SCV Ivy FAQ & General Discussion

I'm not gonna touch this debate, but I do think a point should be made thatone of Ivys main problem(at least for me) is her recovery and just terrible block frames. It is possible to be RETARDEDLY safe with her, but then you are severly limiting her moveset. OR you can take chances and be VERY dominate with her. She seems like the ultimate 50/50 character to me in this game. Much like Jin in Tekken 3, no glaring advantages or disadvantages...overpowered and at the same time underpowered....just not consistent at anything.
 
I'm not gonna touch this debate, but I do think a point should be made thatone of Ivys main problem(at least for me) is her recovery and just terrible block frames. It is possible to be RETARDEDLY safe with her, but then you are severly limiting her moveset. OR you can take chances and be VERY dominate with her. She seems like the ultimate 50/50 character to me in this game. Much like Jin in Tekken 3, no glaring advantages or disadvantages...overpowered and at the same time underpowered....just not consistent at anything.
Or in other words the most balanced character
 
To further point out the trashiness of this move, I revisited it today.

Only aGI's mid horizontals.
aGI knocks them backwards instead of towards you. You can't aGI and damage without the aGI happening at point-blank range.
First attack cannot combo into second attack in any circumstance whatsoever.
Huge amount of time in between first and second attack. Aside from being interruptible on hit, a perfectly timed aGI still can't open them up for the second attack without them being able to block.

4A+B by itself is 0 on block, but appears to have inconsistent hit frames on its multihits. The second part of the attack deals high guard damage, but good luck getting anyone to sit still to guard that.

Hihi, all, long time lurker here finally registering to reply. Mucho appreciation to the Ivy SA and all of you fine ladies and gentlemen for having such a fun and vibrant community. I definitely attribute a lot of my success with Ivy to you folks, and hope that I can share some insights that will return the favor as well. :) Maybe even play a couple of matches on XBL, which hopefully some of you have, haha.

Going back to Ryoka's point on 4A+B and the discussion on this move, I wouldn't necessarily dismiss it entirely as trashy. While it does have a slow start-up and it only aGIs mid-horizontals, it does help kill horizontal rushdown (Patroklos 66A/A BE/Aeon 66A, Pyrhha 66A etc. comes to mind here) and limits the opponent to either rely on high horizontals or verticals to approach Ivy - attacks she can handle with more ease with 4K, 214B, and 3B.

In addition, in my experience, it serves as an excellent frame trap on hit [IIRC, it's +8 on hit] and the length of the attack allows you to easily buffer CS or use CE. I use this as well after KNDs as, from what I've seen [i.e. after 3[K] KND stun, it catches all ukemi except for back tech.

As for the second attack of the move, it's very true that even on hit, the second part can easily be stepped as it is very slow with a winding start-up. However, like any mix-up, once the opponent is conditioned and starts ducking those throws [from what I've seen, CS will catch step], you can use the second attack to punish or instead go with 1B BE for damage, 3A for more mix-ups, 2A+B for KND, etc.

Lastly, the move is extremely safe on block [IIRC 0 or -1 on block], and I have scored many 6KB CHs and 1B BE from people who try to attack recklessly thinking they've scored a free punish from what appears to be a slow attack. Seriously, people must be suckers for torture, haha.
 
I believe 4A+B will only be 0 or -1 vs Viola because she's the only person who will get hit by all the first three hits on guard at midscreen. Unless there's someone else too. Maybe Leixia?
 
Evidently smarter than you...a buff is more damage for your attacks...not more speed for your characters Ivy's attack damage is sub-par as compared to other games...she's lost a lot of her technical gameplay..experienced players knows her throws are almost all she has and knows how to duck them and break out of a majority of them. Her attack throws are slow and widely and easy to block..her attacks don't track nearly as well as sig and NM VERTICALS. Yes...her CE does more damage than a lot of peoples but her meter is best spent on her BEs if you've mastered CS which is only 7 weaker than her CE. Zoning is pointless against Sig, NM, Mitsurugi, Astaroth, and "kilik". Ivy is known for her range, throws, and godly combos (which no longer exist in this game). If you're familiar with SC II III and IV Ivy then you should be ashamed to call yourself an Ivy player. I wish you the best of luck hitting with Ivy's longest range attacks in this game...her "whip state attacks" are entirely too easy to block in this game because she has sort of a start up animation to almost every move. Ivy faster than Siegfried? Don't make me laugh...you've never played against a good sig or NM player that mastered their JF attacks. I've played against enough of them to have a good fight and win 85% of the time but let me tell you...Ivy is no longer the Ivy the SC world knows and fears. She's ridiculously easy to play against now no matter who you use against her. I should know...I killed her in 5 hits with NM and she hit me at least 30 times and my health wasn't even in the yellow. Yes her throws are strong...but if you know how to fight against Ivy you know when they're coming and she's too slow to do anything about it. I love Ivy more than any of you which is why I realize how bad her mechanics are in this game...the "improvements" pale to the disappointments.

