SCV Ivy FAQ & General Discussion

anyone know or can give me suggestions on how to pull off (Forward B Up) after a air launch. I always seems to whiff it and do Forward B or 9B. Whats the timing on the inputs and is there any way to make it come out smoothly???

Think of it as a slide input except the command list isn't exactly telling you the whole truth about how you can input that move.

6B_8 OR 6B_9 both work. Another way to improve your chance of landing it is to buffer the 6B DURING the very last frames of whatever move you used to launch (3B, FC1B, 2A+B etc.). Do it so that you see the 6B come out automatically with now further input from yourself. Once you have that timing down, simply either add 8/9 and HOLD IT straight after you input 6B. This will (for me at least) make sure that 100% of the time the Ivy Lick will execute the very moment Ivy is allowed to move. The input seems to remain for almost 1 second. This is also the method i use most.

If you have 2D game play experience and know how to 2 in 1 into a standard projectile (eg. down+mk~hadouken) then you can also treat the whole input as a kind of lopsided 2 in 1 except your only completing the Ivy Lick motion by ROLLING the input from 6B to either 9/8.

Hope this helps.
 
Think of it as a slide input except the command list isn't exactly telling you the whole truth about how you can input that move.

6B_8 OR 6B_9 both work. Another way to improve your chance of landing it is to buffer the 6B DURING the very last frames of whatever move you used to launch (3B, FC1B, 2A+B etc.). Do it so that you see the 6B come out automatically with now further input from yourself. Once you have that timing down, simply either add 8/9 and HOLD IT straight after you input 6B. This will (for me at least) make sure that 100% of the time the Ivy Lick will execute the very moment Ivy is allowed to move. The input seems to remain for almost 1 second. This is also the method i use most.

If you have 2D game play experience and know how to 2 in 1 into a standard projectile (eg. down+mk~hadouken) then you can also treat the whole input as a kind of lopsided 2 in 1 except your only completing the Ivy Lick motion by ROLLING the input from 6B to either 9/8


Hope this helps.

oh ok, by buffer do u mean hold the input 6b at the last frame of the launcher and then hit 8/9 after? Or do u mean press the input 6b at the last frame then 8/9. also does it matter if i hold my b after 6b and during 8/9? I hope 9 does work cuz i have trouble inpputing 8 after 6.
. Thanks to your advice i seem to have no trouble landing it anymore. The frame for 6b and 8/9 is generous enuf to perform smoothly. Cant seem to hit it after 3b tho. And Crouch 1b confuses me still because of the reverse lol.
All in all thanks for the help really cleared it up. So what moves can i link 6b9 too?
 
oh ok, by buffer do u mean hold the input 6b at the last frame of the launcher and then hit 8/9 after? Or do u mean press the input 6b at the last frame then 8/9. also does it matter if i hold my b after 6b and during 8/9? I hope 9 does work cuz i have trouble inpputing 8 after 6.
. Thanks to your advice i seem to have no trouble landing it anymore. The frame for 6b and 8/9 is generous enuf to perform smoothly. Cant seem to hit it after 3b tho. And Crouch 1b confuses me still because of the reverse lol.
All in all thanks for the help really cleared it up. So what moves can i link 6b9 too?

Glad that helped, landing it after 3B is easier if you don't attempt to buffer while Ivy has changed footing. Input it as she reverts her footing. With that said, theres been some funny occasions where the Ivy Lick just missed the opponent fully. Not sure why though, but that always seems to happen whenever i attack off axis to my opponent.
Always remember though, that combo is for when 3B lands on a counter hit. On a normal hit, up close your best bets are 9B and 2B.

And with FC1B, remember to tap G to force Ivy to turn around, during this small transition you input 6B8 as you would if you were on the side she will now face (invert the command) it connects very low to the ground compared to what your normally used to seeing.

One last thing, you don't have to wait for use 6B8 mostly in combos even though thats one of its main purposes. You can fish that idiot Natsu out of the sky (as well as others like Raphael/Pyrrha) when she does that that stupid 3 hit combo (i don't know its name, i only remember the inevitable scream when she dives down to the ground).

