Ivy's Stance Combos

kerrod123

[10] Knight
Welcome to my ivys stance combos thread, this thread lists combos that sacrifice some damage in order to utilise ivys SR,ST or SE stance moves or to make use of ivys stance switch moves in combos as a means to get into these stances safely which can sometimes become difficult or it can be difficult to use a stance move once youve entered the stance before you get hit, using these combos can also be useful for you to try use the stance moves after the combo for extra damage and mixups.

At the side of each combo ive put why you might want to use it instead of another alternate combo or instead of the best damage combos which are in the ivy combo listing thread here

If you are new to notations please take a few minutes of your time to watch this helpful video on Soulcalibur's notations.

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Ivy Terminology/Abbreviations

SW = Sword State
WP = Whip State
SR = Spiral Serenade
ST = Spiral Tribute
SE = Serpents Embrace

Alternative combos
44B, 22_88(B) (59)
(can only be used at close, close-mid range or 22_88(B) will miss) useful to get into ST stance

22_88(B):
ST A (51)
useful to get into SE stance
ST K(49)(close range only) good if you want to stay in ST stance
ST BBB(70)(3rd hit will miss on tip) good if you like to always use 22_88(B) instead of 22_88B so 8B+K is not an option for best damage combo and the opponent knows they can roll away from ST A+B and you just want the next best damage available from 22_88(B)
ST B,6B,4B,6B,4B(on tip 3rd,4th and 5th hit will miss) good if you like to always use 22_88(B) instead of 22_88B so 8B+K is not an option for best damage combo and you just want the best damage combo available from 22_88(B)
ST A+B(72) (can only be avoided by rolling on the floor) good if you like to always use 66(B) instead of 66B so 8B+K is not an option for best damage combo and you cannot do ST B,6B,4B,6B,4B reliably and you just want the next best damage combo available from 22_88(B)

1(K):
44B(B) (58)
good if you want to get into SR stance
22_88(B) (55) good if you want to get into ST stance
214(B) (1st hit may miss,if you delay 214(B) until the opponent drops to the floor properly then the 1st hit shouldnt miss) (46 for 1 214(B) hit, 59 for both) good if you want to get into SE stance

3(A+B) (delayed release):
44(B) (61)
good if you want to get into SR stance
214(B) (58) good if you want to get into SE stance
22_88(B) (56) good if you want to get into ST stance

3(A+B) (full hold):
44(B) (102)
good if you want to get into SR stance
214(B) (117) (close range only) good if you want to get into SE stance
22_88(B) (99) (close range only) good if you want to get into ST stance

FC 3(A+B) (delayed release):
44(B) (90)
good if you want to get into SR stance
214(B) (86) good if you want to get into SE stance
22_88(B) (85) good if you want to get into ST stance

FC 3(A+B) (full hold):
44(B) (129) (can miss at mid-long/long range)
good if you want to get into SR stance
214(B) (117) (close range only) good if you want to get into SE stance
22_88(B) (128) (close range only good if you want to get into ST stance
44(B+K)press any direction (125)(can miss at tip range) good if you want to get into SR but you are too far back for 44(B) to hit

44(B+K) (slightly delayed release):
44(B) (86)
good if you want to get into SR stance
214(B) (82) (close range only or it will miss) good if you want to get into SE stance
22_88(B) (81) good if you want to get into ST stance

44(B+K) (full hold):
44(B) (127)( can miss at mid-long/long range)
good if you want to get into SR stance
214(B) (125) (will miss unless the opponent is near to the wall and you are close to them) good if you want to get into SE stance
22_88(B) (125) (will miss unless the opponent is near to the wall and you are close to them) good if you want to get into ST stance
44(B+K)press any direction (121) (will miss at tip range) good if you want to get into SR stance but are too far back for 44(B) to hit

1_2_3B+K, 44(B) (72) good if you want to get into SR stance
1B+K, 214(B) (73) good if you want to get into SE stance
1_2B+K, 22_88(B) (68) (misses on the tip of 2B+K) good if you want to get into SR stance

33_99A:
22(B), ST A (88)
good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch,useful online or good if you want to go to SE stance
22(B), ST K(84) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch,useful online or good if you want to stay in ST stance
214(B) (72) (62 if it hits later after the opponent has fully fell down) (last hit of 214(B) will whiff on tip) good if you want to go into SE stance but cannot get 22(B) to hit quick enough so they will be launched, especially useful online
44(B) (68) good if you want to go into SR stance
22(B) ST BBB(108) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch, cannot do ST 6B,4B,6B,4B reliably and the opponent knows they can roll away from ST A+B and you just want the next best damage available, useful online because of the lag
22(B) ST B,6B,4B,6B,4B good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch and just want the best damage available from ST stance,useful online because of the lag
22(B) ST A+B(111) (can only be avoided by rolling on the floor) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch, cannot do ST BBB or ST 6B,4B,6B,4B reliably and just want the next best damage combo available, useful online because of the lag

FC1B:
hold G to turn around,44(B) (60)
good if you want to get into SR stance
hold G to turn around, 214(B) (58) good if you want to get into SE stance
hold G to turn around, 22_88(B) (56) good if you want to get into ST stance

