SCV Ivy Video Thread

I guess I SHOULD use her meter more, but I shouldn't do it just for the sake of using meter. If I was thinking right, I could've done without all those CEs and just saved up for a FC 1B, 1B BE x4, 6B8 half health round ender. Some plain 1B BEs would've been okay since NM can't punish those too horribly with JG. Maybe even extra 6B8 BEs for space or 66B BE to kill backdash. Now that it seems like people can duck her CE on reaction, it doesn't look like such a great one after all.
 
I wouldn't lose faith too fast in her CE -- it's not that it can be ducked on reaction (if that was the case, a lot of people would be ducking throws on reaction, same frames that way) but that a lot of people just guess.
 
I wouldn't lose faith too fast in her CE -- it's not that it can be ducked on reaction (if that was the case, a lot of people would be ducking throws on reaction, same frames that way) but that a lot of people just guess.

I've seen some people argue that throws can be ducked on reaction if you're focused enough on them. It's just that people have a lot of other things they have to worry about reacting to. But with all the shiny glowy things Ivy emits while doing her CE (and doesn't it make a chime sound?) it certainly doesn't make it harder. But I'm probably just too predictable with it, so I think I'll stray away from it for now anyway.

Edit: Oh, I forgot to mention, it probably takes at least 5 frames to input 236236, so from a neutral position, normal grabs are much quicker. And buffering it during guard is risky because of pushback.
 
I've seen some people argue that throws can be ducked on reaction if you're focused enough on them. It's just that people have a lot of other things they have to worry about reacting to. But with all the shiny glowy things Ivy emits while doing her CE (and doesn't it make a chime sound?) it certainly doesn't make it harder. But I'm probably just too predictable with it, so I think I'll stray away from it for now anyway.

Edit: Oh, I forgot to mention, it probably takes at least 5 frames to input 236236, so from a neutral position, normal grabs are much quicker. And buffering it during guard is risky because of pushback.

You can make it into 3 frames by inputing 323. :)
 
When I'm sitting on to much meter and I'm one CE away from victory I bait an attack, GI it and do the CE. In the ideal case I usually just save up 50% of my meter (25% in order to extend combos and 25% for punish with 66B BE/1B BE or whiff punish with 22_88B BE); I use the rest for GI or CE, cuz the CE creates really strong 50/50's; but that's the ideal case, most of the time I forget about the meter lol. Imo Ivy's meter should be used for punishing, but when you're opponent plays safe, you're just sitting on too much meter. And using her BEs in non guaranteed situations e.g. on block is wastage, cuz ppl meanhile know how to JG them.
I hope somebody has figured out how to perfectly manage her meter and share his concept with us.
 
There is no ideal concept of managing her meter because it all depends on the opponent. So you have to change your meter usage accordingly.

1B BE is a good example. If your opponent does not know how to JG/GI/step, you can abuse it as much as you like on block. Against someone who knows how to deal with it, using it as a punisher seems to be the only safe option, unless you're willing to risk.

Same goes for other BE's. You first have to see how your opponent reacts.
 
@Ring, for that reason alone is why i now only use 1B BE from a JG into punish because it avoids all those "player dependent" scenarios, you don't risk it getting JG'd/GI'd and don't risk getting it stepped whatsoever... risking with Ivy like that is extremely bad, other characters have a better chance at it than she does in those grey areas, to me this is the best way to use something like Ivy's 1B BE to its full effectiveness, block attack and punish and if i see that attack coming at me, I'm gonna JG it into free damage+ advantage(which ever character)... no guessing required on my part.

I will agree and say that her best BE's(for whiff punish) are ONLY 88_22B BE and 66B BE...where as 1B BE is too risky in that area especially if you guess wrong with the range the second attack whiffs and sometimes depending on the angle( i know it can still hit from the side) and if you punished at BT'd opponents you cant get the guaranteed 6KB unless you have 'em right against a wall.

Most solid players wont fall for 1B BE unless its on wake up or something and situation where they are forced to guess, but some of them solid players can react accordingly to it; without risking much at all and that hurts Ivy's game a great deal. I know i don't have my own video proof, but if you look around and find/watch those top player tourney matches with them vs any Ivy player(if you can find them) you'll see what i mean.
 
You shouldn't be wasting your meter on 22_88B BE or 66B BE as whiff punishers. Especially the latter one since its purpose is completely different.

