SS & CS/iCS Info

I need to learn better CL transitions. Tempted to try CL 6A,K,iCS as most people try to shake and block standing. How long is the stun if they don't shake?

Also whats the exact method for blockstun CL CS? is it:

Block, hold B+K, buffer directions, release B+K, then end with 1A+G?

Also what are the differences with iCS and CS? longer range, more damage, time to escape, etc...

Something that I see work pretty well in regards to using CL 6 A,K is to start the buffer immediately after you see her foot connect with the CH or the block. A good set up if they block the kick is to follow it with 216B instead of trying to do iCS. 216B steps pretty good because most people will try to attack after blocking 4A,K. If you can get that 216B fear in them, try busting out the iCS.

The only drawback being is they can watch for the stance change flash when you do attempt it.

And iCS has more damage and a larger grab distance. Plus, its pretty to look at.
 
The problem with iCS is that the JF glow makes it more visible than normal CS, thus opponent can react quicker and break it easier than normal CS. That's how it works with Asta's JF throws. If any of you have any doubts, I suggest you try out online reaction time tests. It's fun.

This fact combined with loudness of stick makes it really bad for Arcade stick users. Apart of that, it's still probably the best throw in the game (damage & range wise)
 
This fact combined with loudness of stick makes it really bad for Arcade stick users. Apart of that, it's still probably the best throw in the game (damage & range wise)

TRUE! I tested this myself... I used a pad for a few matches, and my iCS's connected every time, instead of my opponents mashing A as fast as possible when I use my Stick. This alone makes me cry inside, so I have to randomly buffer just to toss out a mid from time to time, and keep them on their toes.
 
I dont play stick, but I imagine your weapon against loud arcade sticks would be to just throw a mid in there if they duck or mash a - which would probably become a CH. Sure its not as dramatic or damaging, but saves getting damage yourself.
 
Let me ask you, when you do SW 3B and do CS after, does your Ivy move at -all-?

good question.. your meaning on hit correct? i dont think i have ever really paid attention to if i can buffer after that. i will work on it this morning and let you know how it goes. i gotta get this shit down. Final Round is next week
 
good question.. your meaning on hit correct? i dont think i have ever really paid attention to if i can buffer after that. i will work on it this morning and let you know how it goes. i gotta get this shit down. Final Round is next week

Yep. SW 3B has a large enough buffer window for you to be able to do it without moving, but small enough to be a challenge.
 
Tellin you guys, let the loudness of the stick be your best mix up weapon. I train my opponents to expect iCS and then start landing those SW mids. I do my usual 6 set up and then fake the input so it's all nice and noisy...then just throw out another 6 when they shake and throw and A...and free CH AND they're right back where they started. Also you can REALLY fuck with them by doing the iCS roll...and then just tap B+G.

My sig below tells the truth! vvv
 
I always love messing with people online by holding G in SW, doing the inputs for CS while holding it down (it just looks as if you're moving up and down, jumping, etc.) then release G then inputting A+G. Works like a charm. Hehe.
 
hmmm...i guess im not exactly sure when the buffer lock drops. it seems i always start way too early or much too late and start moving.

that brings me to another question...is their a vid of someone doing this throw with their hands on stick? i want to see exactly how fast i need to be. its not that i cant do it. I just cant do it correctly(on block recovery and buffer after hitting moves) im just trying to find that one spark to help me get this thing down.


hmmmm my speed is really starting to come into question here. i think i also may put "too much throw" into the stick. i basically move the entire stick around its housing. im not good enough to do it without barely moving. i seem to have issues going back to "3" and correctly hitting the "9" after the 3214. i ALWAYS jump just about.
 
If your stick is a Square gate, from 3, go straight up, then cross right back to 1. and if that has you lost, don't even try playing SC1, 2, 3 Ivy... 376231 was the old input.
 
One consistent thing I've noticed is that iCS is easier to pull off (well I use pad ;-o) if instead of doing 3214391 is to do 3214381. Because you're doing it rather quickly it doesn't quite render as an 8, but more so a 9 without stressing the extra push in the direction. To me, the "ESP" feeling of going to 8 is a bit more comfortable.
 
New one I'm trying:

SW 1A, iCS. Not sure if it's shakable but it's been pretty successful so far. I've abandoned 6, iCS. It was a fun ride, but it's really only a good scrub bashing tool or a stepping stone to buffering iCS, too shakable and predictable.

Current iCS and SS set ups:

  • WR iCS - easy buffer...however really need to catch an opponent off guard, so only when i tech sideways.
  • block stun iCS - classic...
  • CL ~B+K, iCS - only really used at start if i suspect a rush in
  • SW 1A, iCS - very quick
  • FC 3B, i CS - good at range, beware if normal A+G will whiff if u mess up
  • CL A+B~B+K, iCS - mix up
  • Buffer 1236, hold 6, finish SS with 173, B+G for running SS
  • 4A+B, SS - mix up if 4A+BB is not guaranteed
 
New one I'm trying:

SW 1A, iCS. Not sure if it's shakable but it's been pretty successful so far. I've abandoned 6, iCS. It was a fun ride, but it's really only a good scrub bashing tool or a stepping stone to buffering iCS, too shakable and predictable.

Current iCS and SS set ups:

  • WR iCS - easy buffer...however really need to catch an opponent off guard, so only when i tech sideways.
  • block stun iCS - classic...
  • CL ~B+K, iCS - only really used at start if i suspect a rush in
  • SW 1A, iCS - very quick
  • FC 3B, i CS - good at range, beware if normal A+G will whiff if u mess up
  • CL A+B~B+K, iCS - mix up
  • Buffer 1236, hold 6, finish SS with 173, B+G for running SS
  • 4A+B, SS - mix up if 4A+BB is not guaranteed



I agree wholeheartedly - 6 iCS is a scrub trap only. I looked at the frame data yesterday (which, if I am not mistaken, you put together - thank you) and noticed that one of her most advantageous moves is SW 2A CH. I might start going for that.

