Ivy Combos

lol

SW 66B, 9B is a combo (52dmg on NH, 59 CH)

edit: it seems that CL 33BBB (mash version), 9gB is a combo too! 50dmg

I will check other options where SW 9B/CL_WP 9gB can be guaranteed later

edit 2: Ok, I checked and so far I couldnt find any other combos.

There is some weird issue with CL 33B(mash), 9gB - it is a combo, but pretty random and hard. I dont get the timing yet. It cannot be blocked or teched in any direction with a proper timing, but sometimes it can be teched to left side.
 
Response to the combo vid:

A good number of those are shake-able; but that's the good thing with Ivy. Most of her shake-able stuns can be used as a mixup/mindgame; CS/SS being the most notable ones.

CH SW 44A ~ CL 4B ~ WP 66A+B = 100 damage? Nice.

Something of note is also the WP 44[A] into SE. Lot's of bad things can happen if that hits. Lol.
 
Okay. I found something that'll provide even more mindgames for Ivy's play.

Y'all know the standard combo from WP 3B right? WP 3B ~ 2B+K ~ CL 4B ~ 236BB OR SW 214K?

But also, the mixup from those who like to tech would be instead of pulling out 236BB, you instead go for the SW unblockable SW A+B and hit them as they're teching. Or, if the opponent is slightly out of range and techs, using SW 1_2_3 B+K also adds 18 damage instead of 3 damage if he/she doesn't tech.

Basically, up until now, I had thought that the opponent has no reason at all to tech at the end of that combo. Well, not anymore. XD

It turns out that if you go into WP AFTER the second hit of CL 4B hits (so it should still pull the opponent), you can relaunch with WP 1B+K and it'll register as a stun counter. This happens if the opponent does NOT tech.

I've tried escaping this myself by holding guard at various moments of the combo (but not teching) and yes, it turns out that this will relaunch.

This leads to RO cannon or re-doing the standard combo ending of CL 236BB, ending in RO or 106 damage, respectively.
 
^^ It doesnt work for me anymore. Its all good until they find out how to avoid the UB and WP 1B+K relaunch everytime. The crucial moment lies during CL 4B animation. If there is a blue glow = they know u enter SW and they don't tech, if they see red glow = they tech to avoid relaunch :(

btw CL 66A, 9gB is a combo (44dmg)
 
Well, I would counter that by simply switching into WP but doing SS instead as they tech; or simply throwing. XD

And most players, even those who know the glow difference, has a considerable chance of not seeing the glow since its so subtle.

Either way; it's viable until REALLY high level play (where your opponent squints their eyes to look at your sword lol).
 
I started using WP66B-->[A+K hold] 1B+K--->3B+K for RO cannon
heh
do you guys know any other RO cannon combos besides WP 88B-->3B+K?
 
I started using WP66B-->[A+K hold] 1B+K--->3B+K for RO cannon
heh
do you guys know any other RO cannon combos besides WP 88B-->3B+K?

The 50/50 I posted works for an RO cannon by just using 3B+K after the second 1B+K. (You'll still be in WP because of stance change lock.)

Tried the effectiveness of the 50/50 too. Most people do not notice the glow change, and a good way to keep them honest is to just do SW 1B+K at the end of the combo. You still get guaranteed 70 dmg, and is a good way to check if they tend to tech or not (little damage if they don't tech, greater damage when they try to tech).

And it was supremely satisfying to take off 2/3rds the opponent's life bar with just 1 setup. XD

PS. Also, Ring. For those that do watch out for the glow, ever tried holding A as you're doing the entire combo? Meaning you do WP 1B [A] ~ 2B+K ~4[B+K] (Here's where it might get tricky; idk if that still pulls the opponent in as you're holding A and trying to do a B+K move from WP at the same time. If it doesn't... meh). If it does work though, you avoid the glow altogether.

PS.2. LINK. You should drop by one of Krayzie's gatherings. I would -love- to fight a mirror match Ivy offline for once. Dang norcal people don't know anything about Ivy. ><
 
For that Whip combo Sora was talking about, it does not work. Cause holding that A, even if you press B+K, cancels the B+K and the move will just be WP 4B

On a side not for holding A or B to stay in the same stance when using moves with B+K or A+K, people don’t need two separate trigger of A or B. You can simply have one trigger key as A+B and hold that to stay in same stance

So for example if your setup for ps3 is like:
X=G
Square=A
Triangle=B
Circle=K
L1= B+G
L2=A+B
R1=K
R2=A+B+K+G

So if did SW 2A+K [A+B], I still be in SW.
I just saying this so people don’t have to map separate As and Bs. I don’t if this was mention before, if so sorry.
 
