Ivy Patch Notes 1.02 & 1.03 Discussion

I'm pretty sure it won't launch a second time, it never did it before and I don't think the new NH hit would really change combo properties like that.
 
Congrats on the buffs guys, hope to see more Ivy players online, shes such a fun character to fight :D
 
Ugh, for some reason, I thought the patch would be out today. One more day, I guess. =( How come you Europeans get it a day earlier? /jealous
 
More observations:

- 6AK second hit can be delayed a lot, on hit +10, the kick cannot be ducked when the first move hit the opponent (no change here but it's still nice)
- 22_88A is +10 on hit
- 1 BE into 1B BE leaves Ivy at disadvantage on hit
 
I wanna come back to ivy but I'm stil concerned about her lack of whiff punishment, generally poor ways to spend meter, crappy post gi, and duckable AA. I guess she's more based around step kilers that are specifically designed t kil step rather than function as an interrupt. Stil spoiled by sc4 ivy I guess.

Ring, would you recommend using meter for super now? Also what are you using for mid range whiff punishers? It seems that all she has is 8a+bb since 2b+k is slow and nothing launches anymore. Also is regular 66a unsafe now?
 
Patch is out, just in case for people not aware. PSN US.

Notes:

From testing, CE is now an i22. Not sure if the same principle of 'last 4 frames not duckable' is still intact, but that would make it very strong indeed (i18 not duckable? nice)

That 6B8 buff will be the thing that gives Ivy more damage. Notably:

CH 2A+B - 6b8 = 74 damage
CH 3B - 6b8 = 80 damage

bK is the new ender to a lot of her combos if you want the ouki. It does nearly the same, if not the same damage as B+K ender:

1A+B - bK = 1A+B - B+K
CH 4K - bK < (by 1-2 damage) CH 4K - B+K
 
One thing that worries me is that now that 6B8 does more damage, there is only 10dmg difference between 6B8 and 6B8 BE in combos.
I know this only applies to a few people, but Elysium with Ivy's moveset can combo into her CE after 68B BE. The typical 68B BE setups into CE do around 140 damage as long as it's not 44BB, which scales the crap out of combo damage. It's still very much worth the BE as Elysium, at least.
 
- OMG CH 6AK is now a legit CS setup!
- due to the change of BT B bounce, 1B BT B 6B8 easy combo no longer works. 1B g6B8 still works.
- My test on CH 4K into bK actually does more damage than B+K by a point or two. bK is now the ender for both 1A+B and CH 4K for sure.
- 6B8 BE seems to do only 10 more points than the regular lick. Not sure if it's worth it anymore other than the use for wall game.
- QS a_b_kG and back step G are nerfed, but QS4G is still in!!!!

(The patch is now available for the US PSN)

Any suggestions on the CH 3[A] followups? I am having a hard time finding anything that grants big damage:
- both 8A+B [ B] and B+K work
- 1B BE and 66B BE wouldn't work
 
I don't wanna say anything yet, but 3[A] seems kind of braindead now with the backdash nerfed. At least it's still unsafe. There's no reason to use 6[A] now.
I think the Okie of 6A (H) will be better then 3A (H) so it can still be useful.
 
- OMG CH 6AK is now a legit CS setup!
- due to the change of BT B bounce, 1B BT B 6B8 easy combo no longer works. 1B g6B8 still works.
- My test on CH 4K into bK actually does more damage than B+K by a point or two. bK is now the ender for both 1A+B and CH 4K for sure.
- 6B8 BE seems to do only 10 more points than the regular lick. Not sure if it's worth it anymore other than the use for wall game.
- QS a_b_kG and back step G are nerfed, but QS4G is still in!!!!

(The patch is now available for the US PSN)

Any suggestions on the CH 3[A] followups? I am having a hard time finding anything that grants big damage:
- both 8A+B [ B] and B+K work
- 1B BE and 66B BE wouldn't work

QS4G is NOT at all in. What do you mean?
 
I wanna come back to ivy but I'm stil concerned about her lack of whiff punishment, generally poor ways to spend meter, crappy post gi, and duckable AA. I guess she's more based around step kilers that are specifically designed t kil step rather than function as an interrupt. Stil spoiled by sc4 ivy I guess.

Ring, would you recommend using meter for super now? Also what are you using for mid range whiff punishers? It seems that all she has is 8a+bb since 2b+k is slow and nothing launches anymore. Also is regular 66a unsafe now?
Her best whiff punisher is 22(B) 5-hit JF for 75-80+ DMG (depends on Clean Hit, which activates often) but it's really unsafe when blocked. Now we also have 7_8_9B+K which launches on NH into air throw, but it's also terribly unsafe on whiff and block.

I dunno about CE yet. It seems way faster but I still haven't tested it out in an offline VS.

She hasn't changed much, only her step kill game improved and throws/CE was fixed. The rest is barely noticeable.
 
From testing, CE is now an i22. Not sure if the same principle of 'last 4 frames not duckable' is still intact, but that would make it very strong indeed (i18 not duckable? nice)
It can punish -18 moves, just tested. Seems super strong now, not reactable. I knew from the beginning this move will be problematic and hard to balance. It will be either too bad or too strong.
 
natsu ? Look at maxi's changes please. LOL I just ask.. that all ivy players take the high road and don't gloat. There's going to be a lot of miserable people so they'll be very easily irritated.

Maxi took some damage nerfs and the properties on a couple moves changed... a little.... Dont get me wrong, he got hit hard, but natsu lost the ability to mix up her oki game, now you just stay down and nothing bad will happen to you..


Conclusion: Natsu lost one of her most important moves(FC A+B).... Lost her counterhit combo off of everything except WR K.... and suffered some small damage nerfs... Maxi retains his gameplay, just had some damage nerfs... Id say Natsu got the short end of the stick(Not that she didn't need nerfing, just she def. got hit hardest)...
 
Maxi took some damage nerfs and the properties on a couple moves changed... a little.... Dont get me wrong, he got hit hard, but natsu lost the ability to mix up her oki game, now you just stay down and nothing bad will happen to you..


Conclusion: Natsu lost one of her most important moves(FC A+B).... Lost her counterhit combo off of everything except WR K.... and suffered some small damage nerfs... Maxi retains his gameplay, just had some damage nerfs... Id say Natsu got the short end of the stick(Not that she didn't need nerfing, just she def. got hit hardest)...

Tira lost her core game mechanics (not sure if that the right term to use)... no more controllable mood swings. it's like playing a new character....

EDIT: and Tira isn't anywhere near Natsu tier pre-patched
 
I am a bit disturbed that the FC1B, BT B, 6B8 combo was patched out. Her CE grab is A LOT faster as far as the actual grab motion goes. I guess I'm satisfied with the patch but now I feel like I have to learn her again because I NEVER used 3A and now that it seems to stun two different ways we will have to find some applications for that. And they didn't patch out the 44 B+K launcher is great.
 
QS4G is NOT at all in. What do you mean?

Wait, unless my understanding of QS4G (22_88~4G, or 2214G)is completely off (which is extremely likely), I swear that I was able to cancel QS instantly w/ 4G as opposed to a_b_kG. From my testing last night, QS attack cancels showed a substantial amount of "canceling frame" that does not exist when input 4G.

@d3troitr3d2k: LOL, I know right? No more lazy-man FC 1B juggles. XD It's not that hard, as long as you tap g at the right time, lick should come out instantly.

Also, 3A itself is still the same. 3[A] on the other hand is different on CH. I guess I wasn't affected much because I wasn't a fan of 3[A].

About 44B+K:B lol. It's there since at least as early as SC2. It is not likely going to be removed. :-)
 
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