Hihi, I was reading the recent posts re: this debate at work earlier, and wanted to reply back. I regularly fight against a Siegfried and Nightmare main online, and while you do raise some valid points regarding their range and their attack power, it doesn't make them impossible match-ups at all. In fact, I dare say that Ivy generally has an advantage over Siegfried and, depending on your opponent's playstyle, an even match to very slight disadvantage with NM.

I do understand your frustration with Siegfried and Nightmare and the other characters you've mentioned. If played by incredibly patient players, both Siegfried and Nightmare will attempt to keep you away for the majority of the match as they well know, pointed out by Synraii and Paranormal_Oreo, that Ivy's close-range to mid-range game will generally be faster and safer than anything either utilizes. Once up close, Siegfried's stances are either highly punishable on block or easily GI'ed or JG'ed. As for Nightmare, there are wide gaps between his strings [AA/BB come to mind] and he suffers severely from a whiffed attack [one of my favorite punishes is a JG'ed Nightmare 3AA with 1B+K followed by a bK. "You FILTH!" :)]. Don't forget also that 3B on normal hit will connect with 6B8 quite frequently with Nightmare. 3 of those in one round are no bueno for Nightmares.

Ivy, on the other hand, is for the most part, safe [mostly -6 to -10 with sword attacks, none of which either can counter consistently], has incredible punishers [6B8, 4B, 1B BE], and possesses good grab range that can capitalize on these openings. If need be, she can easily regain the advantage and frame trap for days with 4B, 3K, 3A, 6AK, 4A+B, to name a few.

Also, this may have been mentioned in previous threads, but Ivy has a pretty solid guard crush game that supplements her punishment game considering the safety and speed of her pokes and sword attacks. 44B, 22A, and 6B+K [sword version] are -2 on block and inflict great guard damage. B+K is terrific for this, as well as serving as a great spacing tool and a CS setup for overeager opponents, and, as a throwback to Sora's previous post about the usefulness of this move, 44B+K's 2nd unblockable hit is guaranteed once the first hit crushes, which leaves you a 105 damage Ivy Lick combo with no meter involved. Let's not also forget the kick to the nyuts 3[K] which leaves you with +3 on block and is also a great CS buffer.

Yes, this iteration of Ivy is radically different from what I've seen in SC4, but quite honestly, I actually prefer this Ivy over previous incarnations. She is not meant to have insane normal hit damage nor ludicrously long combos. Rather, she has her speed, frame trapping, and versatility throughout all ranges that more than make up for that deficiency. Played correctly, Ivy has the means to negate an opponent's offense and score great damage through her CHs, all of which she can pull out from normal position without the need for stance. Add in consistent JG'ing, and suddenly, that Ivy looks a lot more frightening. :)
 
I believe 4A+B will only be 0 or -1 vs Viola because she's the only person who will get hit by all the first three hits on guard at midscreen. Unless there's someone else too. Maybe Leixia?

Hmm, I'll have to go to training to test it. I generally like going up close and using it, especially on wakeup, so I haven't experienced any whiffing issues from close range yet. Of course, the only time Viola would be reliably hit with an attack would be 4A+B, haha. :)
 
Daaaaaaaaaamn Shroud. I was wondering when you'd stop limiting yourself to just lurking, didn't expect it to be so epic haha.


And you also reminded me of all the reasons I hate fighting Ivy xD
 
Also, this may have been mentioned in previous threads, but Ivy has a pretty solid guard crush game that supplements her punishment game considering the safety and speed of her pokes and sword attacks. 44B, 22A, and 6B+K [sword version] are -2 on block and inflict great guard damage. B+K is terrific for this, as well as serving as a great spacing tool and a CS setup for overeager opponents, and, as a throwback to Sora's previous post about the usefulness of this move, 44B+K's 2nd unblockable hit is guaranteed once the first hit crushes, which leaves you a 105 damage Ivy Lick combo with no meter involved. Let's not also forget the kick to the nyuts 3[K] which leaves you with +3 on block and is also a great CS buffer.