Anyone tried fishing Natsu out of the air when she fakes out into the air from PO?
 
Daishi said on twitter they have been receiving positive and negative comments on the game, and are proceeding to make changes. Might be a good time to suggest him to improve Ivy.
If that is true then I want some decent mid's that Pyrrha can't duck under with every one of her attacks. Seriously you can't hit any buttons when she gets close to you. All we really have is :4::K: and she can go under that too.

My idea alter :6::A::B: to Mid, Mid instead of High, High. Keep the Whip variants as High and change the Sword version to Mid. A general Damage Buff? Reduce the start up time on her CE Grab. Lastly give me more than 5 points of damage for :6::B::8::A::+::B::+::K: mid screen.

They might just be tweaking the game system but I'm putting my ideas out there regardless.
 
a general damage buff would be very nice. I often find myself thinking one more hit to win only to end up needing another.
 
I'd like...oh I dunno, maybe a freakin stance or 2 x..x. I know it won't happen though. Honestly I don't think damage is the main problem, if they keep her damage the same but give her more options she would be fine.

With the current Ivy I would like a few more low/mid options as said already.
 
definitely want whip and serpent's embrace. I'd also want to see her extend whip again in 11_77B instead of just 1 slow ass ground stab. that was one of her cooler whip moves
 
(Bias disclaimer: I loved playing Ivy in Soul Calibur 2. I didn't like the SC3 and SC4 versions so much.)

I think my biggest issue with SC5 Ivy is that she feels like they couldn't decide what she was. In my opinion, they tried to bring her away from SC4 Ivy back toward SC2 Ivy, but didn't really accomplish it. Instead, we got an unfocused Ivy who isn't really good at anything.

What I loved about SC2 Ivy was that she was a spacing, zoning character with really flashy + cool moves, amazingly versatile command throw input buffering system (you had 50 frames to input each input, so you could gradually input the buffer over 2-3 attacks of a combo).

She was in a place where she was at an advantage vs most characters at some range but at a disadvantage at other ranges. Attempting to keep your opponent where you wanted them was a huge part of her game.

SC3 and SC4 Ivy played up her stance game. This never really felt that good to me, so I stopped playing Soul Calibur as much during these games. A lot of people love her stances, though. I at least enjoy having the whip vs sword stance movesets so you feel like she has a longer range (whip) poking stance and a closer range (sword) faster stance. When they introduced things like the coiled stance, I felt like they were overcomplicating her.

Anyways, SC5 Ivy feels like she's not really at an advantage vs most characters at any range. She should have more damage / speed at various ranges to give her advantages and disadvantages vs each of the other characters. Like think about the various ranges at which she can fight Nightmare. I don't really feel like I have the advantage at any range.

I haven't fully given up on SC5 Ivy yet, but I find that I can have an easier time winning by just button mashing Nightmare than by carefully playing Ivy.
 
The only thing I like to complain about is Ivy's terrible Ouki game...just doesn't do enough damage and do not present enough of a threat.

Anyway, I'm really starting to warm up to 3A.
At the mid range, it's much safer than 6A or 6B and can punish certain characters with slower animations like astaroth.
interesting move.
 
The only thing I like to complain about is Ivy's terrible Ouki game...just doesn't do enough damage and do not present enough of a threat.

Anyway, I'm really starting to warm up to 3A.
At the mid range, it's much safer than 6A or 6B and can punish certain characters with slower animations like astaroth.
interesting move.
I find it to be Ivy's best tool for stopping side stepping up close and mid range. :Ah: & 3:Ah: are just too slow.
 
I'm really liking B+K moves. I had a combo that went: 6B+K, B+G, 2B+K, 8B+K, 6BK
(long range version) BE Summon Suffering.

further testing made this Extremely hard to accomplish. so it's useless, but it's still there!
 
(Bias disclaimer: I loved playing Ivy in Soul Calibur 2. I didn't like the SC3 and SC4 versions so much.)

