SCV Ivy FAQ & General Discussion

Is there something weird going with Ezio?
I hit him with my whole 44BBB (twice, even) but it didn't start the attack throw.
It makes me sad because 6b8A+B+K is one of my favourite moves.
 
Well I have achieved my first legitimate calamity symphony. say legitimate because the first time I turned my stick upside down and did the inputs with my right hand. But anyway I need some help with the Crouching 1B G 6b8 I cant pull it off at all. I press guard the i start to do 6b8 but every time it just turns me around with a standard B attack help?
 
Well I have achieved my first legitimate calamity symphony. say legitimate because the first time I turned my stick upside down and did the inputs with my right hand. But anyway I need some help with the Crouching 1B G 6b8 I cant pull it off at all. I press guard the i start to do 6b8 but every time it just turns me around with a standard B attack help?
Hold G until you start to turn around.
 
Moves that are next to useless:

WR [A] - Insanely slow, and hardly any reason to choose this over WR A
8A - Very slow, fairly unsafe, sometimes does not track, and no reason to choose this over 8K
62 - I believe this is the direction that will not kill step
2B - Unless this hits grounded (?), no reason to choose this over B
1B - Only there for the BE version
K - But I guess this is standard?
4B+K - The usual useless UB
11[A] - Seriously, any use for this?
44A+B - The patch ruined this move

Sound accurate? Haha. Are there any uses someone can find for these?
 
11[A] breaks in 10 or 11. Other than that, nothing.
Not too sure about counting out 1B just yet. For reasons that I'm not too sure of myself.
Does 8K kill step as well (or maybe better) than 8A does?
I've seen 2B hit grounded, though not consistently.

The rest I can agree with.
 
Ivy's K is an antistep in SCV.

2B hits grounded and has TC (activates late)

I need to use more 11[A] in my game. It's slow, but it has a lot of range, nice guard damage and kills step. A lot of characters can't punish it, it's almost like a forced block until they start jumping it on reaction (which isn't going to happen if you don't abuse it). Unfortunately compared to SC4, the TC frames are really crap (again they start late)

44A+B was overnerfed, but it's still pretty good in my opinion.
 
Moves that are next to useless:

WR [A] - Insanely slow, and hardly any reason to choose this over WR A
8A - Very slow, fairly unsafe, sometimes does not track, and no reason to choose this over 8K
6[ B ]2 - I believe this is the direction that will not kill step
2B - Unless this hits grounded (?), no reason to choose this over B
1B - Only there for the BE version
K - But I guess this is standard?
4B+K - The usual useless UB
11[A] - Seriously, any use for this?
44A+B - The patch ruined this move

Sound accurate? Haha. Are there any uses someone can find for these?
fix'd
 
Thanks, I forget that (B) with square brackets means bold, haha.

I started using 11A (It's not a hold right?). Very useful for guard damage, I'm glad I asked about it.
Not sure if 8K kills step, but I've never seen anyone step it.
I suppose landing 2B could lead to a CH WR A+BA since it ends in FC
K has the exact same frames as A, but does 4 more damage
I'm curious what kind of potential 44A+B has. With 41 frames, it doesn't exactly kill step. Good guard damage?

I found a decent use for WR (A). It's good to actually break guard. Other than 44A, 44(A), and 44A+B, it's the only horizontal mid that breaks guard. It's quicker than 44(A) and 44A+B, and it has a lot more range than 44A.
 
44A+B was super broken in SC4 and again in SCV 1.01. Basically, you could release the move at almost any time during the charge. Now you can't ,so it's more difficult to land it.

It's useful for UB tech traps after knockdowns.I believe it's still one of the better UB's in the game, because the other ones are mostly linear, slow or high. This is a horizontal mid UB with lots of range and it's pretty quick. Even when normal 44A+B gets bocked it's only -14, so a lot of characters can't punish it hard. It's worth exploring but it's not very rewarding now with the nerfed damage.
 
Idk about 1B being useless Kinetic. Though its only +2 it has a decent buffer window that i think is good way to setup a CS on a opponent. As for using A I prefer to use 6A since it can lead to better damage and frame traps but A is easier and quicker by at least 4 frames.
 
Idk about 1B being useless Kinetic. Though its only +2 it has a decent buffer window that i think is good way to setup a CS on a opponent. As for using A I prefer to use 6A since it can lead to better damage and frame traps but A is easier and quicker by at least 4 frames.

Other than a 2 point damage increase, there is no reason to use 1B over regular B.

And I agree, I like to use 6A and hit confirm for 6AK, but I also think I should use AA more often.
 
Going by frames B does seem better and guess you still have the same mix up potineal or even better mixup's since you can B then CS(I'm gettin better with this) or B,B etc. AA gives better advantage and its faster so i defenitely see what your saying and agree. I like that 6A moves you closer to the opponent which can give access to more options when it hits like 6K (pretty nasty imo) .
 
Using AA outside of punishment is pretty much a suicide on high level play. A lot of people duck the second hit on reaction.
 
Don't know if anyone has realized this, but 3B can't punish Pyrrha's 236B unless your back is against the wall.

This would suggest that Ivy's 3B is i19 at tip range. (credit to Slade)

Also, 6B8K won't punish Pyrrha 236B at tip range unless you delay it. So be careful about that.
 
Ground pressure... Let's discuss.

I use to think Ivy had great ground pressure. Now I think it's just so-so. Here are her options as I see them, say, post 6B8 AT.

2A+B - Decent guard damage, grounds opponent if it hits, rollable to one side but still my top choice.
bK - Catches rolls and hits low
2K - Good for some easy extra damage
CE - Really good if your opponent does not know about the CE ground trap. Hard to get if they're looking out for it.

And I don't know of any other notables =/
 
CS? If you time it right you can grab people out of a lot of moves because your grab frames are active the moment they get up. Plus a lot of people tend to just stand up without attacking because they are afraid of 2A+B. I once won a match Spamming 2A+B until he blocked on wake-up which made me do SS, CS, and CE in a row for the win.
 
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