Ivy Combos

WP 22_88 B[B+K] ~ CL 4B [B+K] ~ SW 214K = 80 dmg. Nice if you know you're not going to get the RO cannon.

If the WP 22 hits and they land just out of range after CL 4B to do the foot stomp I usually like to do the 236B or SW 2A+B - though I'm not sure of the dmg off the top of my head.
 
Something interesting I guess:

Some people have been hinting on finding uses for WP 3B+K up close. This TC's almost instantly, so it could be used against fast A's (I'm thinking Taki on this one lol). Well, to provide more inspiration to use this;

Guaranteed damage: [A] WP 3B+K (close) ~ WP 3B+K (relaunch) ~ WP 3B+K = 69 damage (tried tech all directions, as well as holding G throughout).

If they don't hold G at the last 3B+K, this actually relaunches back closer to ivy, in which she can throw yet ANOTHER WP 3B+K (if for some reason it would result in RO) or to the CL 4B ~ SW 214K combo.

The one drawback of using this is that 3B+K (close) is highly punishable; but it is relatively fast. I have to test the frame data of this compared to WP 3B+K (tip) later on and see how the TC can be used effectively as well. Also, there has to be enough room that once the first part of the first WP 3B+K hits up close, the second part should also hit to cause the ground stun (the length of half your average stage in short).
 
It never seems to do anything when I hold A. If I hold A and tap an input like the [A] 3 B+K, 3B+K, 3B+K. It doesn't work. Any help?
 
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Also, there has to be enough room that once the first part of the first WP 3B+K hits up close, the second part should also hit to cause the ground stun (the length of half your average stage in short).

Doesn't SE 3B+K also have the same properties? Though I don't think you'd have enough time to get into WP to follow the next two 3B+Ks.
 
Satanic: What [A] does is prevent you from changing into CL after pressing 3B+K like you normally would. It's considered a glitch, and it allows you to keep throwing out 3B+K consecutively.

Cerebellum: I don't quite get what you're saying; the whole thing is in WP. SE 3B+K is a lot slower than WP 3B+K.
 
Hmm seems that Ive found and Ivy stun combo:

CL 6A,K [B+K] SW 3A, 66A, 1KB or CL 6A,K [B+K] SW 3A, 66A, [A+K] CL 236BB

Both are like 80-81 dmg but for some reason if you catch the opponent on the side or back it becomes somewhere in the 90's



And if they block 6AK:

CL 6A,K (blocked) [B+K] SW 1A , 66A, 1KB or CL 6A,K (blocked) [B+K]SW 1A, 66A , [A+K] CL 236BB

All stuns are shakable i believe, and i also was able to get in a SW 6(b) if SW 3A lands without the double stun push back. I am not sure what other things you can do with this but Ive tried doing CL 1A (Hidden Gnome) after the 66A in training mode against a walled opponent and even though you don't get the full launch you get the full damage. Play with this and lets see what we can come up with. Lord knows she needed some type of stun combo because getting A+B,A+K to land is becoming very difficult if impossible to do these days.
 
If you think A+B is hard to land, just try getting 6AK to land... It's a High High string that is not even NC. I reffer to any combo's starting with it as a Noobie killer, because it's a Shake Stun High High. Basically there are little to no chances of you getting the High High String to connect more than 3 times against a smart player.
Personally, I prefer 6AK 4B (A+K) 66A+B if I do by chance land the 6AK. Once the 4B connects, you can rely on the 66A+B hitting. But in tournament play, I stay away from it, since it's very easy to be punished for using it.
 
Cerebellum: I don't quite get what you're saying; the whole thing is in WP. SE 3B+K is a lot slower than WP 3B+K.

I thought you were refering to SE 3B+K where if the opponent is right in your face, the inital animation knocks them backward into the sword as it hits the ground. Does it do the same with WP?
 
Basically there are little to no chances of you getting the High High String to connect more than 3 times against a smart player.

So why do we even post combos then? Might as well SW [A+B] the entire match since everything will be blocked. While were at it I may as well say that everyone is ducking iCS now so we better throw that out the window too eh? I posted a combo that I didn't see, whether smart or dumb players block it or not is also pointed out IE: that is why I put the IF BLOCKED combo part.
 
I thought you were refering to SE 3B+K where if the opponent is right in your face, the inital animation knocks them backward into the sword as it hits the ground. Does it do the same with WP?

Yep. SE 3B+K has no advantage whatsoever over SE B+K3 or WP 3B+K.
 
So why do we even post combos then? Might as well SW [A+B] the entire match since everything will be blocked. While were at it I may as well say that everyone is ducking iCS now so we better throw that out the window too eh? I posted a combo that I didn't see, whether smart or dumb players block it or not is also pointed out IE: that is why I put the IF BLOCKED combo part.