I think my biggest issue with SC5 Ivy is that she feels like they couldn't decide what she was. In my opinion, they tried to bring her away from SC4 Ivy back toward SC2 Ivy, but didn't really accomplish it. Instead, we got an unfocused Ivy who isn't really good at anything.

What I loved about SC2 Ivy was that she was a spacing, zoning character with really flashy + cool moves, amazingly versatile command throw input buffering system (you had 50 frames to input each input, so you could gradually input the buffer over 2-3 attacks of a combo).

She was in a place where she was at an advantage vs most characters at some range but at a disadvantage at other ranges. Attempting to keep your opponent where you wanted them was a huge part of her game.

SC3 and SC4 Ivy played up her stance game. This never really felt that good to me, so I stopped playing Soul Calibur as much during these games. A lot of people love her stances, though. I at least enjoy having the whip vs sword stance movesets so you feel like she has a longer range (whip) poking stance and a closer range (sword) faster stance. When they introduced things like the coiled stance, I felt like they were overcomplicating her.

Anyways, SC5 Ivy feels like she's not really at an advantage vs most characters at any range. She should have more damage / speed at various ranges to give her advantages and disadvantages vs each of the other characters. Like think about the various ranges at which she can fight Nightmare. I don't really feel like I have the advantage at any range.

I haven't fully given up on SC5 Ivy yet, but I find that I can have an easier time winning by just button mashing Nightmare than by carefully playing Ivy.

Sooooooooooo agree with this post... Hoping they will one day have a "Soul of SC2 Ivy" DLC... and bring back old school GIs...
 
Okay since I've played online a bit and I just realised that Ivy in this game is..... SHIT.. I mean I can do CS and iCS a lot but how can we include in our game the input are so *&!*/ I alway need to buffer CS on a A+B,A AA, 6B+K or if i'm not they see me coming a mile away with the CS command. Let's talk about groud game.. Does she have any ?? I mean really is 3A+B really that good I don't think so, plus 22_88 K is so easyly punishable if you miss it that it's not alway the best option. Her movelist is so *$"&&$"& how could they not give her a better moverset like SC4 FC 3B or the pushback of 3A+B. Ivy dosen't stand a chance up close against a good Pyrha, Pat, Maxi, Mitsu she's so unsafe at least if she was safer but no all of her move are whiffing !! Are they planning to do something with her because i'm really questionning myself if I won't drop her. I'm not asking her to be as powerful as she was in 4 but at least give her some tools .. All of her BE are really low damage and only 1 is good..
 
We won't really know what she can do until a major.

And even then, people have been telling me that we're now in the Ivy cycle. The cycle where everyone says Ivy's trash and then someone miraculously wins with her and she's suddenly godlike. Happened, with 2, 3 and 4 so far.

Personally, I'm convinced that Ivy will NOT be top tier in this game, ever. But, I can't discount the fact that for some god unknown reason, she has done so for the past 3 games she's been in.
 
Sooooooooooo agree with this post... Hoping they will one day have a "Soul of SC2 Ivy" DLC... and bring back old school GIs...

I have to agree this new SC5 Ivy is dead to me as of right now. I have learned every move in the list and can use calamity fairly well and the character just sucks. Hate to say it. Even competitive aspects aside she is bland and boring as shit to be quite honest. It's as if she has gone senile!

They really could do a lot with the omega or alpha styles. I hope ivy at least does NOT stay like this if they don't plan to add other past styles or fix this terrible sc5 style. It's actually quite shameful what they have done to her.
 
Nobody thought Ivy was trash in the beginning of SC2.

As for her in this game? I pretty much give up. Her range game is so punishable and/or linear. Why the fuck is my 6 8_9 missing when I swing the followup hit in the direction the opponent stepped? I've seen the followup hit whiff so many times and completely pass through the person. Not to mention that her damage is really fucking gimp. The only way I can possibly win with her right now against someone competent is to play lame as fuck, run away all match, and try to win by time out. I'd take SC2 Ivy over this abomination in a heart beat.

I need to see some vids of whoever is doing good with her, cause I just don't see anyone developing any meaningful tech months (or years) down the road unless this game gets patched.
 
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