SCVI Ivy's Move Analysis

But, basically, what is Summon Suffering? The same thing as Evilik's CE, right? An unblockable high that can't be broken, but can be GId.

According to everyone so far, Ivy would be severely outclassed at close range if it weren't for Summon Suffering, so just how do you imagine it should be nerfed? I'm just curious to have you all's insights.
 
HolyCarp you little traitor. Advocating nerfing SS before the game's even out...smh...
Oh... I didn't think anyone would listen to that podcast...
Guess I may as well come clean. I'm actually a Groh main trying to get my competition nerfed.

For real though, unless I'm wrong about it tracking, SS just seems too good atm. Anti-step, anti-block with such high damage. I do think she needs a tool like this for close range, but it seems a little OTT to me.

But, basically, what is Summon Suffering? The same thing as Evilik's CE, right? An unblockable high that can't be broken, but can be GId.

According to everyone so far, Ivy would be severely outclassed at close range if it weren't for Summon Suffering, so just how do you imagine it should be nerfed? I'm just curious to have you all's insights.
Tbh I haven't gotten to grips with how good or bad she actually is up close to say how I'd want it nerfed. Sure she's missing a lot of basic close range pokes like a real 2A, but she can still escape pressure with CE, soul charge, 214B, movement and CH tools like 6KB.

Maybe a damage nerf if it still feels like she really needs the other properties on the move. Otherwise, could make it breakable but buff the range on CS so she can reliably enforce the 50/50.

I don't know if it really does need nerfing though, I understand it's way too early to call it.
 
Does Calamity Symphony/CS have any properties other than having lenient timing/input? No one really tried using it in a match as far as I could see during the EVO matches and I needed clarification since someone said it ignores RE, something I never heard before. Is it breakable?
 
Last edited:
Does Calamity Symphony/CS have any properties other than having lenient timing/input? No one really tried using it in a match as far as I could see during the EVO matches and I needed clarification since someone said it ignores RE, something I never heard before. Is it breakable.
I'm guessing we'll have to wait until we get concrete info on the grab. Knowing what his matches were like in sc4, I'm sure Link would've spammed the hell out of it had he known a reliable way of using it. :)

He has made us all proud on EVO, I'm sure. :)

There was one thing I wanted to ask people who've seen those fights. Now we know that using the portal grab or 66(a) after entering SCS (Soul Charge State) is a good strategy. I've noticed however, that people avoid both of those by backstepping. Would 4b be a good option for this situation? I wouldn't know because I don't know what is backstep like this time around. Surely, 4b should be avoided with characters like Yoshimitsu with meter...

Is 4b even a reliable move?
 
left: soul calibur 4 (2008) ivy moveset
vs
right: soul calibur 6 (2018) ivy moveset
 

Attachments

  • kku5sq3rlrxz.jpg
    kku5sq3rlrxz.jpg
    25.1 KB · Views: 225
Does Calamity Symphony/CS have any properties other than having lenient timing/input? No one really tried using it in a match as far as I could see during the EVO matches and I needed clarification since someone said it ignores RE, something I never heard before. Is it breakable?
CS input is 3746916 A+G
Seems to suck the opponent in well like in sc4
It is definitely breakable like any other throw, since many opponents so far have escaped it.
 
Anyone else missing the 4B poke from SCV? I'm relying on 2A a good bit to interrupt close range characters but it seems like there aren't a lot of other quick enough options. This might be more of a question for after the actual release (and practice mode)
 
Anyone else missing the 4B poke from SCV? I'm relying on 2A a good bit to interrupt close range characters but it seems like there aren't a lot of other quick enough options. This might be more of a question for after the actual release (and practice mode)
Been having a horrible time punishing too. 2A is good. bA is algo a good option, since it's the 66A of SCV and has a decent range. But 4B is horrible, i used to punish so much in V with it and now I only do a slow attack, but with good range :(
 
if my opponent is super close to I've been using 2K until I have enough room for 2A. it also makes your opponent conditioned block low as the match proceeds so getting the 2A+G/2B+K shenanigans is a bit easier.
 
Definitely, can't wait!

Been having a horrible time punishing too. 2A is good. bA is algo a good option, since it's the 66A of SCV and has a decent range. But 4B is horrible, i used to punish so much in V with it and now I only do a slow attack, but with good range :(

I read the notation topic just now, but a newbie question, what does lowerbase bA mean? Is it a slide input from B to A?
 
I discovered a magnificent combo by accident today, 88, SE 6B, 4B7, 214B I tried to do it again a 3 more times but could not get timing correct for the 4b7 to hit after the se 6b haha. Anyone else pull this off?

Also a few other things I made a note of to share:
3k and 4a are great for people in your face.
6AB, 6AK, 6BB, SE 4A, and while rising are nice windows to buffer SS
If 6AA is not blocked, it puts the opponent in perfect position for 2A+G
8A+BB also puts them in position for 3A+G
9B+K tracks rolling opponents, some just try to keep rolling an you can keep hitting them haha
If you prefer to keep your opponent at a distance, after lethal hit 22_88A you can instead do 88 into 4[A] 8B+K or 8A+BB instead of the 6KB 1K follow up
 
Guys, don't use middle brackets [.] for notations because if you put B in between, it gets misinterpreted as the code for bold letters. Use standard brackets (.), mkay?
 
Back