SCV Ivy FAQ & General Discussion

Yes, it's slower. I noticed that when I was doing Nightmare's punishment chart a few days ago. But the difference can be 1 or 2 frames only. If you use it as a whiff punisher it makes no difference really.

FC 1B still has the same issues as in previous SC games where big characters sometimes do not get launched even at close range. You must hit them from the side, it's really annoying.

Mmk. Yea, that launch is surprisingly strict. Not the end of the world if it didn't launch as you get a KND - ouki, but its always sad to miss 80 dmg and get 20 something instead.

I might use this more now as a punish -- I just don't really like that its hard to confirm the second B, if not impossible. I'd have to be sure that it hits.
 
Mmk. Yea, that launch is surprisingly strict. Not the end of the world if it didn't launch as you get a KND - ouki, but its always sad to miss 80 dmg and get 20 something instead.

I might use this more now as a punish -- I just don't really like that its hard to confirm the second B, if not impossible. I'd have to be sure that it hits.
Yeah, it's not possible. But I like the fact that it launches at any range.

I just checked it. It seems to be i20. 2K (-2) into FC 1(B) trades with 3[A]. 2K into FC 1B trades with 2A+B so it must be i17.
 
What's a reasonable followup to launching the opponent with FC 1(B)? I usually do the second B so it's FC 1(B)B and then I try 6B8 when he rebounds, and then try to follow up with B+K (though I know it's risky, but if I'm lucky this may launch him again).
 
@nitro

playing with Ivy requires very good sense of space and zoning because her upclose offence isn't all that great

Ok, so I know that zoning is about trying to keep the opponent at your preferred distance, right?
But exactly what moves are good for this? At long ranges it seems Ivy has stuff like 6(B) and maybe 44A. At very long ranges there's the weird 9B+K move that I always seem to miss with. But I don't see how I can use this for keeping the opponent away from me.

After all it only takes a single miss, and then he's right in front of me.

And there's Natsu with her damn teleporting....
 
What's a reasonable followup to launching the opponent with FC 1(B)? I usually do the second B so it's FC 1(B)B and then I try 6B8 when he rebounds, and then try to follow up with B+K (though I know it's risky, but if I'm lucky this may launch him again).

FC 1B - BT B - 6B8 all connects before the opponent lands.

@nitro

Ok, so I know that zoning is about trying to keep the opponent at your preferred distance, right?
But exactly what moves are good for this? At long ranges it seems Ivy has stuff like 6(B) and maybe 44A. At very long ranges there's the weird 9B+K move that I always seem to miss with. But I don't see how I can use this for keeping the opponent away from me.

After all it only takes a single miss, and then he's right in front of me.

And there's Natsu with her damn teleporting....

It's not so much to keep your opponent at your preferred distance, but rather keeping your opponent from his/her preferred distance when he/she has the advantage.

Maxi likes you up close and for the most part, so will you as an Ivy player. The question then becomes how can I be close to Maxi when I'm at advantage, and far away from him when I'm not? 6B is a good option to push people out, so is 3[K], 214B and 7B. You don't want Maxi to apply mixups to you as much as possible, even moreso than you want to apply mixups on him (because you will win that war just from your superior range).
 
FC 1B - BT B - 6B8 all connects before the opponent lands.
Yeah, I noticed that though I find it hard to make it work. Probably just a question of training. But I was thinking of the one where you 'hold' B, like FC 1(B) (I think, still getting used to this notation thingy).

It's not so much to keep your opponent at your preferred distance, but rather keeping your opponent from his/her preferred distance when he/she has the advantage.

Maxi likes you up close and for the most part, so will you as an Ivy player. The question then becomes how can I be close to Maxi when I'm at advantage, and far away from him when I'm not? 6B is a good option to push people out, so is 3[K], 214B and 7B. You don't want Maxi to apply mixups to you as much as possible, even moreso than you want to apply mixups on him (because you will win that war just from your superior range).
Ok, makes sense. The one thing I find works quite well when they're real close is 4B.
Will be playing against Xiba a lot tonight I guess. His range seems to be better/the same as Ivy, so I usually try to go close and apply pressure. Also his good ranged attacks seems faster than Ivys. I usually have quite a hard time beating him.
 
