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..::IVY TECH TRAPS - THE COMPLETE GUIDE::..
updated: 28/05/2011
I'm using Belial's Mitsu Tech Traps as a reference. Special thanks to Eli123s, Static, Violent_Vodka and Belial.
Tech trap damage is base damage + trap, so for example: CL 4A (25dmg base) + WP 22_88A (48 dmg) is a 73 dmg techtrap.
* - requires delay
** - requires dash
- UB tech trap / set up
- iCS tech trap / set up (most of the time it must be delayed to track the opponent)
..::SWORD STATE::..
SW 2A+K (19 dmg base)
- SW 22_88K combo / RCC 2A+K combo (47/53 dmg) - left, right, forward, hits otg
- SW 44K (35 dmg) - normal, back
- SW 66A (31 dmg) - catches all but right
- SW 22_88B combo (57 dmg) - normal, forward, back
- SW iCS (100 dmg) - forward, left, right must be delayed
- CL 236BB (36 dmg) - catches all but left
- SW 2A+K combo (53 dmg) - catches all, hits otg **
- SW 2A+B (30 dmg) - catches all, hits otg
- SW 6A+B (42 dmg) - normal, forward, back
- SW 44B combo (68 dmg) - normal, forward, back
- SW A+B~A+B (78 dmg) - catches all
- CL 3B combo (56 dmg) - normal, forward, back, **
- SW/CL/WP 9A (30 dmg) - catches all but right *
- SW 2A+K combo (53 dmg) - catches all, hits otg **
- SW A+B~A+B (78 dmg) - catches all
- SW 44B combo (68 dmg) - normal, forward, back
- 1_2B+K (35 dmg) - normal, forward, back *
- SW A+B~A+B (78 dmg) - catches all
- SW 2A+K combo (53 dmg) - catches all, hits otg **
- 1_2B+K (35 dmg) - normal, forward, back *
- SW 44B combo (68 dmg) - normal, forward, back
- SW 2A+K combo (53 dmg) - catches all, hits otg *
- SW A+B~A+B (78 dmg) - catches all
- SW iCS (100 dmg) - forward, back, right must be delayed
CL 66A (29 dmg base)
- SW 2B+K combo (53 dmg) - normal, back, hits otg
- SW A+B~A+B (78 dmg) - catches all but back tech
- WP 3B_{B} combo (? dmg) - forward, normal, back, hits otg
- SW 3B+K combo (62 dmg) - normal, forward, back
- SW 3B+K~{B+K} (40 dmg) - normal, back (opponent can still duck)
- SW 6A+B (42 dmg) - normal, forward, back
- CL 33A (25 dmg) - catches all **
- CL 6A+B (40 dmg) - normal, forward, back
- WP 44BB (41 dmg) - normal, forward, back, hits otg
- WP 22_88B combo (78) - normal, forward, back *
- WP 22_88A_{A} (43/48 dmg) - catches all but left tech
- WP 44BB (41 dmg) - normal, forward, back, hits otg
- WP 66B combo (65 dmg) - normal, forward, back **
- WP 22_88B combo (78) - normal, forward, back *
- WP A+B (30 dmg) - catches all but left
- CL 6A+B (40 dmg) - normal, forward, back
- SW 2A+K combo (53 dmg) - catches all, hits otg **
- SW 3B+K combo (62 dmg) - normal, back, hits otg *
- SW A+B~A+B (78 dmg) - catches all ,**
- SW/CL/WP 9A (30 dmg) - catches all but right *
- SW A+B~A+B (78 dmg) - catches all
- WP 66A+B (60 dmg) - normal, back, hits otg * (also catches side roll, but can be blocked)
- WP 3B_{B} combo (? dmg) - normal, forward, back
- WP 3A (15 dmg) - forward, back, right
- WP 1A (14 dmg) - forward, left
- WP 66B combo (65 dmg) -catches all but right side
- CL 3B combo (56 dmg) - catches all but left side
- SW 214K (10/31 dmg) - normal, right, hits otg for a lot of damage
- SW 66K (18 dmg) -tech catches all
- SW 3A (22 dmg) - catches all but left
- SW 22_88B combo (59 dmg) - normal, forward, back
- SW iCS (100 dmg) - delayed iCS catches forward, right, left
