Ivy Combos

*burns Sora at the steak*

http://caliburforum.com/forums/showpost.php?p=1258005&postcount=228

I wrote about it ages ago on caliburforum.com. Don't you remember? :D

In my defense, I was still just a lurker on CF back then. :p
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Okay, so guys, try to prove me wrong on this one (no really, this is an honest request), since Ring reminded me of this when he was asking about SW WR B.

This is the combo I've been using with SW WR B:

SW WR B ~ BT K (early) ~ SW 6B9 = 69-70 dmg

This is more than the one posted by Ring (WR B ~ 214K = 66 dmg).

Now, I was assuming it never got discussed because people assumed they could AC out of it in a certain direction, but upon further and extensive trials, I think this is actually guaranteed. The key is (or at least I think) that BT K hits early, that is, at the opponent's head, for SW 6B9 to hit afterwards. Any earlier and the attack whiffs, any later and they can AC either left or right out of it. Also, SW 6B9 has to be done as soon as possible after BT K hits; if you see the opponent go under the whip by the time SW 6B9 goes out, you're doing it too late.

I tried this in all possible AC directions and on characters with different hitboxes (Ivy, Voldo, Mitsu, Amy). They were successfully hit on all accounts, consistently I might add.

Now, if people are willing to test this out more please do, since I'm really keen to see if this is really (finally) the -best- damage off SW WR B. :]
 
Nice, I'm gonna do some tests on that.


The best is SW WS B CL 4B SW 214K/CL 236BB but it's very inconsistent and works only from one side/angle If I remember well.

I meant -best- guaranteed damage then. XD
 
I've just started playing Ivy, but I've gotten a few combos down, some needed with a counter hit and some without. I haven't seen these posted. First one is really flashy but I usually can land a 44 A+B A+B afterwards and then I rush in with a 3B > SE > Then I finish with Mistress of Justice. Not a combo perse, but usually they don't seem to block after that and I can rush in. The 2nd one I think IS shake able

No Counter Hit Needed = *
After First hit Guaranteed = *

CL

*(CH) 1A > A+K > 6BA+B RO [56]

*6AK> 33A > 214B > 4 B B+K 214 K [95] CH = [108]

SW No Counter Hit Needed

**44B > 6B > 1KB [66] CH = [76]

**44B > 6B > 66K > 2A+B [65] CH =[93]

WP

K this is a kinda basic one but when I normally get it off I can almost ALWAYS pull off the Whip Combo where you start with 1B > Serpents Embrace into 4 B+K 4BB+K 214K

**44BB+K > AA+K [47]

Then this one ISN'T really a combo but it gives you extra time to perform a CS or iCS

SW

WC 3B > 6B > 3214391 A+G or 321439 1+(A+G) or 1A+G (The last two commands seem to be the best way for me to pull off an iCS. When I treat it as a slide input it usually works for me.) This is my fav way to Buffer into iCS. I have the Crouching 3B for the Buffer and the 6B is there to give me a bit of extra time, and also I don't seem to move at ALL after doing 6B, so i don't know if doing those moves in succession increases the time of the Buffer, but it seems to, and i'm usually able to always get off a CS when I do those two moves in succession.

the regular one is about [95] Damage, and when I iCS it it's a good [115] damage.

Well I posted what I knew, if this has already been posted, well sorry =(.
 
I've just started playing Ivy, but I've gotten a few combos down, some needed with a counter hit and some without. I haven't seen these posted. First one is really flashy but I usually can land a 44 A+B A+B afterwards and then I rush in with a 3B > SE > Then I finish with Mistress of Justice. Not a combo perse, but usually they don't seem to block after that and I can rush in. The 2nd one I think IS shake able

No Counter Hit Needed = *
After First hit Guaranteed = *

CL

*(CH) 1A > A+K > 6BA+B RO [56] - definitely guaranteed. Not sure about its RO potential though; this is simply the most damaging combo after CL CH 1A.

*6AK> 33A > 214B > 4 B B+K 214 K [95] CH = [108] - not guaranteed being 6AK as shakeable as it is, but also, did you mean SE 4B, meaning to cause the one hit OTG stun?

SW No Counter Hit Needed

**44B > 6B > 1KB [66] CH = [76] - SW 44B ~ 1KB is guaranteed. 6, while a good mixup stun, doesn't really fit the bill for guaranteed combos.

**44B > 6B > 66K > 2A+B [65] CH =[93] ~ Not a combo sadly. A good mixup once again, but not a combo.

WP

K this is a kinda basic one but when I normally get it off I can almost ALWAYS pull off the Whip Combo where you start with 1B > Serpents Embrace into 4 B+K 4BB+K 214K

**44BB+K > AA+K [47] - Did not know this, will have to test it.

Then this one ISN'T really a combo but it gives you extra time to perform a CS or iCS

SW

WC 3B > 6B > 3214391 A+G or 321439 1+(A+G) or 1A+G (The last two commands seem to be the best way for me to pull off an iCS. When I treat it as a slide input it usually works for me.) This is my fav way to Buffer into iCS. I have the Crouching 3B for the Buffer and the 6B is there to give me a bit of extra time, and also I don't seem to move at ALL after doing 6B, so i don't know if doing those moves in succession increases the time of the Buffer, but it seems to, and i'm usually able to always get off a CS when I do those two moves in succession.

the regular one is about [95] Damage, and when I iCS it it's a good [115] damage.