So I've got a question: I just started back dash canceling to get out of poke range and I've been getting the opponent to whiff a lot, but I'm not sure what to do afterwards. Often 2BK is too slow and most of her pokes are out of range at this point.
So what do you guys use as a quick whiff punisher for pokes?
 
What are my best options to do after blocking a guard break (blue lightning) move?
That's very situational, depending on the move and who they're playing. But most guard break moves are very positive on block, doing anything other then blocking is dangerous.
 
What are good moves to use against fast opponents who keep the pressure up close, like Leixia, Mitsu, Maxi and Natsu? I mean, if they're predictable, easy... but if they're good at mixing it up, what are some quick moves to keep them at bay and at a distance? A lot of her moves seem too slow for this... So far, the only one that works for the most part for me is 2K...
 
Ok Im still doing the basics with ivy kinda...But could any one tell me how to do her vertical GI and a good fallow up
 
What are good moves to use against fast opponents who keep the pressure up close, like Leixia, Mitsu, Maxi and Natsu? I mean, if they're predictable, easy... but if they're good at mixing it up, what are some quick moves to keep them at bay and at a distance? A lot of her moves seem too slow for this... So far, the only one that works for the most part for me is 2K...
214B is the goto move for this. You've gotta be careful with it because it is punishable on block and negative on hit.
 
214B isn't fast enough when they're up close and applying mix-up pressure...
214B steps verticals and tech crouches highs. Typically mid horizontals are slower.

If you're trying to do a move after getting hit, you'll likely always get stuffed, since most up close pokes leave the attacker in good positive frames (+4-+8). I've found for me, the best bet there is to just block.
 
Um... Can someone recommend some good Ivy tactics against a few characters in a nutshell? I don't want to disappoint those good players I'm facing these days and it's a great opportunity for learning them.

Tira (controlled by one very frosty ace ;D ). I just don't know how to approach her. Should I keep my distance? She has that serious TC punisher so I suppose I should avoid those moves, huh? :P

Siegfried and Raphael. Both in capable hands are very scary and quite deadly. Sieg I learned to control by keeping my distance from him. But a more advanced player knows what I'm doing and is constantly closing in and destroying me for letting him do so.
As for Rapha, I noticed that if I should step, I should do it to his right hand side (the one not holding the sword). 70% of his game are verticals, right? Crouching is useless against him too... His horizontals are powerful, albeit slower, no?

If this isn't a place for these kinds of questions and answers, feel free to move this post or write an answer on my profile page.
 
Um... Can someone recommend some good Ivy tactics against a few characters in a nutshell? I don't want to disappoint those good players I'm facing these days and it's a great opportunity for learning them.

Tira (controlled by one very frosty ace ;D ). I just don't know how to approach her. Should I keep my distance? She has that serious TC punisher so I suppose I should avoid those moves, huh? :P

Siegfried and Raphael. Both in capable hands are very scary and quite deadly. Sieg I learned to control by keeping my distance from him. But a more advanced player knows what I'm doing and is constantly closing in and destroying me for letting him do so.
As for Rapha, I noticed that if I should step, I should do it to his right hand side (the one not holding the sword). 70% of his game are verticals, right? Crouching is useless against him too... His horizontals are powerful, albeit slower, no?

If this isn't a place for these kinds of questions and answers, feel free to move this post or write an answer on my profile page.

Tira: Know her strings and more importantly, how to avoid them. The only thing that would be hard to block that I can think of is 236K BE. But, unless you have a good read, don't risk ducking just for that. All her other lows are fairly reactable -- just play defensively and not let her get that damage.

Siegfried: His 3(B) -> K is can be dodged and interrupted by your own 3B unless you're extremely close (in which case you take the mixup). Despite his stance changes, you SHOULD be close to him as his moveset on normal stance is limited. Keep an eye out for his stance change animations, as those are not safe when done raw. 2A will beat a lot of his options when he dances around. As long as you're not hit by 3B, you should be mostly fine.

Raph: Step, step and more step. His anti-step is not as good as it should be. You're correct in saying that you should step to his off-hand (right). Know his different options out of preparation too -- his lows are harder to react to than Tira's, but they're mostly avoidable by stepping. Force him to play your game, rather than the other way around.
 
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