Ivy matchups discussion and strategies

Thats a garunteed combo? I didnt know that, but ill try that out too. While her Post Gi game might be a little lacking it does still have a little potential with what you said earlier. Score a little damage then hit the SG which could later be used to setup a mix up if after you train you oppenent to stand. As for CE you know i feel about that.
 
Anti-Nightmare knowledge and testings..

Ugh, I'm starting to hate nightmare again.
His damage output vs. Ivy's is noticeably in his favor. And there's a lot more opportunities for Ivy to make a mistake against him, due to all his animations looking so similar and built-in mixups.

Becareful how a lot of moves look almost identical but they're actually quite different.
Trying being aware what the difference between a 66B and a 33B looks like.
Same goes for WR K and 66K
Also 3B and 44B.

I freaking hate nightmare!

Anyway, this is what I've found, feel free to correct me.

1.
I know I was advocating 2A against nightmare's Grimstride spam...forget that
I've found something better
4A will connect...gives you a free B+K afterwards.

Edit: This will not work if Nightmare does 33_99B into GS-A
The pushback is too great that you won't be able to use 4A fast enough
Use 4K to punish instead, B+K afterwards. It also applies if Nightmare uses GS too far away, then the 4A will whiff, try 4K in this situation as well.

This is so strange, I remember in SC4, grimstride evades horizontals as a tech-crouch...
I guess that doesn't apply anymore!

2. Seems like everything in Night Side Stance can be stopped with 214B
At tip range, you're better off blocking, or backup to do 6{A+B}
at closer ranges, seems just use 214B.
Thus after blocking moves that would lead into NSN, it is best to do 214B.
such as nightmare's 3{B} and WR B

3. Ducking against nightmare...is insanely punishing. When you're knocked down, the best bet is to stand up and guard immediately! Spam A,B,A,B repeatedly to break random throws. All of nightmares lows are pretty slow and easy to spot anyway.

4. Throwing and High whiffs can be pretty dangerous against nightmare because of his WR B.
I find it obnoxious that nightmare gets to dictate pretty much the entire fight and positioning. If you find a duck-happy nightmare, try running in and 3B or 1B BE instead.

5. 66B is really annoying... I can't find any proper punishes for it on block.
You have to sidestep it, afterwhich you can punish with 2B+K,2B+K.
GI is also an option into 1B+K,8A+B, {B}
JG is kind of hard because the timing is weird, but it's doable if you're familiar with nightmare's movements, guarantees a 6B8K
If you are forced to block it, try doing 2A afterwards...it stops most things.

6. A+B spam can be stopped by 1_2_3B+K

7. 66,33,77K can be punished with 4A, B+K.
Becareful not to confuse WR K for this move, you can punish WR K on block with 3B.

8. 44B is a frame trap...guaranteed K afterwards if you move, there isn't a shit you can do about it. Just block. If you bait out his extremely fast kick from NSN, you can punish with 6B8K
 
I will do Nightmare next.

By the way, CH 4A, B+K is not a combo. Use 1B+K (damage) or bK (wake up)
 
Oh, do Siegfried next! Lol, the 3B tech sidestep seems so inconsistent that I usually just end up with a face full of sword when I fight him.
 
Oh, do Siegfried next! Lol, the 3B tech sidestep seems so inconsistent that I usually just end up with a face full of sword when I fight him.
You must be really close. It will beat SCH K and trade with SCH A (but you still get the CH combo).
 
Having a hard time with Astaroth. His step killers outrange Ivy's stepkillers (6[A]) and he can outrange BB and still be in throw range. Not sure if dashing forward and being in his face is the solution here, because Astaroth can really create space if he wants to. Haha.
 
I try to punish Astaroth by going airborne as soon as I see him going for low swipes
8_9 B
8_9 A+B (B)
44BB (to combos)

her B+K pokes are also useful to keep him out
Getting up into Asta's face with Ivy is definitely not a wise thing to do IMO
his throw game is stronger and she doesnt have enough fast punishers to keep him pinned
 
Does anyone have any tips on beating Mitsurugi? He's fast, has decent range, does good damage, and retained all of those irritating lows! How can I beat him?
 
I don't know of any specific tactics or punishes against Mitsu. I've played so many Mitsus online that a match against him is based on pure muscle memory. Try to jump over his lows with 7B, or at least use 7B when you think one is coming. Watch out for his 4B (?), mostly by back stepping and whiff punishing. Back step a lot to keep him just out of range.

As for anti-Nightmare tactics, choose an endless no RO level and he magically gets 5 times easier.
 
I'll just put this here.


Looks like I'll be studying this match-up for a while.

I try to punish Astaroth by going airborne as soon as I see him going for low swipes
8_9 B
8_9 A+B (B)
44BB (to combos)

her B+K pokes are also useful to keep him out
Getting up into Asta's face with Ivy is definitely not a wise thing to do IMO
his throw game is stronger and she doesnt have enough fast punishers to keep him pinned

Ring, when you see this, can you merge it with the above post please? Can't edit that post for some reason. Thanks, and sorry for the double post.

