CH 9B stun to kill back dash and spam says hi. =P As does an i16 3(A) that reliably tracks both sides.
Elaborate. I'm not sure the patch upgrades helped her as much as I thought they would, so I'm curious what you have to say.
First of all, I reserve the right to be mistaken -- one man's opinion, especially against the top Ivy player right now lol.
I definitely give you the fact that CH 9B stun would be a godsend for SC5 Ivy. In fact, I'd say that SC4 Ivy as a character is vastly better than SC5 Ivy. HOWEVER, what I was trying to point out that SC4 Ivy wouldn't necessarily be top tier in SC5, just because she was top in 4. She could very well be theoretically, but the post patch is too young to say for sure.
Which brings me to the next point, why I
think SC5 Ivy has potential to be top post patch. Next to the Pyrrah sisters, Ivy is up there as far as punish frames-to-damage ratio with 6B8K. What every Ivy, including myself, needs to do is find out every move that is 6B8K punishable. This move alone only needs to land 6-7 times to kill someone -- this means, Ivy can turtle effectively. (next to attacking, blocking is the next mathematically safest option, followed by movement in post patch)
With the nerf to movement, playing her (and anyone for that matter) takes on a different mindset. One can say that characters with moves that naturally move (NM stance, Mitsu 4B) without the need to actually backdash has an advantage. Others might say that advancing characters such as Patroklos with his 66B, throw or slide options off run has the potential to be god tier in this game (again, moving forward is the only 'safe' movement -- no CH, can cancel into block). Ivy has BOTH. She has 214B as her natural movement attack (negative on hit but relatively safe on block -- only Pyr can punish it effectively) and 66B/CS as her run forward/throw mixup. Of course, Ivy isn't as good on either as the characters mentioned above, but she can play offensively AND defensively relatively easier than the rest of the cast, all the while remaining safe.
Lastly, moves I think people are sleeping on is 1_2_3 B+K and 44B+KB. The first can be an effective spacing tool with moderate risk-reward, and 44B+KB is not only 90-100 damage on normal hit but also BREAKS in 5-6. I'm not going to explain it any further than that until I can actually prove victory with it. :)
All I'm saying is, post patch SC5 is a universe different than SC3/4. I found myself recently that I've been playing legacy SC4 and barely getting away with it. I think we need to change that mentality drastically. Right now, I'm hitting up the lab to see what moves and options I can revisit that other people might have overlooked.