Ivy Tech Traps - the complete guide

Ring

Lay still now
..::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
:UA: - UB tech trap / set up
:TH: - 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 :TH: must be delayed
  • CL 236BB (36 dmg) - catches all but left
SW CH 66K (21 dmg base)
  • 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 :AT:
  • SW 44B combo (68 dmg) - normal, forward, back
  • SW A+B~A+B (78 dmg) - catches all :UA:
  • CL 3B combo (56 dmg) - normal, forward, back, **
  • SW/CL/WP 9A (30 dmg) - catches all but right *
SW 1B+K (35 dmg base)
  • SW 2A+K combo (53 dmg) - catches all, hits otg **
  • SW A+B~A+B (78 dmg) - catches all :UA:
  • SW 44B combo (68 dmg) - normal, forward, back
  • 1_2B+K (35 dmg) - normal, forward, back *
SW CH 66A (36 dmg base)
  • SW A+B~A+B (78 dmg) - catches all :UA:
  • 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 CH 214K (12 dmg base)
  • SW 2A+K combo (53 dmg) - catches all, hits otg *
  • SW A+B~A+B (78 dmg) - catches all :UA:
  • SW iCS (100 dmg) - forward, back, right :TH: must be delayed
..::COILED STATE::..

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 :UA:
  • WP 3B_{B} combo (? dmg) - forward, normal, back, hits otg
CL CH WS AA (54 dmg base)
  • SW 3B+K combo (62 dmg) - normal, forward, back
  • SW 3B+K~{B+K} (40 dmg) - normal, back :UA: (opponent can still duck)
  • SW 6A+B (42 dmg) - normal, forward, back :AT:
  • 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 *
CL 4A (25 dmg base)
  • WP 22_88A_{A} (43/48 dmg) - catches all but left tech :AT:
  • 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 :AT:
  • 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 :UA:,**
  • SW/CL/WP 9A (30 dmg) - catches all but right *
CL CH 3B (31 dmg base)
  • SW A+B~A+B (78 dmg) - catches all :UA:
  • WP 66A+B (60 dmg) - normal, back, hits otg * (also catches side roll, but can be blocked)
CL 33BBB (39 dmg base)
  • WP 3B_{B} combo (? dmg) - normal, forward, back
  • WP 3A (15 dmg) - forward, back, right
  • WP 1A (14 dmg) - forward, left
CL WS B (28 dmg base)
  • 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 :AT:
  • 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 :TH:
CL A+B,A+K (30 dmg base)
  • WP 66A+B (60 dmg) - catches all, hits otg*
  • WP 11_77A (45 dmg) - catches all * :AT:
  • CL 4A+B (96 dmg) - catches left roll, back roll :UA:
CL CH 3A (21 dmg base)
  • SW 2A+K combo (53 dmg) - catches all, hits otg
  • SW iCS (100 dmg) - normal, back :TH:
  • 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
CL 1B,B+K stun (31 dmg base)
  • SW 214K (31 dmg) - catches all, hits otg :AT:
  • 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
CL 4B air hit (24 dmg base)
  • SW 2A+B (30 dmg) - catches all, hits otg
  • SW 214K (31 dmg) - catches all, hits otg * :AT:
  • SW 2A+K combo (53 dmg) - catches all, hits otg *
  • SW A+B~A+B (78 dmg) - catches all :UA:
  • 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 :TH:
  • SW/CL/WP iWS A+B (37 dmg) - catches all, hits otg
CL 4B spin stun (24 dmg base)
  • 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 :UA:
..::WHIP STATE::..

WP CH 3A (18 dmg base)
  • CL 236BB (38 dmg) - catches all *
  • WP 22_88A_{A} (43/48 dmg) - right, left, forward :AT:
  • WP 44A+B combo (89 dmg) - normal, forward, back, right, hits otg
  • WP 11_77A (45 dmg) - forward, left :AT:
  • 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 CH FC 3B (26 dmg base)
  • 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 :AT:
  • WP 6AA (41 dmg) - catches all
  • SW/CL/WP iWS A+B (37 dmg) - catches all, hits otg *
WP 3B_{B} (24 dmg base)
  • SE 4B+K (14 dmg) - relaunches with no tech, hits otg
  • SE A+K (51 dmg) - catches all but left :AT:
  • SE BBB (26 dmg) - catches all, hits otg
  • SE B:6B:4B:6B:4B (39 dmg) - catches all, hits otg
WP 44{A} (30 dmg base)
  • SE A+K (51 dmg) - catches all :AT:
  • SE BBB (26 dmg) - catches all, hits otg
  • SE B:6B:4B:6B:4B (39 dmg) - catches all, hits otg
WP WS BB (36 dmg base)
  • WP 44 BB (41 dmg) - normal, forward, back
  • CL 6A+B (40/77 dmg) - normal, forward, back (becomes AT during forward tech) :AT:
WP CH 6AA (48 dmg base)
  • CL 6A+B (40 dmg) - normal, forward, back :AT:
  • WP 2B+K (24 dmg) - relaunches with no tech
..::SERPENT'S EMBRACE::..

SE 4B+K launch (27 dmg base)
  • A+B (45 dmg) - catches all :TH:
  • B+G (50 dmg) - catches all :TH:
  • iCS (100 dmg) - catches all :TH:
SE BBB (36 dmg base)
  • CL 6A+B (40 dmg) - normal, forward, back :AT:
..::ALL STANCES::..