- WP 66A+B (60 dmg) - catches all, hits otg*
- WP 11_77A (45 dmg) - catches all *
- CL 4A+B (96 dmg) - catches left roll, back roll
- SW 2A+K combo (53 dmg) - catches all, hits otg
- SW iCS (100 dmg) - normal, back
- CL 236BB (38 dmg) - catches all
- CL 3B combo (56 dmg) - catches all but left side
- WP 66B combo (65 dmg) -catches all but right side
- SW 214K (31 dmg) - catches all, hits otg
- SW 2A+K combo (53 dmg) - catches all, hits otg
- SW 2A+B (30 dmg) - catches all but back tech, hits otg
- WP 1B+K (14 dmg) - relaunches with no tech
- WP 66B combo (65 dmg) -catches all but right side *
- CL 3B combo (56 dmg) - catches all but left side *
- WP 3B_{B} combo (? dmg) - catches all, hits otg
- SW/CL/WP iWS A+B (37 dmg) - catches all, hits otg
- SW 2A+B (30 dmg) - catches all, hits otg
- SW 214K (31 dmg) - catches all, hits otg *
- SW 2A+K combo (53 dmg) - catches all, hits otg *
- SW A+B~A+B (78 dmg) - catches all
- WP 1B+K (14 dmg) - relaunches with no tech, only if the first move had stun properties
- WP A+B (30 dmg) - catches all but left
- WP 6A+B (20 dmg) - forward, back, left
- SW iCS (100 dmg) - normal, forward/ delayed iCS catches right side
- SW/CL/WP iWS A+B (37 dmg) - catches all, hits otg
- WP 66A+B (60 dmg) - catches all, hits otg *
- SE B:6B:4B:6B:4B (43 dmg) - catches all, hits otg *
- SW A+B~A+B (78 dmg) - catches all
WP CH 3A (18 dmg base)
- CL 236BB (38 dmg) - catches all *
- WP 22_88A_{A} (43/48 dmg) - right, left, forward
- WP 44A+B combo (89 dmg) - normal, forward, back, right, hits otg
- WP 11_77A (45 dmg) - forward, left
- WP 1B+K (14 dmg) - relaunches with no tech, hits otg
- WP 44B,B+K combo (55 dmg) - normal, forward, back, right
- SW/CL/WP iWS A+B (37 dmg) - catches all, hits otg *
- WP 66A+B (60 dmg) - catches all but left, hits otg
- WP 44A+B combo (89 dmg) - normal, forward, back, hits otg
- WP 4A+B (40 dmg) - catches all, hits otg *
- WP 44B,B+K (55 dmg) - normal, forward, back
- WP 11_77A (45 dmg) - catches all but left
- WP 6AA (41 dmg) - catches all
- SW/CL/WP iWS A+B (37 dmg) - catches all, hits otg *
- SE 4B+K (14 dmg) - relaunches with no tech, hits otg
- SE A+K (51 dmg) - catches all but left
- SE BBB (26 dmg) - catches all, hits otg
- SE B:6B:4B:6B:4B (39 dmg) - catches all, hits otg
- SE A+K (51 dmg) - catches all
- SE BBB (26 dmg) - catches all, hits otg
- SE B:6B:4B:6B:4B (39 dmg) - catches all, hits otg
- WP 44 BB (41 dmg) - normal, forward, back
- CL 6A+B (40/77 dmg) - normal, forward, back (becomes AT during forward tech)
- CL 6A+B (40 dmg) - normal, forward, back
- WP 2B+K (24 dmg) - relaunches with no tech
SE 4B+K launch (27 dmg base)
- A+B (45 dmg) - catches all
- B+G (50 dmg) - catches all
- iCS (100 dmg) - catches all
- CL 6A+B (40 dmg) - normal, forward, back
SW/CL/WP CH 9gB (26 dmg base)
- SW 214K (31 dmg) - catches all, hits otg *
- SW 2A+K combo (53 dmg) - catches all, hits otg *
- SW A+B~A+B (78 dmg) - catches all
- SW iCS (100 dmg) - forward, back, right must be delayed
- WP 11_77A (45 dmg) - normal, forward, right
- WP 66A+B (60 dmg) - catches all but left, hits otg
- WP 4A+B (40 dmg) - catches all, hits otg *
- WP 6AA (41 dmg) - catches all
- WP 2A (8 dmg.. sad) - catches all but right
- WP 2A (8 dmg) - catches all
- WP 3A (15 dmg) - forward, right