SE 66K, SE 66K(51) good if you want to remain in SE stance

CH Alternate combos

CH 3B:
44(B) (48)
good if you want to get into SR stance
214(B) (47) good if you want to get into SE stance
22_88(B) (44) good if you want to get into ST stance
CH 66(B):
ST A (59)
good if you want to go to SE stance
ST K(56) (will miss on tip range) good if you want to stay in ST stance
ST BBB(79) good if you like to always use 66(B) instead of 66B so 8B+K is not an option for best damage combo and the opponent knows they can roll away from ST A+B and you just want the next best damage available
ST A+B(80) (can only be avoided by rolling on the floor) good if you like to always use 66(B) instead of 66B so 8B+K is not an option for best damage combo and if you cannot do ST BBB reliably and just want the best damage combo available from CH 66(B)

CH 1A+B:
44(B) (73) (does not work at closest range)
good if you want to get into SR stance
214(B) (61) (1st hit misses) good if you want to get into SE stance
22(B) (71) good if you want to get into ST stance

CH 8B, 44(B) (60) (misses at close range) good if you want to get into SR stance
CH 8_9B, 214(B) (48) (1st hit misses) good if you want to get into SE stance

CH 3K:
214(B) (43) (2nd hit misses) good if you want to get into SE stance
44(B) (57) good if you want to get into SR stance
22(B) (53) good if you want to get into ST stance

CH 6A:
44(B) (55)
good if you want to get into SR stance
214(B) (55) good if you want to get into SE stance
22_88(B) (50) good if you want to get into ST stance

CH 4A:
22(B), ST A (90)
good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch,useful online or good if you want to go to SE stance
22(B), ST K(87) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch,useful online or good if you want to stay in ST stance
214(B) (76) (66 if it hits later after the opponent has fully fell down) good if you want to go into SE stance but cannot get 22(B) to hit quick enough so they will be launched, especially useful online
44(B) (65) good if you want to go into SR stance
ST BBB(110) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch and the opponent knows they can roll away from ST A+B and you just want the next best damage available
22(B) ST B,6B,4B,6B,4B good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch and just want the best damage available from ST stance,useful online because of the lag
22(B) ST A+B(111) (can only be avoided by rolling on the floor) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch, cannot do ST BBB or ST 6B,4B,6B,4B reliably and just want the next best damage available, useful online because of the lag

CH 2A+B:
44(B) (61)
good if you want to get into SR stance
214(B) (60) good if you want to get into SE stance
22_88(B) (58) good if you want to get into ST stance

CH 1(K):
22(B), ST A (90)
good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch,useful online or good if you want to go to SE stance
22(B), ST K(87) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch,useful online or good if you want to stay in ST stance
214(B) (76) (65 if it hits later after the opponent has fully fell down) good if you want to go into SE stance but cannot get 22(B) to hit quick enough so they will be launched, especially useful online
44(B) (66) good if you want to go into SR stance
22(B) ST BBB(110) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch, cannot do ST 6B,4B,6B,4B reliably and the opponent knows they can roll away from ST A+B and you just want the next best damage available, useful online because of the lag
22(B) ST B,6B,4B,6B,4B good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch and just want the best damage available from ST stance,useful online because of the lag
22(B) ST A+B (111) (can only be avoided by rolling on the floor) good if you have trouble getting 6b8/8B+K to hit in time after the 22B launch, cannot do ST BBB or ST 6B,4B,6B,4B reliably and just want the next best damage available, useful online because of the lag

CH SR K, SR K(46) good if you want to stay in SR stance

CH ST K(can be shaken):
ST A(57)
good if you want to go into SE stance
ST K(53) good if you want to stay in ST stance
ST B,B,B(60) (first hit misses) good if you cannot do ST B,6B,4B,6B,4B reliably,the opponent knows you can roll away from ST A+B and you just want the next best damage available from the combo
ST B,6B,4B,6B,4B (first hit misses) good if you just want the best damage available from the combo
ST A+B(72) good if you cannot do ST BBB or ST B,6B,4B,6B,4B reliably and you just want the next best damage available from the combo

CH SE 6B+K(8):
22_88(B) (118)
good if you want to get into ST stance
214(B) (2nd hit misses) good if you want to get back into SE stance
44(B) (123) good if you want to get into SR stance
 
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Thx for your job.

I don't know if it already know but i think it's the best place to talk about. There is an unlisted move to go to SR : 44A,B

ST BBB(70)(3rd hit will miss on tip) good if you like to always use 22_88(B) instead of 22_88B so 8B+K is not an option for best damage combo and the opponent knows they can roll away from ST A+B and you just want the next best damage available from 22_88(B)
ST B,6B,4B,6B,4B(on tip 3rd,4th and 5th hit will miss) good if you like to always use 22_88(B) instead of 22_88B so 8B+K is not an option for best damage combo and you just want the best damage combo available from 22_88(B)

I remember that isn't a combo, I think you can GI after the second hit.

Don't trust the training mode's auto guard
 
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Thx for your job.

I don't know if it already know but i think it's the best place to talk about. There is an unlisted move to go to SR : 44A,B



I remember that isn't a combo, I think you can GI after the second hit.

Don't trust the training mode's auto guard

right ill have to check that out,didn't know about that,thanks

and unfortunatly you can't reliably test things with SC2s training system at all, i had to get a friend to be a training dummy to test all these combos lol
 
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