Ivy Combos

WP 6A+B was most fun and game breaking. There was literally almost no way to dodge that move. You could easily win every match just mixing WP 6A+B with the charged UB version. It would hit even if you got behind Ivy.
 
SW 66B 9gB 214K does one more damage than SW 66B CL 1B.B+K 214K.
The one that goes to coil state is an easy ukemi to 214k for more damage.
 
With the first combo, you can always just delay 214K for the same result. The problem with SW 44B, CL 1B,B+K, SW 214K is that the stomp doesn't always connect on some characters, must be done from an angle.
 
The best damage options are SW 44B, 9gB, SW 214K (67) or SW 44B, CL 1BB+K, SW 214K (65). Both don't work 100%, they are character dependent =/
 
Well, I find it easier to start in whip state either way with 66B. I'd say since the strongest 44B combos are so hard to do or character dependent, I'd probably do SW 44B 1K.B or SW 44B 66K 3A+B. 3A+B doesn't need a delay for a ukemi for extra damage.
 
I actually think every combo ending with CL 236BB is the best one, regardless of damage. CL 236BB[6] gives you the best oki, low/mix mixup, forced block and what not. Even if they JF Ukemi you're are still at massive frame advantage and they will risk a lot by trying to step or GI. Not to mention delayed CL 236BB also works as a tech trap.

In my opinion it's worth to sacrifice a few points of damage for all this.
 
Yeah, that's true. My favorite guaranteed combo is SW 44Acounter CL 4B WP 66A+B it does near/over 100 damage. I'm not on SC4 right now or I'd check the damage.
 
Edited the first page. The list is still in not finished (a few combos and wall combos missing). I used a similar formatting to Tech trap thread, hopefully you guys don't mind.

..::IVY COMBO LIST::..
updated: 26/05/2011

..::NATURAL COMBOS (NC)::..

..::SWORD STATE::..
  • AA (22 dmg)
  • BB (32 dmg)
  • 8B+K,K (25 dmg)
  • 6B8K (35 dmg)
  • SW 214K (31 dmg) * against grounded opponent only
  • WS A+B (36 dmg)
..::COILED STATE::..
  • AA (20 dmg)
  • 44BB (30 dmg)
  • 1B,B+K (31 dmg)
  • 236BB (36 dmg)
  • 214B_{B} (31 dmg)
  • A+B,A (29 dmg)
  • A+B,A+K (31 dmg)
  • 33BBB (35 dmg)
  • WS AA (51 dmg) * becomes NC at tip range only, character dependent
..::WHIP STATE::..
  • AA (18 dmg)
  • 4A+B,B (35 dmg)
  • 4A+B:B (40 dmg)
  • 1B (31 dmg)
  • 4B (20 dmg)
  • 4B,B+K (34 dmg)
  • A+B (40 dmg)
  • 6A+B (20 dmg)
  • 6[A+B] (30 dmg)
  • 6bA+B (45 dmg)
  • 44BB (41 dmg)
  • 44B,B+K (30 dmg)
  • 44A+B~A+B (56 dmg)
  • 66A+B (60 dmg)
  • WS BB (36 dmg)
  • WS A+B (36 dmg)
..::SERPENT'S EMBRACE::..
  • BBB (36 dmg)
  • B:6B:4B:6B:4B (57 dmg)
..::NATURAL COMBOS ON COUNTER HIT (NCC)::..

..::SWORD STATE::..
  • 6{B} (33 dmg)
  • 1KBK (46 dmg)
..::COILED STATE::..
  • A,A+K (19/37 dmg)* A+K becomes AT
  • 1A (32 dmg)
  • 6A,K (38 dmg)
  • 6A+K (54 dmg)
  • BB (32 dmg)
  • 4B (38 dmg)
  • 4B,A+K (24 dmg)
  • 66B,A (41 dmg)
  • WS AA (54 dmg)
..::WHIP STATE::..
  • BB (30 dmg)
  • 6AA (48 dmg)
  • 6A,B+K (38 dmg)
  • 1AA (27 dmg)
  • 6B+K2_8 (47 dmg)
  • 1_2_3B+K (27_33_45 dmg)
..::SERPENT'S EMBRACE::..
  • 4_5_6B+K (27_33_45 dmg)
  • A236A (54 dmg)
..::GUARANTEED COMBOS ON NH::..