Conveniently, Las Vegas has no shortage of Astaroth, so I was able to dive into this matchup more. I can say with full confidence that Ivy vs Astaroth is at least 4:6, maybe even 3:7 to Astaroth's favor. Most of his command grab setups easily outdamage AND outrange CS, and Astaroth outranges Ivy as a whole (with more step killer damage to boot). The only edge Ivy has against Astaroth is punishment (via 6B8K and 3B).

Here's some notes I got:

Stuff to take advantage of.
  • Stay close to him. I have to disagree with nitro's quote above. This might not make sense, but he has the advantage over you at mid range and your best tools are at close range. Do not bother stepping mid range, unless you see him doing bullrush. If you do need to space him, make sure to get to long range where he can't hit you (6B and 4G should help with this).
  • You must JG 66K BE, 1AA, 1AB, B6B and 44(A) (the GB mid horizontal of his, forgot the actual notation) and punish accordingly. Notably, JG-ing 1AA nets you a free RCC 3B+K combo or 6B+K into mixups. If you can't JG reliably yet, GI 66K BE, B6B and 44(A) while jumping/stepping 1AA/1AB. Lastly, you can probably JG/GI 22_88B, but unless he does this up close, I found it hard to get any real damage off from it (and it hits like a truck if you miss).
  • Punish, punish and punish his 6K (knee) with 6B8K.
  • His 6A series is very punishable or steppable -- know when you're in range and watch for it. Even if he does 6A only, you should still get 6B8.
  • Use 3B - 6B8 with impunity. Astaroth is one of the few characters in which NH 3B - 6B8 will actually connect. He doesn't have any real punish for 3B -- only K. This also makes GI-ing Astaroth VERY worthwhile. You can use this post JG or as a whiff punish as well.
  • 66(K) should be GI-ed every single time (25% bar for 68 damage from 3B - 6B8. Better than 1B BE).
  • 4B works quite well against him as an interrupt and poke. His only real answer to this is bullrush. If you can force him to use this everytime, the matchup actually becomes easier as bullrush, while safe, gives you mixup opportunities post block.
Stuff to be careful about.
  • Use FC1B differently against Astaroth. Because of his weird hitbox, FC1B will not launch him unless you hit him from the side or he comes rushing in towards you (and in the latter situation, ducking is not advisable). Even at point blank range, just going into FC1B normally from standing 'pushes' you away from his hitbox. Only time you would really use this is after ducking any of his command grabs (ducking normal grab will still occasionally miss the launch.)
  • 7_8_9B doesn't work as well as hoped against Astaroth, as he gets air grab when he does normal throw (completely avoids command throw though). Arguably, 9B is a good way to get into close range safely -- just be prepared to break the command throw should he block it.
  • Step carefully. His horizontal game, especially at mid-range, is far stronger than his vertical game. I'd rather take the normal bullrush rather than risk getting hit by 44A or 6AB.
  • Be careful using 1K. Astaroth can easily get WR bullrush into ouki. Focus on mids with the occasional throw and punishment instead.
  • Be careful in using 214B. If he blocks, he gets a pseudo-free command grab setup. His 44A also catches this quite easily as well. Either step to his right or interrupt instead.
  • Be ready to break throws. Ducking blindly against him is not advisable, as he gets RIDICULOUS damage off his mids. He will more often than not go for his B command grab, as this gives him his wall combo and RO setups, in addition to this doing more damage in general. If he does not have meter, he will probably go for A command grab as this gives him better ouki. Lastly, his B grabs RO in front of him, while his A command grab (BE) rings out behind him.
There's always exceptions to the points above, but hopefully this helps people in learning the matchup. Be patient, punish and make good use of 3B.
 
I need some Viola help, at range a guy kept spamming this vertical orb hit which got really annoying and those damn horizontal slashes of hers at close range are a pain since you can't sidestep them.
 
I need some Viola help, at range a guy kept spamming this vertical orb hit which got really annoying and those damn horizontal slashes of hers at close range are a pain since you can't sidestep them.
Which vertical Orb hit? 3B?

From previous discussions, I hear 7B is golden vs Viola. Its a great spacing tool, and as long as you stay out of close range she doesn't have anything that tracks.
 
he probably meant 2A+B, the orb appears from above and shoves straight downward.
Oh, for that one, you've just got to be side walking at range... If you're close up, move back (back dash cancelling, 7B, 8AB B) all seem to be good options for getting back (or her back).
 
7B is an excellent tool against viola, as well as FC1B. She doesn't have good stepkillers, so abuse that as well.

Also, always be ready to break throws. Viola gets a lot of her damage off throws because of her numerous guaranteed throw setups. In turn, this is what makes 7B a good option against her because even if she blocks it, she is not in any range to punish and it avoids her throw game altogether.
 
214B is good against her. She is linear and bad at punishing. This move basically covers her two biggest weaknesses so you can almost spam it for free.
 
Can someone help me with the Raphael matchup? He gives me tons of problems when he is upclose

Step, step and more step. Raphael does not have too many anti step options. Make him not want to go into preparation stance. Once you do that, apply your mixups.
 
*astaroth matchup stuff*... I have to disagree with nitro's quote above...
No problem man, the Asta I play isn't all that great and I also haven't played too many different asta's so your points are a lot more valid and accurate

My Ivy game has been evolving recently too, after taking all the advice you guys have given ofc.
 
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