For that Whip combo Sora was talking about, it does not work. Cause holding that A, even if you press B+K, cancels the B+K and the move will just be WP 4B

On a side not for holding A or B to stay in the same stance when using moves with B+K or A+K, people don’t need two separate trigger of A or B. You can simply have one trigger key as A+B and hold that to stay in same stance

So for example if your setup for ps3 is like:
X=G
Square=A
Triangle=B
Circle=K
L1= B+G
L2=A+B
R1=K
R2=A+B+K+G

So if did SW 2A+K [A+B], I still be in SW.
I just saying this so people don’t have to map separate As and Bs. I don’t if this was mention before, if so sorry.

Ah... I see. Meh. Thanks for telling us. =]

And good to know for that. Might map my joystick differently because of it.

And the 50/50 is posted in the previous page.
 
I still don't see it, the 50/50
it's not like there's a sign saying "50/50" here!!
please just repost if necessary
or atleast give me the name of the poster
 
Okay. I found something that'll provide even more mindgames for Ivy's play.

Y'all know the standard combo from WP 3B right? WP 3B ~ 2B+K ~ CL 4B ~ 236BB OR SW 214K?

But also, the mixup from those who like to tech would be instead of pulling out 236BB, you instead go for the SW unblockable SW A+B and hit them as they're teching. Or, if the opponent is slightly out of range and techs, using SW 1_2_3 B+K also adds 18 damage instead of 3 damage if he/she doesn't tech.

Basically, up until now, I had thought that the opponent has no reason at all to tech at the end of that combo. Well, not anymore. XD

It turns out that if you go into WP AFTER the second hit of CL 4B hits (so it should still pull the opponent), you can relaunch with WP 1B+K and it'll register as a stun counter. This happens if the opponent does NOT tech.

I've tried escaping this myself by holding guard at various moments of the combo (but not teching) and yes, it turns out that this will relaunch.

This leads to RO cannon or re-doing the standard combo ending of CL 236BB, ending in RO or 106 damage, respectively.

This would be the post. Sorry, it was in this page all along. Lol. =p
 
My top combos:

-------------------
Safe combos

This is her most damaging safe combo that I've found:

CL 6AK, 4B (A+K AFTER second hit), 66A+B, 3

and these are great too.

SW 3A, 3B, 4K - Sophie and/or Cassandra (Talim? Amy?) avoids the kick for some reason
SW 3A, 1KB

CL A+BA+K, 66A+B, 3 (attempt 2B+K depending on how they land)
CH CL 33A, 214B, 1B+K, 4B (A+K BEFORE second hit), 1B+K(hold A+K), 3B+K - might be shakable, needs more testing. 4B should land both hits in air if done right.

WP WS BBB+K, wait for the camera to rotate, 6AK (attempt 214B) - RO's behind you from start.
WP 66B, 3A, 3B
WP 6AA, 1A (can attempt 1AA as well but often whiffs second hit)
-------------------
Shakable

SW: 6, 3B, 4K

This is shakeable but it lands a lot. Follow up with these mix up:

Run up to them, 2A+K, 214B
Run up to them, 6, repeat combo.
Run up to them, 3A, 3B, 4K
Run up to them, 1KB

The first one is shakable but throws an unexpected low. You can either throw it early for the first to hit, but the second part can be stopped and even punished sometimes, the other trows a blockable low but knocks them down for a safe 214B
The other 3 throw a quick mid if they're crouching, the second being shakable of course and the other to are sure but do less.

6A+B, A+G_B+G
6A+B, 3A, 3B, 4K

A+G, into sword if not already, 2B+K_3B+K, 2B+K_3B+K

CH WP 3, K, K, BBB
4A+B, 2B+K_3B+K

-------------------
Unsafe, but good on players not paying attention:

I start at least 1 match with this if my opponent doesn't rush me consistently and seems average level.

CL 66A, wait for stand, A+BA+K, 66A+B, 3, wait for stand, A+K, 6A+B, 214A (kill+RO!)

This isn't a full combo. it has plenty of breaks but can be a very brutal win if they aren't expecting it. Good for people that don't sidestep all the time. This is a lazy combo, meaning you do it to get through a match. But the combos in separate are good mix ups in their own right. Surprising how often I land this entire string for a kill.



CH WP 3, K, K, A+B (RO)

Good on opponents who like to block on rise or even better duck.
 
My top combos:

-------------------
Safe combos

This is her most damaging safe combo that I've found:

CL 6AK, 4B (A+K AFTER second hit), 66A+B, 3 -> shakeable, not to mention dangerous since CL 6AK is a high-high.

and these are great too.

SW 3A, 3B, 4K - Sophie and/or Cassandra (Talim? Amy?) avoids the kick for some reason
SW 3A, 1KB

-> again, shakeable but 3A is a much safer option than CL 6AK. Mixup opportunities are more for this one rather than a guaranteed combo.

CL A+BA+K, 66A+B, 3 (attempt 2B+K depending on how they land) -> IIRC the 3 is blockable. It'll only hit the opponent if they tech (meaning hold guard throughout instead of pressing guard when they're on the floor.)

CH CL 33A, 214B, 1B+K, 4B (A+K BEFORE second hit), 1B+K(hold A+K), 3B+K - might be shakable, needs more testing. 4B should land both hits in air if done right. -> CL 33A is indeed shakeable even on CH. 1B+K will only relaunch if they do NOT tech.

