SO, 3 days since many people tried Ivy and still no combo thread update...
Ring, that's your job isn't it ? ^^
Ok I don't have all damage, and maybe some that I'll post may be wrong cause I don't have internet with my PS3 so can't patch the game actually.
Let's start from the beginning:
Mmy opinion on Ivy. CE is pretty useless in my opinionand should not be used. All Gauge should be used to BE, mainly 6B8 BE, 1B BE and 66B BE. Ivy looks to be a mid-range, close character now. I can't deal with long range character, and don't think the character is now designed to anyway. I've read here and there people talking about iCS. I was not able to do a single one in 3 days on my side. I also never use SS neither 22[B ], but that's maybe a mistake... Against CPU, 44B+K UB works well for me, just like 1K and 214B.
NB: All moves that used 22 or 88 into there command are quite hard to use because it forces you to Quick Step before to use the move. A way to deal with that is to use 662K to use 22K, or 668A to use 88A. A little harder, but really usefull.
Bnb is:
NH FC 1B, G, 6B8 = 72
or NH FC 1B, G, 6B8 BE = 89
Depending on range, FC1[B ]B may be required instead of Fc 1B in order to combo.
Whiff Punish (long recovery), or JG punish (long recovery):
NH 44B+K:B+K 6B8 = 88
or NH 44B+K:B+K 6B8 BE = 102
(There is a delay between the two B+K, it's not right after the first hit that you have to press, but a little later.)
Whiff Punish (short recovery), or JG punish (short recovery):
NH 6B8K
or NH 1B BE, 6KB
or (mainly against side or back opponent but works also on normal situation) NH 1B BE, BB
From there, Ivy has a nice 50/50 mix up between 1B BE / CS. Without BE available, BB again.
1K and 22K are not the same move. 1K RO, while 22K leave opponent in front of Ivy.
NH 1K, 9B
NH 662_668K, RCC, bK
Not so much damage, but the wake up is really better.
Take care, Ivy kept one glitch from SC4 and that's the stomp glitch. Happened randomly, maybe corrected with the patch...
Lets look at step killer now.
From mid range, 6A. Long range, there is not so many possibility... 11A is probably the most interresting but not so many range...
Close:
CH 4A, dash, bK
CH 668_662A, 66B BE, 6B8 (Without use BE 9A+B B.)
1K and 662_668K works well too.
RO side.
No more RO cannon... 9A+B [B ] looks like to be the move to RO.
I try to end all of my combo by this move when I wanna try to RO.
4K, 9K and 1K are also nice choice.
Finally, wall combo:
Wall Behind:
FC1B, G, 6B8 BE, w!, 1B+K, 6B8 BE, w!, 66B BE, 6B8 BE = 178
That's the maximum possible, but in real fight I suggest to only use one BE and end the combo there, except if it can kill.
With only one BE the combo does 133. It also worked with FC1[B ]B as starter.
Wall in front:
3B, w!, 3B, 6B8 = 73
9K, w!, WS A+B, w!, 2A+B, 6B8 = 96
CH 4K, w!, 66B BE, w!, 6B+K = 100
FC1[B ], w!, 2A+B, 6B8 BE, w!, 1B+K, 6B8 BE = 108
9K, w!, 2A+B, 6BE BE, w!, 1B+K, 6B8 BE = 115
3B, w!, 2A+B, 6B8 BE, w!, 1B+K, 6B8 BE = 115
44B+K:B+K 6B8 BE, w!, 1B+K, 6B8 BE, w!, 66B BE, 6B8 BE = 203
214A w! 1B+K, 6B8 BE, w!, 66B BE, 6B8 BE = 225 dégâts = 100% damage, works also with 3B+K_44B+K UB