Well I posted what I knew, if this has already been posted, well sorry =(.


Posted my responses beside the things to respond on. Glad to see more people picking up Ivy. :]
 
Less? CH CL 1A, 4B, SW 214K is close to 90dmg, while CH CL 1A, WP 6bA+B is less than 55dmg :p

Hey Scud, welcome to the 8wayrun! Good to see other top Ivy players here :P
 
I'm sorry but it ALWAYS does 56 damage, due to the fact you have to Hit them on a COUNTER hit to launch them =P.
and sorry i made a mistake in my combo, AFTER Serpents Embrace in the 108 damage combo, you do Back B+K then 4 B B+K then 214 K
 
Not a combo, but some good mix up/tech trap.

CL A+BA+K, WP 66A+B~[B+K], tech trap with SW 2_3B
CL A+BA+K, WP 66A+B~[B+K], mix up with SW 3[B+K] (hit's ground and will be 3B+K if they roll out of range)

Yeah...I've actually been landing SW 3[B+K]...it's not completely crap!
 
I updated the first post with the following combos:

SW

- 2A+K, 214K (53)
- 2B+K, CL 236BB (61)
- 3B+K, 44K (62)
- WS B, 214K (66)
- CH 1A, CL 1B,B+K, SW 214K (60)

CL

- WS AA (51) (tip range only)
- CH WS AA, SW 214K (87) (only near wall)
- CH 6A,A+K (54)

WP

- 66B, 3A, 3A, CL 1B,B+K, SW 214K (71) (max range 66B only)
- WP 6A+B, 9GB (35)
- WP 6[A+B], 9gB (45)
- CH 3A, 3A, CL 1B,B+K, SW 214K (65)
- CH 3A, 9gB, CL 236BB (60) or SW 214K (65)

SE
- BBB, 9gB (51)
- B:6B:4B:6B:4B, 9gB (72)

New combos (?)

- CL 22_88K, SW 2B (38)
- WP WS B, 6K (35)
- WP WS B, 9gB (30)
- WP 22_88K, 2B (35)

I was playing on training mode yesterday and noticed that the followup after CL/WP 22_88K cannot be avoided. With the WP WS B, 6K it's a little character dependent. If you want to connect 6K on smaller characters, WS B must hit from rax range. 9gB does slightly less damage but it works at any range :)
 
I've seen sora do:

WP 66B, 3A, CL 1B,B+K, SW 214K

I can't seem to get this to work. WP CH 1A, CL 1B,B+K just don't want to connect for me. I've tried without the 66B and just CH 1A. 1A, 1A will only connect on 66B at tip range like you said, but it was unclear which part.

I', finally tacking on CL g9B to my combos. I never did it because the motion would often throw me into 9B. It never dawned on me I can HOLD G through the entire process (I had been doing a slide input from g to 9 to B the whole time). However SE BBB and the JF5 are range dependent for the g9B follow up.
 
66B, 3A, 3A, CL 1B,B+K, SW 214K is very hard to do, I have never done this in VS... it's kind of situational, because 66B has to hit from absolute tip range and from the front (double WP 3A stun glitch won't work from the side). The other version of this combo (with one WP 3A) is much easier and works almost always.

But CH WP 3A, CL 1B,B+K is easy. Like dittO said in "Whip state tips", knowing the maximum range of WP 3A makes this move work much better.
 
But CH WP 3A, CL 1B,B+K is easy. Like dittO said in "Whip state tips", knowing the maximum range of WP 3A makes this move work much better.

So CH 1A, 1B,B+K is range dependent?

Currently I always use 66B, 1A, 3B. I need to start doing 66B, 1A, CL 236BB. Is this the best option if I don't land tip range?
 
So CH 1A, 1B,B+K is range dependent?

Currently I always use 66B, 1A, 3B. I need to start doing 66B, 1A, CL 236BB. Is this the best option if I don't land tip range?

Yes, that's correct :) and CH WP 3A->CL 1BB+K works only when 3A hits at tip range.
 
Got it.

Can't get WR B, 214K to connect. Event tried holding G after WR B to guarantee the quick turnaround. Did confirm Sora's WR B, 6K, 6B8. However I found you must delay the 6K slightly to connect and it must hit at a certain elevation otherwise you don't get time for the Ivy lick. It's doable despite that though.

Found new ones as well:

SW CH 3B, K, 6B8 (63)
SE CH 66K, 44A, iCS (147)

Now with the above one I'm having some weird issues with the 44A+K. Sometimes it doesn't want to go to coiled and sometimes it sits in sword. I've tried holding A+K and tapping it and I can't figure out what the hells up with this. If it does change do this:

SE CH 66K, 44A+K, CL 214, 1B+K, 4[B+K], SW 214K (?)

However sometimes the 1B+K doesn't pick up. This is similar to CL 33A, 214, 1B+K, 4[B+K], SW 214K where 1B+K sometimes doesn't pick up. Anyone know why this happens? The above combo only does 63 damage if it doesn't pick up.

[edit] Theory - if you do 44A+K as fast as possible from SE 66K, it wont go to coiled. Delay causes shift to coiled. This iCS set up is amazing.

Also found a new trick. Know how hitting B+K on the recovery frames of a CL move can take you to SE? Well Try it with SE B+K! If you time it right you can continually spam SE B+K by hitting B+K in it's recovery. I'm testing to see it will be quick enough for new combos.
 
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