Ivy Combos & Tech Traps discussion

Some combos I just tested... It's kinda messy, but I hope it helps. It mostly has to do with using the right amount of meter.

2A+B CH

2A+B(CH), 1B BE x4, 6B8 200% = 124 Over 50% of health!
2A+B(CH), 1B BE x3, 6B8 150% = 110
2A+B(CH), 1B BE x2, 6B8 100%= 94
2A+B(CH), 1B BE, 6B8 50% = 79
2A+B(CH), 6B8 = 74
2A+B(CH), 6B8 BE 50% = 85
2A+B(CH), 1B BE, 6B8 BE 100% = 88
(If you want to spend 1 meter, go with the 85 damage combo.
If you want to spend 2-4 meters, use 1B BE ONLY instead of 6B8 BE)


Wall combo from 3B NC (slight angle)
3B(W!), 2A+B, 6B8 BE(W!), 7B+K, dash, 1B BE x3, 6B8 200% = 135
3B(W!), 2A+B, 6B8 BE(W!), 7B+K, dash, 1B BE x2, 6B8 150% = 129
3B(W!), 2A+B, 6B8 BE(W!), 7B+K, dash, 1B BE x1, 6B8 100% = 120
3B(W!), 2A+B, 6B8 BE(W!), 7B+K, 6B8 50% = 115

Wall combo from WS A+B (CH)
WS A+B(W!), 2A+B, 6B8 BE(W!), 7B+K, dash, 1B BE x3, 6B8 200% = 163
WS A+B(W!), 2A+B, 6B8 BE(W!), 7B+K, 6B8 50% = 143

Wall combo from 3A+B fully charged
3A+B(full charge), (ground damage), 6B8 BE(W!), 7B+K, 6B8 BE(W!), 2B+K, dash, bK 100% = 212
3A+B(full charge), (ground damage), 6B8 BE(W!), 7B+K, 6B8 50% = 183

Wall combo from 214A (Has chance to be 100% with right amount of clean hits!)
214A(W!), 2A+B, 6B8 BE(W!), 7B+K, dash, 1B BE x3, 6B8 200% = 224

Wall combo from 6A+B
6A+B(W!), dash, 2A+B, 6B8 BE(W!), 7B+K, dash, 1B BE x3, 6B8 200% = 179
6A+B(W!), dash, 2A+B, 6B8 BE(W!), 7B+K, 6B8 50% = 158
6A+B(W!), 88_22BBBBB = 124
6A+B(W!), 2B+K, dash, bK = 116
6A+B(W!), 7B+K, 6B8, = 124 (7B+K misses often)

3A+B
3A+B, (ground damage)/dash, 1B BE x4 200% = 178
3A+B, (ground damage), 6B8 BE 50% = 135
3A+B, (ground damage), 6B8 = 124
 
just wondering guys whats the max dmg you've managed to get with ivy one combo
I managed 207, 214A wall hit, 66B BE 2A+B 6B8 BE
anything higher than this ?
 
You can't.

Have you guys tried 214A!, 2A+B, 6B8 BE!, 7B+K, 6B8BE! 3B+K, 3B+K? I haven't tried it but think it should work.
 
Yeah, you're right.

214A!, 2A+B, 6B8 BE!, 7B+K, dash 1B BE, CE - 300 DMG, guaranteed if the opponent holds G, or presses G even for 1 frame after the CE animation has started.

CE can be linked after many moves as a "techtrap" or "G trap" because it's guaranteed if the opponent holds/presses G.
 
Yeah, you're right.

214A!, 2A+B, 6B8 BE!, 7B+K, dash 1B BE, CE - 300 DMG, guaranteed if the opponent holds G, or presses G even for 1 frame after the CE animation has started.

CE can be linked after many moves as a "techtrap" or "G trap" because it's guaranteed if the opponent holds/presses G.
yeah I was kinda happy when I found that out the other day
 
214A!, 2A+B, 6B8 BE!, 7B+K, dash 1B BE, CE - 300 DMG, guaranteed if the opponent holds G, or presses G even for 1 frame after the CE animation has started.

CE can be linked after many moves as a "techtrap" or "G trap" because it's guaranteed if the opponent holds/presses G.

Wait, so even if they switch to 2G in time to duck it, it'll still hit them if they were pressing G during its animation?
 
Wait, so even if they switch to 2G in time to duck it, it'll still hit them if they were pressing G during its animation?
2g Im pretty sure still counts as a duck miss, but if they hold G like most people do, they go straight into standing when they can recover, but they dont need to fully standing
 
2g Im pretty sure still counts as a duck miss, but if they hold G like most people do, they go straight into standing when they can recover, but they dont need to fully standing

Hmm, it still seems like a good strategy. However, it costs 150% of your meter, and some people react to the blue flash of CE quickly enough to duck. Unless they're really just good guessers...
 
Wait, so even if they switch to 2G in time to duck it, it'll still hit them if they were pressing G during its animation?
They can't duck it. You have to do CE at the same moment they hit the ground. If they pressed G/2G/8G or buffered a tech roll they will die.

The easiest way to check this is 7B+K, CE. Record that on yourself and try to escape.
 
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