Do you find that SW 1A iCS actually works? I find it rare that they are actually that close.

There is a lot of hype nowadays (and by a lot of hype I mean I've heard it more than once) about SW 6, B iCS. Seems pretty silly to me, but I haven't tried it. Maybe it's the confusion that gets them.

How often do you blockstun buffer into it? It's something I've not mastered, but it seems really really useful. Got a good way to practice it - or any tips that might be useful?

Thanks for your list, by the way.
 
After all those months of playing Ivy in SCIV, the best ways to throw AND land CS/iCS seem to be the following (imho AND in order of preference):

possibly best setups:

- SW CH 2A (no need to mention more...)
- SW blockstun (Has an unpredictability factor. Opponent's move that was blocked IS a factor)
- CL blockstun (Has an unpredictability factor. Opponent's move that was blocked IS a factor)

nice setups:

- SW FC 3B (opponent must be trained NOT to attack after this move)
- the above applies here: SW FC 3B, SW CH 2A (advantage--->CS/iCS) or here: SW FC 3B, SW WSB (but in this you give up on CS/iCS attempt)
- CL A+B,B+K (Lock opponent--->scary mixups)
- WP 44[A] (tip range), SE 66K (Not heavenly, but the effect of breaking through guard may catch some without expecting it. Too bad that WP 44[A] on tip range is not easy to land on block)

other setups:

- SW CH 1K
- SW B/H/CH 6 (The only thing that you should care about here, is the advantage. Train with mids/B+G and then CS/iCS becomes an option)
- after other shakable stuns such as: CL CH 6A,K or SW CH 1A (only vs scrubs)

and last but not least:

- SW 22_88K (This move if lands...it just makes Ivy...SCARY. After this, you have every possible option to abuse, including CS/iCS. Of course training your opponent the way you need to, produces better results. And being able to CS/iCS without moving helps A LOT).

PS: I don't believe I should mention this, but anyway...Of course I'm only talking about OFFLINE play. Since there may still be people that haven't realized yet that SCIV-offline and SCIV-online are two entirely different games.
 
- SW CH 1K
Are you sure about this?:) SW 1K on CH pushes them away, so CS/iCS will whiff. Besides, it gives the same advantage as NH SW 1K. IMO the CH version is good for CS only near wall/edge.

SW 66A is also nice. It's +1 on NH, so you have two choices on hit: CS or SW 1K (becomes i12).
 
Ring
DittO is right. CH SW1K CS work (no need to iCS).
I'm pretty sure I used it sometimes against u last time.
SW 66A, is it safe ?
 
No shit, Ditto--online and offline are not the same thing, and I think your observations about SW are spot on.

I have a general philosophy with CS/SS: throw it out at as many opportunities that I can, lol. At times, I even try to make it part of a combo. Now, I am not suggesting that for everyone because my play style is high-risk, high-reward when it comes to the throws, but I land quite a few of the command throws in matches against even skilled players.

But here is something that I used from the last game with CS that I have applied to this game, and I am surprised at how well it works--even against opponents that I have played regularly: I use B as a "flow-chart" (I know Linkrkc used A in the last game, but I used B, and I still use B). What I mean is that if B connects or is blocked, then there are a series of options left for me (in terms of how to get the command throw to land). If an Ivy player has a good buffer, then just using B becomes a mix-up. For example, B from SW can be followed by iCS/CS quite often. The natural combo with B is B. Most players expect B to be followed by B. So buffering iCS/CS after a single B works very well, especially if you've trained the opponent with B to be used with the natural combo. But there are other options as well, obviously. B~iCS/CS, BB~iCS/CS, B 3K~iCS/CS (or BB 3K~iCS/CS) B 2A/2K~iCS/CS...(et al) are all viable when it comes to getting the command throw to land. The nastiest one that I have is CL B~SS. When I use this one, it lands at an incredibly high percentage for me--even more than CS lands for me (partly because I am such a CS whore that I have trained my opponent to break A, lol). This one works because the opponent doesn't have much time to react--especially if he thinks that another B is coming (it's actually easier to land than iCS/CS).

But, overall, I think the best way to get the command throws to land is to throw them out in spots where the opponent is off-guard (doesn't expect the throws or doesn't believe that it's possible to land the throws in a situation when he gets hit with them)--just as it's always been. And just like Ivy players from each game already knows, the best way to do that is to learn how to buffer the throws from every possible situation...
 
Are you sure about this?:) SW 1K on CH pushes them away, so CS/iCS will whiff. Besides, it gives the same advantage as NH SW 1K. IMO the CH version is good for CS only near wall/edge.

SW 66A is also nice. It's +1 on NH, so you have two choices on hit: CS or SW 1K (becomes i12).

Most of the people I play with hold guard and mash A break alot. Mid/CS is not really a mixup, you still have to use lows and B throws.
 
I feel the best use of CS comes from pulling it off in CL mode. While there are some great CS set ups in SW they're very predictable so you have to really work to disguise it. It's no longer at a point of getting the move to go off when you need it. You HAVE to fuck with the other players mind or expect a throw break.

This is were SS can shine. I'm dong a few more CL moves and then buffering CS/SS. This creates a great mind game. 1st your opponent will probably flip just seeing it and not react in time as they don't expect or fear it. Next if they do throwing SS is a great way to mess with them further and sets up for a nice 33B on landing to attempt.

So maybe we should discuss some CL set ups besides CL A+B? CL 4A+Bg, iCS would be funny as hell.
 
Back
Top Bottom