- WP 2B (14 dmg) - normal, forward, back
- WP 66B combo (65 dmg) -catches all but right side
- CL 3B combo (56 dmg) - catches all but left side
- CL 33BBB (35 dmg) - normal, forward, back
- SW 214K (10/31 dmg) - normal, right, hits otg for a lot of damage
- SW 66K (18 dmg) -tech catches all
- SW 3A (22 dmg) - catches all but left
- SW 22_88B combo (59 dmg) - normal, forward, back
- SW iCS (100 dmg) - left, right
- SW 2A+K combo (53 dmg) - catches all, hits otg
- WP 66B combo (65 dmg) -catches all but right side
- CL 3B combo (56 dmg) - catches all but left side
- SW 66K (18 dmg) -tech catches all *
- SW 3A (22 dmg) - catches all but left
- SW 22_88B combo (59 dmg) - normal, forward, back *
- WP 3B_{B} combo (? dmg) - catches all, hits otg
- WP 4A+B,B (41 dmg) - forward, left
- SW/CL/WP iWS A+B (37 dmg) - catches all, hits otg
..::IVY OKIZEME/WAKE UPS/FORCE BLOCKS::..
1. COMBO ENDERS - SW 214K, SW 6B8,CL 236BB - which one to use?
- CL 236BB offers the best wake up for the price of the lowest damage of all three moves. It has many benefis - thanks to [4] and [6] you can position yourself accordingly to your needs. Another great feature of this move is that on hit it creates unavoidable wake ups - moves that can't be rolled, can't be GI'ed, they must be blocked. This creates a great opportunity for force blocks, low/mid mixups or throw mixups. An example mixup following a basic combo:CL 3B, 236BB[6], SW 2A+B or CL 3B, 236BB[6], SW 3B
Both SW 2A+B and SW 3B hit grounded opponent and since they can't be rolled the opponent is forced to either block mid and react to low, or get hit. This specific setups can be also used for force block purposes, such as
CL 3B, 236BB[6], SW 1B+K or CL 3B, 236BB[4], SW 3B+K
The latter option also spaces the opponent far away from Ivy.
Note: The JF Ukemi problem - JF Ukemi is the only way to avoid Ivy's forced blocks. However, it leaves the opponent at -10 frames disadvantage which means he won't be able to interrupt Ivy's next attack (as long as it's max i20-i25 frames fast), he can however GI and side step. If you expect your opponent to successfully ukemi CL 236BB it's best to choose a wake up move that kills side step and it's difficult to GI on reaction - such as SW 2A+K.
- SW 214K aka the stomp is probably the most commonly used combo ender. It offers the most damage as well as a seemingly good wakeup game. The problem of this move is that it offers no advantage on hit - an experienced player can easily exploit that by standing up, stepping and whiff punishing Ivy's next attack (SW 214K, SW 3B, SW 1K, 2K etc) or even interrupt it when standing up (for example: Amy 6BB, Ivy SW 4B). The stomp should be used freely against people who have no idea how to exploit its weaknesses.
- SW 6B8 aka Ivy lick. The air throw has been around since the first SC game. While its damage is comparable to SW 214K, the wake up itself is slightly better. The follow ups such as SW 3B or SW 214K are still stepable but Ivy's at frame advantage so if you expect your opponent to step, again SW 2A+K can be a great tool here.
Don't be afraid of using SW 2A+K as a wake up tool (unless you play against Sophitia or Setsuka) The risk/reward of this move is highly in reward's favor. It also hits OTG.