/3[A]
44K: FC 1B~G~6B8
 
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Yeah, I should have tested that before. Thanks.

Omega up. Most of her best moves are highly punishable by Ivy. I think a regular Pyrrha is actually a slightly tougher match-up for Ivy.
 
Thx Ring.
Do you mind if I copy/paste most of your informative post on French forum ?
 
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Thx Ring.
Do you mind if I copy/paste most of your informative post on French forum ?
Go ahead. I will keep adding more characters in time so be sure to check this thread again=)
 
Ring, I hope you do nightmare soon.
That bitch is hard to punish because he pushes Ivy back so far away.
Not to mention all of Nightmare's punishes for Ivy do a ton of damage, while Ivy's punishes don't do jack!
It feels like such an uphill battle sometimes.
 
I don't think you realize just how useful this was, particularly the Pyrrha matchup. Took her into practice to get familiar with her moveset to put this information to better use. Great stuff. I don't know why I've been sleeping on 6B8K as a punisher, but now I'm having a much better time against Pyrrha. I'd love to see more additions, particularly Natsu, Hilde, Viola, maybe Mitsu. (As an aside, don't you think "You're in need of some discipline!" would have been a fitting title? :p)
 
Ring, I hope you do nightmare soon.

I second this, it's THE character I have the most trouble fighting against and I know that during the National Finals I need to play on March 10 there will be a Nightmare or 5. >.<
 
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Nightmare up. If you find any mistake please let me know.

Can someone test his stance transitions? Looks like we need to use different punishment options depending on his choice, it's gonna be really tough to play against him w/o knowing how he works.
 
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This only seems to work at close range.
If you whiff your 4K punish, it could hurt a lot.
I think 214B is safer for all ranges.
NSS b:A will beat 214B a lot of times and it does tons of damage. If you whiff 4K at least b:A won't hit you because of TC frames :)
 
i use 1k against NSS. seems to beat everything in gameplay. haven't properly tested it though
 
This is a good project ring.
I have to say, thanks to my testings (posted in the matchup thread) and Ring's work here, I've been having a waaay easier time with nightmare lately. Knowledge sure is power...
 
lol I got spammed by Leixia's 3B today
3B, 3B, 3B, 3B

had to go into practice mode to figure this bitch out.
3B spam can be punished with 4K after blocking one...alternatively you can just-guard it and do 6B8K
 
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Does JG 3B against nightmare work as a CH? Or does it not even matter because he's close enough to 6B8 after it either way?
 
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Does JG 3B against nightmare work as a CH? Or does it not even matter because he's close enough to 6B8 after it either way?
NH 3B, 6B8 works on Nightmare well. You must be close to him, though. If you just guard those moves, for example 22_88B at tip range, it won't work.
 
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