..::SWORD STATE::..

SW 22_88B
  • CL 236BB (53 dmg)
  • SW 6B8 (53 dmg)
  • SW 214K (57 dmg)
SW 2A+K
  • SW 214K (53 dmg)
  • SW 9B (35 dmg) (useful when 214K is out of range)
SW WS B
  • BT A+B (55 dmg)
  • SW 6B8 (60 dmg)
  • iSW 214K (65 dmg)
  • K, 6B8 (69 dmg)
SW 44B
  • SW 1KB (53 dmg)
  • SW 66K, SW 2A+B (55 dmg)
  • SW 66K, CL 236BB (58 dmg)
  • CL 1B,B+K, SW 214K (65 dmg)
  • SW 9gB, SW 214K (68 dmg)
SW 1B+K
  • SW 1B+K (52 dmg)
  • SW 2A+B (56 dmg)
  • SW 214K (66 dmg) * close range only
SW 2B+K
  • SW 2B+K (53 dmg)
  • SW 2A+B (57 dmg)
  • CL 236BB (61 dmg)
  • SW 214K (68 dmg)
SW 3B+K
  • SW 3B+K (53 dmg)
  • SW 44K (62 dmg)
SW 66B
  • SW 9B (52 dmg)
..::COILED STATE::..

CL 3B
  • SW 6B8 (55 dmg)
  • CL 236BB (56 dmg)
  • CL 6A,A+K (56 dmg) * tip range only, character dependent
  • SW 214K (60 dmg)
CL 44BB
  • SW/CL/WP 6K (52 dmg)
CL 44B,B+K
  • SW 6B8 (61 dmg)
CL 4A
  • SW 2B+K (42 dmg)
  • CL 236BB (56 dmg)
CL A+B,A+K
  • WP 1B+K, CL 4B, CL 236BB (55 dmg)
  • WP 1B+K, CL 4B, SW 214K (57 dmg)
  • WP 66A+B (62 dmg)
CL 33BBB
  • SW 2K (43 dmg)
  • 9gB (50 dmg) * character dependent
CL 66A
  • SW 2K (37 dmg)
  • 9gB (44 dmg)
CL 22_88K
  • SW 2B (38 dmg)
..::WHIP STATE::..

WP 1B
  • WP 2B+K, WP 3B+K (54 dmg)
  • WP 2B+K, WP 8~kB (58 dmg)
  • WP 2B+K, CL 4B, CL 236BB (68 dmg)
  • WP 2B+K, CL 4B, SW 214 K (71 dmg)
WP 22_88B
  • CL 4B, CL 236BB (72 dmg)
  • CL 4B, SW 214K (78 dmg)
WP WS B
  • 9gB (32 dmg)
  • WP 6K (35 dmg) * tip range only
  • WP 8~kB (37 dmg) * extremely difficult
WP WS BB
  • SW 6B8 (56 dmg)
  • CL 236BB (56 dmg)
  • CL 6A,A+K (59 dmg)
WP 1B+K
  • WP 2B+K, WP 1B+K, WP 3B+K (50 dmg)
  • WP 2B+K, WP 1B+K, CL 4B, CL 236BB (55 dmg)
  • WP 2B+K, WP 1B+K, CL 4B, SW 214K (57 dmg)
WP 2B+K
  • WP 2B+K, WP 3B+K (48 dmg)
  • WP 2B+K, CL 4B, CL 236BB (56 dmg)
  • WP 2B+K, CL 4B, SW 214K (58 dmg)
WP 3B+K
  • CL 4B, CL 236BB (70 dmg)
WP 6A+B
  • 9gB (35 dmg)
WP 6[A+B]
  • 9gB (45 dmg)
WP 66B
  • WP 3A, CL 236BB (56 dmg)
  • CL 3B, SW 6B8 (65 dmg) * tip range only, character dependent
  • CL 1B,B+K, SW 215K (65 dmg)
  • CL 9gB, SW 214K (68 DMG)
  • WP 3A, WP 3A, CL 1B,B+K, SW 214K (71 dmg)
WP 44B,B+K
  • CL 4B, CL 236BB (55 dmg)
WP 22_88K
  • WP 2B (35 dmg)
WP 3B
  • SE BBB (40 dmg)
  • SE B:6B:4B:6B:4B (42 dmg)
WP 44A+B
  • WP 44A+B (89 dmg)
  • WP 4B+K, CL 236BB (94 dmg) * near walls only
..::SERPENT'S EMBRACE::..
  • BBB, 9gB (51 dmg)
  • B:6B:4B:6B:4B, 9gB (72 dmg)
..::GUARANTEED COMBOS ON CH ::..