There is a stronger one posted with the same beginning. - 6AK, 4B, A+K, WP 66A+B (91) {shakable}

It's a Shake Stun Combo, and it starts out with 3 High hits... More damage out of the one posted, and less shake points, because once the 4B hits, they fall into an inescapable stun.

If Blocked, it's no longer a combo... Your just saying to continue attacking at disadvantage.
 
Personally, I've been searching lately which is the best follow up after NH CL 3B
Of course, I'm not talking about versus larger characters (such as Astaroth), but versus smaller or medium-sized characters that are able to guard CL 236BB, after NH CL 3B.

Perhaps, this will end up just like CH CL 3A, where you have to shift to SW for a decent follow-up. Too bad that hit-confirming these two moves is almost impossible (except if you know where to punish with NH CL 3B...)
 
I'm not sure if you guys know this
but I recently found out that:

Back turned: 2K-->2K
is a combo

goodness, it's useful
 
i'm not sure if you guys know this
but i recently found out that:

Back turned: 2k-->2k
is a combo

goodness, it's useful

i <3 sw ws b, a+b, bt 2k, 2k
_________________________________________
====== DOUBLE POST AUTO-MERGE ======
to show off I like to do
CL 6AK, 4B [A+K], WRBB[B+K], 236BB

love that combo...but getting 6AK to ever land is an issue, having them not shake is another issue to add to it.
_________________________________________
====== DOUBLE POST AUTO-MERGE ======
Yep. SE 3B+K has no advantage whatsoever over SE B+K3 or WP 3B+K.

whats the diff between SE B+K3 and SE 3B+K?
 
  • shakable but does about 80 dmg! - SW 3A, 66A, 1KB. pretty good combo.
  • Also as far as SW 6 I have found this to be best -SW 6, 22_88B, 214K (although Woahhzz's SW 6, 3B~A+K, CL 4B+K, SW 214 is nearly as good and looks flashy.


Also been experimenting with these:
  • WP 6A+B, [A], 1B+K, 3B+K - RO cannon...think it can be teched though or might be based off how long u charge 6A+B.
  • WP 22_88B, 66A+B (100+) - sometimes this move gets 66A+B going before they touch ground and other times its fully escapable...I can't figure out if it's timing or just not guaranteed.

And lastly, I cannot get WP 1B, 2B+K, 3B+K to land. the 3B+K always comes out too slow to connect. Has this been patched?

[edit] for shits and giggles on an opponent too dumb to AC CL 3B, K, K, K, (6K, 3K, K, REPEAT) is an infinite juggle...not useful but amusing to do on the dummy.
 
  • shakable but does about 80 dmg! - SW 3A, 66A, 1KB. pretty good combo.
  • Also as far as SW 6 I have found this to be best -SW 6, 22_88B, 214K (although Woahhzz's SW 6, 3B~A+K, CL 4B+K, SW 214 is nearly as good and looks flashy.


Also been experimenting with these:
  • WP 6A+B, [A], 1B+K, 3B+K - RO cannon...think it can be teched though or might be based off how long u charge 6A+B.
  • WP 22_88B, 66A+B (100+) - sometimes this move gets 66A+B going before they touch ground and other times its fully escapable...I can't figure out if it's timing or just not guaranteed.

And lastly, I cannot get WP 1B, 2B+K, 3B+K to land. the 3B+K always comes out too slow to connect. Has this been patched?

[edit] for shits and giggles on an opponent too dumb to AC CL 3B, K, K, K, (6K, 3K, K, REPEAT) is an infinite juggle...not useful but amusing to do on the dummy.


WP 22_88B, 66A+B (100+)
This does not link if your opponent ukemi leftward(rightward) after leftward(rightward) aerial control.
 
Think your thinking WP 3, SE 2B+K, 3B+K...in which case i think the combo is WP 3, SE 1B+K, WP 3B+K whish i doubt is even possible or guaranteed in any sense.

1B is the low, sm, sm move that does not go into SE.
 
Think your thinking WP 3, SE 2B+K, 3B+K...in which case i think the combo is WP 3, SE 1B+K, WP 3B+K whish i doubt is even possible or guaranteed in any sense.

1B is the low, sm, sm move that does not go into SE.


LOL, I’m sorry for saying nonsense.
I can hardly catch the dummy with the third WP 3B+K.
It seems that the relative position of the dummy to Ivy does make difference when the dummy is in the air; if the dummy is closer after being hit by 1B, the upcoming WP 2B+K and WP 3B+K might link.
Hence, I tried to adjust the position of my dummy after the first 1B by pushing him to the position that he will almost be rung out by the first 1B. This is when my WP 2B+K and WP 3B+K string works:(sorry for the low resolution):

Nevertheless, I’m still wondering how to use this RO properly. Thanks for your help in advance.
 
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