The safest way to manager her meter is to save it for 1B BE punishments and CE mindgames. Additional 50% is always useful in case you get a CH 22_88A or any other CH launcher that will wallsplat with 6B8 BE. 22B BE should be avoided as well as SS (sometimes can be useful if opponent has around 60pts of life left and is expecting B throw)
 
well, i usually use 66B BE for combos and 22_88B BE as a whiff punish, i say this because like i said against solid players, you cant just put it out there other than a whiff punish imo because they will block it, JG the second hit and punish you in a BT'd state, i agree about the 60pts of life remaining area, but then again, what does she have so threatening to make them duck anyways if they can break throws?...

...you can see SS coming out, and CS is kinda easy if your looking for any throw attempt from its animation... its more of a 50/50 guess for you AND the opponent in that scenario, you attempt a throw they duck and punish or you do 22_88B BE(and if its blocked by a solid player) it will be JG'd into free damage leaving you being punished in a BT'd state or GI'd into a free post GI guessing game...those players know to stand block and react accordingly in that spot, to me its way too much of an uphill battle for Ivy, and making it more strenuous for the Ivy player in return.

additionally, B~K isn't that great on normal hit in that scenario because she has no advantage outside of defensive response i.e JG/ GI attempt or block and punish attempt or maybe step a slow linear attack into whiff punish and that's all she really has in that spot again making it easy for that solid player to know whats up... this is all coming from an offline pov...online however i think what your saying is quite viable...the thing is you have to be VERY tricky with her for that to be viable offline and not so much online, and that can cost her too if your instincts/reactions with her aren't on point.


Also i wanted to add about the latest vids from EVO from Link and Kinetic, from one Ivy player to another from what i saw you guys both have your own unique "ways" of playing... but if you guys combined both of your styles of play together it would make for a very scary Ivy indeed, unfortunately since you guys play completely different styles/ways with her, it makes it too easy for good solid players to catch on a capitalize on you abilities, if you guys can combine the two styles of play together, you def(imo) would have done much better in placing higher in the long run... if you can put personal match nerves or whatever aside and be open to everything she can do/accomplish... just giving my honest thoughts/opinion from a fellow Ivy player on the matches that were available for viewing.
 
Also, don't forget about these combos:

CH 2A+B, 1B BE x4, 6B8 = 124
3A+B, 6, 1B BE x4, 6B8 = 133
44B+KB, 6, 1B BE x4, 6B8 = 152 (works best as major whiff punisher)
FC 1B, G, 1B BE x4, 6B8 = 133
It's easy to determine when the opponent has half health left, so try for these combos if it's 2-2 and you have 4 BEs.
 
woah!, those sound like really difficult combos to land in high level match play, but too good to pass up with 2 stocks of meter with opponent at half health bar remaining(if that be the case), sounds very situational but most effective if you get that chance/opportunity in that specific situation/time in the match.
 
It's easy to land because it works after CH 3B too.

It's difficult to time the first 1B BE after FC 1B.
 
woah!, those sound like really difficult combos to land in high level match play, but too good to pass up with 2 stocks of meter with opponent at half health bar remaining(if that be the case), sounds very situational but most effective if you get that chance/opportunity in that specific situation/time in the match.
Oh, it's not that hard to do the brave edge juggle. Even I've done that and I'm not very good
Code:
http://www.youtube.com/watch?v=FEBJ838jodw&feature=player_detailpage#t=183s
 
Don't take anything from my Evo streamed matches. There was some sort of lag making it impossible for me to play the way I normally do. My matches against the Japanese players are more indicative of my current play style.
 
Oh, it's not that hard to do the brave edge juggle. Even I've done that and I'm not very good
Code:
http://www.youtube.com/watch?v=FEBJ838jodw&feature=player_detailpage#t=183s

well, doing it isn't the problem so much as it is getting it to land is in high level play(offline perspective), my intention of my post was to point out that to actually get the first hit to land with 2 stocks of meter is very situational, good/great players notice those things... the only two i can see on the list from Kinetic that would be more viable in all around match play and not so situational is the CH2A+B and the FC1B yet the FC1B combo you gotta be on point with turning around to land it. Also risking to land FC1B for the damage isn't a good trade imo if the opponent tends to stand block a great deal, you have a better chance with only CH2A+B combo since she isn't left in a huge disadvantage if its blocked and a chance to JG/GI(or possible block punish) a retaliation from the opponent, but if the opponent seems to be ducking a ton for whatever reason and you want FC1B combo with all that meter(and it would also serve as a stage side change or get out of wall with damage combo)...well, go for it!!!
 
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