..::SWORD STATE::..

CH SW 9B
  • CL 236BB (52 dmg)
  • SW 214K (59 dmg)
CH SW 66A
  • SW 2A+B (57 dmg)
  • CL 236BB (60 dmg)
  • SW 1KB (67 dmg)
  • SW 214K (67 dmg)
CH SW 3B
  • SW 6B8 (56 dmg)
  • CL 4B, CL 236BB (73 dmg)
  • CL 4B, SW 214K (80 dmg)
CH SW 1A
  • SW 6B8 (47 dmg)
  • SW 1KB (48 dmg)
  • CL A,A+K (50 dmg)
  • CL 1B,B+K, SW 214K (60 dmg)
CH SW 44A
  • CL 4B, SE B:6B:4B:6B:4B (84 dmg)
  • CL 4B, WP 1B+K, CL 4B, SW 214K (94 dmg)
  • CL 4B, WP 66A+B (100 dmg)
..::COILED STATE::..

CH CL 1A
  • WP 3B+K (40 dmg)
  • CL 4B, CL 236BB (79 dmg)
  • CL 4B, SW 214K (85 dmg)
CH CL 3A
  • SW 214K (55 dmg)
CH 9gB
  • CL 236BB (52 dmg)
  • SW 214K (59 dmg)
CH CL 3B
  • WP 3B+K (38 dmg)
  • CL 236BB (60 dmg)
  • SW 6B8 (60 dmg)
  • SW 214K (61 dmg)
  • CL 6A,A+K (62 dmg)
  • CL 4B, CL 236BB (77 dmg) * tip range only, character dependent
CH CL WS AA
  • SW 3B+K (71 dmg)
  • CL 236BB (87 dmg) * range and character dependent
  • SW 214K (87 dmg) * only near walls
..::WHIP STATE::..

CH WP 3A
  • CL 236BB (46 dmg)
  • CL A,A+K (51 dmg)
  • WP 3A, CL A,A+K (57 dmg)
  • CL 1B,B+K, SW 214K (62 dmg)
  • WP 3A, CL 1B,B+K, SW 214K (65 dmg)
  • CL 9gB, SW 214K (65 dmg)
CH WP 3{B}
  • SE 4B+K, CL 4B, SW 214K (63 dmg)
  • SE K, SE B:6B:4B:6B:4B (66 dmg)
  • SE K, SE K (69 dmg)
  • SE 66K, SW 1KB (69 dmg)
CH WP FC 3{B}~A+B
  • WP 1B+K, CL 4B, SW 214K (70 dmg)
..::SERPENT'S EMBRACE::..

CH SE K
  • SE K (51 dmg)
  • SE BBB (54 dmg)
  • SE B:6B:4B:6B:4B (58 dmg)
CH SE 66K
  • SW 6{B} (47 dmg)
  • SW 1KB (53 dmg)
Yes, It was a hell to go through all this on training mode.
 
I honestly don't know what NH and CH are.. but I think this would fall more under the TECH trap list, if you hadn't gotten it.
SW 2A+K CL -small delay (rising)A.A CL 236B is a cool combo that catches quite a few ukemi directions.
Though the 236B may be a bit much.. WP 3B works well. I've noticed that most times when CL rising A.A is countered, CL 236B is more-likely to connect.
 
I honestly don't know what NH and CH are.. but I think this would fall more under the TECH trap list, if you hadn't gotten it.
SW 2A+K CL -small delay (rising)A.A CL 236B is a cool combo that catches quite a few ukemi directions.
Though the 236B may be a bit much.. WP 3B works well. I've noticed that most times when CL rising A.A is countered, CL 236B is more-likely to connect.
I have to congratulate you. I didn't think there are still things we don't know but I was wrong. I tested what you said and...

CL WS AA becomes NC on tech catch at any range! Crazy. It doesn't catch all tech (only normal, back and right) and it's character dependent but still worth looking into. That also reminded me to check WP 6AA as a tech trap and it catches all tech after foot stab fall stun (CH 9gB, WP FC 3B)
 
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