SW/CL/WP CH 9gB (26 dmg base)
  • SW 214K (31 dmg) - catches all, hits otg * :AT:
  • SW 2A+K combo (53 dmg) - catches all, hits otg *
  • SW A+B~A+B (78 dmg) - catches all :UA:
  • SW iCS (100 dmg) - forward, back, right :TH: must be delayed
  • WP 11_77A (45 dmg) - normal, forward, right :AT:
  • 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
CL/WP 9K (26 dmg base)
  • WP 2A (8 dmg.. sad) - catches all but right
CL/WP 1K (21 dmg base)
  • WP 2A (8 dmg) - catches all
  • WP 3A (15 dmg) - forward, right
  • WP 2B (14 dmg) - normal, forward, back
CL/WP 22_88K (24 dmg base)
  • 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 :AT:
  • 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 :TH:
CL/WP 9B (40 dmg base)
  • 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.​
 
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  • #4
I will have to recheck everything now. Should I post only the best tech trap options or just everything?
 
I wondering if these are tech trap as when I play agaisnt people they seem to get hit by this all the time.
Basically any knockdown, that leave the opponent facing up and doing 9gb then WP 6B

CL 66A, 9gB, WP 6B
SE B:6B:4B:6B:4B, 9gB, WP 6B

I think it for normal, forward and backwards tech.
 
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  • #8
I think these are more like... false sense of security rather than tech trap. People tend to forget they are not safe at any range against Ivy and release the guard button when they think she won't hit them =P
 
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OK, added a lot more. The list is getting huge but I still keep finding new stuff.

Some interesting things:
- WP 4A+B catches all tech and hits otg after many stuns, especially foot stab fall stun (like CH 9gB, WP FC 3B etc). It also wall splats on hit and RO, so it's pretty nice.
- iWS A+B catches all tech and also hits otg. It's unsafe on hit, though.
- 9A catches all tech except right side

I'd say the list is about 70% complete now.
 
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  • #12
Thanks guys. Added some more info on Ivy's wakeup game. Any corrections and suggestions will be appreciated

@Eli, that UB info will definitely help me finish the list. Thanks again.
 
Link I'm pretty sure CL 66A is a great set up for SW A+B unblockable. Only characters with 44B can escape it.
 
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Link I'm pretty sure CL 66A is a great set up for SW A+B unblockable. Only characters with 44B can escape it.
Noted. Thanks. I checked it and you can still back step it (unless you have a wall behind your back or such) but works great against side tech. Can be good against people who try to dodge 9gB after CL 66A on hit.

Btw Link? ;) oh and I hope you don't mind that I used a similar formatting to your thread with Mitsu tech traps. I liked it.
 
Noted. Thanks. I checked it and you can still back step it (unless you have a wall behind your back or such) but works great against side tech. Can be good against people who try to dodge 9gB after CL 66A on hit.

Btw Link? ;) oh and I hope you don't mind that I used a similar formatting to your thread with Mitsu tech traps. I liked it.
Hmmm. Im pretty sure it wasnt possible. at least with mitsu I think i couldnt, maybe not all characters? If you tested Ivy vs Ivy remember how great her backdash is ^_^
Sorry for calling you Link )))
I dont mind at all, why would I )
 
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  • #16
Added some more, including new iCS set ups/tech traps.

Hmmm. Im pretty sure it wasnt possible. at least with mitsu I think i couldnt, maybe not all characters? If you tested Ivy vs Ivy remember how great her backdash is ^_^
Sorry for calling you Link )))
I dont mind at all, why would I )
If people confuse me with Linkrkc it's good for me I guess ;)

I checked it and you can backdash the unblockable with Mitsu, but not 8wayrun it. It seems completely character dependent. Some characters don't even have to move after back tech, the UB won't hit them, while others have to backdash to dodge it. It's a pretty nasty set up. The only way to dodge the UB is to tech backwards, but that's where SW 2_3B+K tech catches for a lot of damage. If you tech to the sides there is no way to avoid the UB. So again, it's best to stay otg.
 
Yeah, I remember Kingusha really gave me hard time with this trap long time ago xD
 
- 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.
First off, thanks for posting such an exhaustive guide to this part of Ivy's game. It's a great piece of work and it's great for 8WR that some members still post information of this quality.​

About the above point, you have said that 214K grounded offers no advantage. A friend of mine who is learning Ivy pointed this out to me as one of Ivy's weaknesses. I was adamant that this was not true, but he said that Ring had posted it. Now possibly no-one in the world knows more about Ivy than you, but I wanted to test this to be sure. I found that Ivy is on about +5 if you try to attack on wakeup, making interrupting her extremely risky. If it is +5 then Amy could interrupt SW 3B with her 6B but most characters would have to go for more generic defensive techniques such as step or GI if they want to avoid blocking or eating 3B.

Have I made a mistake or am I missing something?
 
Ever
I will have to recheck everything now. Should I post only the best tech trap options or just everything?

Everything. Also, you put SE 4B+K launch (27 dmg base)
A+B (45 dmg) - catches all :TH:. It is supposed to be A+G ( 45 dmg) - catches all :TH:.
 
I am also pretty sure that
SE B:6B:4B:6B:4B, CL 236B, B is a tech trap near walls or edge forward and normal. Not sure about backward, but most likely.
CL 9B, iCS.
CL A+B, A+K, WP 3B.
CL A+B, A+K, CL 3B.
Those are a few I didnt see. Dont remember all directions.
 
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