SCIV Ivy General Discussion & FAQ

I like your idea to change 214K ending combos and go for K+G mixups.
And from what I can tell, there is not much risk for Ivy here.

As for K+G for command throw mixups, there have been times that I've used it, however for a mid canceling option i think i'd go for SW 6A, instead of SW 3B (not that SW 3B is a bad choice of course). But I think SW 6A leaves opponent at a very tricky distance (blocked or hit).
 
I'm definitely gonna try that out.

I'd say SW 3B > 6A for a LOT of reasons: Can hit ground, SG break in 10, combo off CH, shake stun combo attempt on NH, better damage.
 
I think most of us who've played SCIII remember Ivy's Ring Out cannons with SE 6B+K and the just about identical move WP 3B+K. It was found that targets can force the move to double hit by hitting down, reducing its effectiveness, but was still threatening.

As far as I can observe, she still has quite a few of these setups in SCIV with WP 3B+K, but SE 6B+K is still SCIII:AE useless. Are these just not viable anymore, easily escapable, or are they just not that special anymore amongst the many ridiculous ring out combos in SCIV?

There's this video I found with a few of them to start things off, all of which I'm fairly certain still work with a bit of know-how.
[youtube= Ivy's Long Range Ring Out Combo]VK_0wS8x8l8[/youtube]
 
When you get the opportunity for a ring out then I don't see why you shouldn't use them, but doing WP 22B, WP 3B+K on a 4 walled stage isn't getting maximum damage.

On the hole, I still see them as useful.
 
I use em. Hardest part is the set up tho. The most common ones tho are:

CH WP 3, SE K, SE B+K6
CH SE K, SE B+K6
CH WP 6AA, 2B+K, 1B+K, 3B+K (escapable)
WP 22B, 3B+K
WP 3B+K (on airborne oppontents)
WP 1B, 2B+k, 3B+K (Can't remember if this works since i refuse to do 1B online.)
CL A+BA+K, WP 1B+K, 6B+K (personally dislike this since the 1B+K is so inconsistent)

Still it's very hard to land much less be aimed the right way. Usually there's better RO options but it has certainly won me matches and keeps opponents fearing it if they aware of it.
 
I've been toying with Ivy for some time and I've got one question: what are the EXACT conditions required for grounding your opponent or making them headspin with CL 4B. I already use it as a staple link in most of my combos, but I don't quite understand what causes it. At a guess I'd say stun or when opponent is in midair, but I could be wrong... Anyone?
 
You either hit them off of certain stuns or the 1st hit must miss and the 2nd hit must counter hit.

SW CH 1A, CL CH 3A, CL 6AK, WP CH 3A I think all do the stun needed. I don't remember if the others stun moves will tho.
 
You either hit them off of certain stuns or the 1st hit must miss and the 2nd hit must counter hit.

SW CH 1A, CL CH 3A, CL 6AK, WP CH 3A I think all do the stun needed. I don't remember if the others stun moves will tho.

OK, thanks, I'll keep it in mind
 
You either hit them off of certain stuns or the 1st hit must miss and the 2nd hit must counter hit.

SW CH 1A, CL CH 3A, CL 6AK, WP CH 3A I think all do the stun needed. I don't remember if the others stun moves will tho.

CL 3A and WP 3A both give a fallstun on CH, it won't work with them.

I think the only move that guarantees CL 4B headspin is CH SW 44A.
 
I think you can also get headspin if the first part of CL 4B misses but you catch them with the pull back on CH

of course i could be wrong =P

but i swear i did it in training today =D
 
Ok, I'm in the final stages of mastering her move set - one big obstacle though, howling spirits. *shudder* I consistently time the first three justs, but I rarely get the final hit to land. Is the timing marginally different on the last hit or something, because I'm tearing my hair out here. :S
 
As everyone else has said, Howling Spirits isn't really that great. It's stupid unsafe and hard to land. Not really as much damage as you would expect either. Anyway, just keep trying. Took me forever to get the hang of it. Once you do start getting it, it will get easier(at least it did for me). I still can't do this move as consistently as I would like, but I can get it about 90% of the time offline.
 
Perhaps its not her best move, but nevertheless its better than SE BBB. I'm only planning on using it as an SE mixup anyways. I was just wondering if the last hit requires differant timing to the previous three?
 
I still stand by, unless i need the damage to win the round it's not worth it. The risk versus reward is simply not worth it in the end if you mess up.
 
i too think that Ivy's true strength lies in mixing all of her stances INCLUDING SE, which is deeply hated in this community (wonder, why?)... just the matter of time, i guess. when people will start to realize the possibilities of holding enemy FAR AWAY with skillful whip stance moves with slight CL mixups (especially - venom lash 214B + 4BK), wont they say that SW is bs and we should all use WP instead?
6BK:8h: greatly pushes the enemy backwards and lets u mock them as u like... damn, just be more flexibleminded, friends!
sorry for my poor english, btw
 
Hello u all.

This thread is about question that i have about my main caracther ivy. And yeah i've read the FAQ about ivy but something are unclear to me because it seem that some things aren't working now.

My first question is about that i'm a xbox 360 player. That xbox 360 pad is so horrible that i use the analog. But ive found a sf4 pad controller so i wanna know if any of u has use it and if it's good for pulling CS or iCS as an exemple.

Second I'd like to know if it's possible to stay in coiled stance when i do the 1B+K cause i saw
in anoter topid that if a press the A button i would stay but i've tryed it and it dosen't work.


And in that video that i've found so sick !! I've seen those guys switching stance so fast how did they to it. And also at 1:02 ivy is doing the A+B,A+K 66A+B combo at the end he's switching to sword and doing the 2B+K but how can he change to that state so quick ive tryed it and dosen't work..

Tyy all
 
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