WP WS BBB+K, wait for the camera to rotate, 6AK (attempt 214B) - RO's behind you from start. -> CL 236BB is a more damaging option IIRC than 6AK, and also they can air control after K hits.

WP 66B, 3A, 3B -> More damaging option would be WP 66B [B+K] ~ CL 1BB+K ~ SW 214K. 67 dmg versus 50+ dmg from the original combo posted.

WP 6AA, 1A (can attempt 1AA as well but often whiffs second hit) -> This is indeed guaranteed. I forgot though if you got a free WP 2B+K if WP 6AA hits on CH.
-------------------
Shakable

SW: 6, 3B, 4K

This is shakeable but it lands a lot. Follow up with these mix up:

Run up to them, 2A+K, 214B
Run up to them, 6, repeat combo.
Run up to them, 3A, 3B, 4K
Run up to them, 1KB

-> 6 is a mixup by itself lol. So many options from this move and you can actually benefit if they recover from the stun.

The first one is shakable but throws an unexpected low. You can either throw it early for the first to hit, but the second part can be stopped and even punished sometimes, the other trows a blockable low but knocks them down for a safe 214B
The other 3 throw a quick mid if they're crouching, the second being shakable of course and the other to are sure but do less.

6A+B, A+G_B+G
6A+B, 3A, 3B, 4K

A+G, into sword if not already, 2B+K_3B+K, 2B+K_3B+K

CH WP 3, K, K, BBB -> BBB is blockable. The best you can get is 60+ dmg with the two K's, or another variant to go into SW would be CH WP 3 ~ SE 66K ~ SW 1B+K. Same dmg as with the two K's.
4A+B, 2B+K_3B+K

-------------------
Unsafe, but good on players not paying attention:

I start at least 1 match with this if my opponent doesn't rush me consistently and seems average level.

CL 66A, wait for stand, A+BA+K, 66A+B, 3, wait for stand, A+K, 6A+B, 214A (kill+RO!)

This isn't a full combo. it has plenty of breaks but can be a very brutal win if they aren't expecting it. Good for people that don't sidestep all the time. This is a lazy combo, meaning you do it to get through a match. But the combos in separate are good mix ups in their own right. Surprising how often I land this entire string for a kill.



CH WP 3, K, K, A+B (RO) -> A good trap for people who ukemi mindlessly yes. I actually prefer getting up close to their faces while in SE and THEN release A+B. It's satisfying.

Good on opponents who like to block on rise or even better duck.


Made some comments after the arrows. A lot of the safe combos you posted are actually not safe/guarantees, but rather are mixups.
 
Yeah. I'm seein your right. Though shakable, the combos still land very often and are good mix ups.

In high level play, they barely land at all (trust me on this one; I haven't landed 6AK ~ 214BB in a LONG time). But, they -are- good mixups if done right.
 
I rarely touch 6AK but every now and then i can catch them with it.

BEST combo though:

SW 44B, 6, 44A+K, 6AK, 4B (A+K after second hit), 66A+B (3B for additional safe hit)

132 damage in all!!!
 
I rarely touch 6AK but every now and then i can catch them with it.

BEST combo though:

SW 44B, 6, 44A+K, 6AK, 4B (A+K after second hit), 66A+B (3B for additional safe hit)

132 damage in all!!!


Ah... the guide's Ivy combo. XD Her flashiest string to date; but its not a -real- combo due to 6 and 6AK being easily shakeable. :(
 
well most guides have the 6AK, 214B follow ups. The 4B(A+K) is much better than the 214B it deals more damage and lands you in viper stance at the end of my combo ready with a mix up of either KK, BBB, or A+K. I also find it easier to execute. I land this a lot, though starting from the 6AK. I still can't ever seem to find a good time to use SW 4B. It's so rare someone ever gets hit by it. but landing 132 damage just feels awesome.

Is 6AK shakable even if it's a CH?

Also how do you "shake" out of a move? I've never seen someone escape 6AK, 4B or 6AK, 214B
 
well most guides have the 6AK, 214B follow ups. The 4B(A+K) is much better than the 214B it deals more damage and lands you in viper stance at the end of my combo ready with a mix up of either KK, BBB, or A+K. I also find it easier to execute. I land this a lot, though starting from the 6AK. I still can't ever seem to find a good time to use SW 4B. It's so rare someone ever gets hit by it. but landing 132 damage just feels awesome.

Is 6AK shakable even if it's a CH?

Also how do you "shake" out of a move? I've never seen someone escape 6AK, 4B or 6AK, 214B

To answer the questions:

1. SW 4B is one of two fastest highs. Use it as an interrupt/poke.

2. 6AK is guaranteed to HIT if 6A lands as a CH, but the opponent can still shake out of the stun after.

3. Shaking is simply holding guard and mashing directions. Arguably, the fastest way to do so is G64646.
 
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