This is pretty much the Ivy I tend to play. Getting one guard crash can easily net up to 130+ (If you time it right so the opponent also gets the fall damage.) And pretty much gives you that round unless you make a terrible mistake or get some Astanomical (Yes this is a pun to astaroth) damage.

Doing 44B+K really tends to work after 1K/22_88K. Because it isn't ukemi-able your opponent has to either roll or block.

What I do want to know, what are good JG punishes Ivy has? I've been using 1B BE after some JG but I don't always have the meter to spare and it doesn't always connect after a JG. Should I go for the Lick or am I missing something.
 
She doesn't have any. Most characters can get their 3B's to connect after many JG for 50+ dmg, Ivy has to use meter to deal 50+ dmg... unfortunately.
 
Try throwing after JG. Alot of chracter end/remain side turned after being JG for brief period of time.this will get you 60-70 damge without meter or much timing, baring they dont break.

Shouts out to Sshroud for having hope for 4A+B. I think this move could be good if tracked better. If the Inital 4A+B tracked for a longer duration this move would be much better. Since it would be able to setup some nasty tec traps that would really hurt on hit or block, not to mention the mixups.
 
Thanks so much! Glad I could provide some insights that could be useful. I do admit that the move has certain issues with regards to tracking and pushback, but hopefully, this is something that's addressed by future patching. The mix-up and frame trap potential is so good that it's disappointing how underused it is.

Haha, yes, Wandrian, no more lurking for me. :) Finally, I'm on an outlet to talk gameplay and strategy rather than backseat game in XBL, much to the chagrin of the people I usually play with. Hopefully, I'll see you online this weekend and we can catch up.


As for JG punishing, 6B8K seems to be the most reliable option given the speed and the frame advantage on hit. However, because JG neutralizes pushback and block stun and, as Kaz points out, sometimes leaves the opponent side turned, I do think that Ivy has a number of options depending on the opponent's disadvantage.

For instance, Hilde's Charge Lvl. 3 A attack normally gives her +1 on block, but once JG'ed, leaves her at a massive -34 disadvantage [source: Hilde Frame Data Wiki]. I've been able to use 1B+K then bK to punish for 60 damage [I normally use 8A+B, B, but Hilde's crumple from her positioning causes it to whiff], but what is also interesting is that Hilde was facing in a way as if I've sidestepped left. I tried 3B, and 6B8 connected beautifully, leading to a nice, fat 70+ points of damage.

Apologies if this is already common knowledge in the forums, but I think it might be worth checking out to see which attacks, when JG'ed, lead to 1B+K punish or 3B NH Ivy Lick combo. I just figured since 1B+K is my go-to post-GI attack option that there might be some applications with JG as well. It makes for a sick ring out combo as well.
 
When I do punishment lists, I usually check for every option after a JG so no worries.

You are a great optimist when it comes to 4A+B. I tried to make it work, but no. This is by far the worst iteration of this move in SC history. This is why:

- late aGI start-up
- random knockback on aGI
- pushback on block makes it whiff punishable
- 18 dmg on NH/CH
- useless follow-up

You're risking way too much for merely 18 points of damage. If you guess wrong, this move is whiff punishable on block and will get CHed by any attack that isn't a horizontal mid when used at disadvantage. And even if you manage to autoGI a horizontal mid, sometimes the knockback leaves Ivy open for an attack. How awesome is that? =P

There is really no reason to use this move in my opinion.
 
If you can 1B+K bK, I would also consider FC 1B or FC 1{B} which if I remember right are both more damaging.
 
Hey everyone...been getting a lot of losses lately due to using the wrong move for the final hit. I have eliminated using 1A because even with CH it doesn't KO. And using her BE's are getting dangerous at this stage because of the JGing and GIing that's becoming common now. Any ideas on a safe and somewhat spammable move to use for last hit?
 
Anyone have any luck hit confirming 22_88(B)?

It's definitely possible. Not east, but possible. I would also recommend hit confirming 6AK. The second attack is not duckable if the first one hits, which leaves you at only -2 if the second attack is blocked, and like +10 if it connects. Quick stepkillers like these that are difficult to whiff punish are really what Ivy needs.

Also, is it possible for all characters to roll to avoid 2A+B immediately after 6B8 AT connects? I think Pyrrha can. Not sure though.
 
d3troit, that's what i thought until i got BT thrown out of the delayed k :( its only good on delay if the 6a hits the opponent imo, also if the 6a whiffs your getting launched as well.
 
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