Ivy E3 Build Notes:
General Early Impressions/Opinions:
Whereas past iterations of Ivy focused on her versatility, she now seems primarily focused on long range zoning. She has good mixups from mid to long range and usually relies on GI/RE/movement to defend herself up close.
Close Range
AA: Doesn’t jail, 2ndhit can be ducked. The 2ndhit is always the Whip followup from SC2. The 2ndhit can lethal hit, backdashers I believe. Single A is an ok interrupt. From my testing does combo on Normal Hit, but not sure if hit confirmable.
BB: Also doesn’t jail. You can’t sidestep or RE (since RE isn’t frame 1), but you can GI. Single B still has decent range and its fine to use it by itself. From my testing does combo on Normal Hit, but not sure if hit confirmable. Has a Reversal Edge built in followup.
3K/3[K]: Good ‘ol 3K. The charged version lethal hits.
66K/66[K]: Not sure how plus 66[K] is. It goes into SE, which is a good mixup stance in soul charge.
2A: It’s now always the WP version. You don’t wanna be using this close.
214B: still the same but it goes into SE again. More on SE in a bit.
11B: SC2 3B in every sense. Don’t even think about sc5 3B, this move isn’t close.
Summon Suffering: Unblockable high. It appears that it cannot be broken. The buffer window is basically like sc4, so you can’t get too creative with it. Luckily for some, the directional inputs are the same as sc2. The inputs are somewhat strict and you cannot just circle the stick 3 times (according to Bibulus’ testing).
Calamity Symphony: I didn’t find the notation for this, but it appears you CAN just circle the stick for this one. It’s not unblockable so be careful of RE.
Jump moves: No more jumping toe poke. Jump B is always the 3 hit string that leads into the Attack throw launch.
Stomp: input is 1K now. Does more damage than sc2 stomp, but much less than sc4 stomp.
6BB/6BA: The range on 6B is reduced from sc5, but it has followups now, I believe the A is high. In soul charge it’s a disgusting NC that does maybe 70 damage.
Ivy lick: same ivy lick, same input
22B/22[ B ]: just like sc5, except 22 goes into SE. Combo options are varied, for example, you can do 5 hit JF, SE 8B+K (lick), even SE AAA into stomp at certain distances. I believe the 5hit JF is the strongest option.
3B: Same as sc4 WP 66B, except launch instead of stun. Combos into ivy lick. Slightly slower than your average 3B but her hardest hitting close range whiff punisher.
6A: just like sc4 CL 3A
Overall, your up close tools are inferior to the majority of the cast and you’ll probably just want to use the system-level tools to defend yourself and run away. Notable exception where she feels strong is when you can land a GI, since 3B/Summon Suffering is a strong post GI mixup (probably mitigated by jumping opponents though, since neither fit into most GI windows). Note that the post GI window is usually short unless you land a near perfect GI, so no free launch mixups or grabs.
Mid/Long Range:
2/3A+G: Low attack throw, small circle on the ground. 3A+G has more range than 2A+G. Note that since it is a small point on the ground, this attack is EXTREMELY weak to movement. Good damage though, maybe about 55 damage. Does not hit grounded despite being a low. The reason I classified it as a low attack throw is because it cannot be broken. AFAIK you can cancel this move.
6[ B ] 2/8: Same stuff we all know and love
66[A]: This is a mid range step killing mid, with an immediate 2ndhit that is a long, and only long (close/mid deadzone) range hitting hori mid. Lethal hits steppers. It’s very easy to get punished hard by forward dashers for this reason, which also can get you killed by people predicting a long range 3A+G. Overall, expect people to be running in your face all the time.
1A: Same as SC4.
1/2/3B+K: Ground poke stabby thing. Not sure if it hits mid or special mid. Might be useful to hit people trying to duck your 2/3A+G.
4B: Sc4 WP 6B
4b7: Sc4 WP 6bA+B (I think that’s the notation). Spinny thing.
6A: Old CL 6A. Not great.
6[A]: SC5 6[A], decent option to stop people you’re confident will step without committing to the risker 66[A]. Obviously not a true mixup with 2A+G though.
Serpents Embrace:
4A(I think that’s the notation): The old low ankle grab. Notably it’s much faster now. The opponent can’t be asleep at the wheel vs this.
BBB/B : B : B : B : B: Same as sc5 whip series.
AAA: same as sc2 SE A series, but now appears to jail. Nice way to somewhat safely exit stance (careful of RE/GI).
236A236A: Just like sc4 SE A. Unblockable in soul charge.
K/[K]: can exit SE, or stay in.
Soul Charge:
She generally has an improved whiff punish and mixup game which complement each other nicely. Whiff punish with 6BB (big damage), or mixup with 66[K]. The knockback wave often immediately positions the opponent for a 66[A]/2A+B mixup. Her soul charge seems pretty strong overall given how well she synergizes with any form of knock back or spacing advantage.
Critical Edge:
Auto GI. Does not appear to start frame 1 (I got hit out of it several times by pokes). Unsafe on block. Probably one of the weaker CE.
Sorry I didn’t have time to discover more information. I had to share the setups with people at E3 AND leave early so it was difficult. If I remember more info, I’ll add it later. Feel free to ask me any questions you have and I’ll see if I can answer.
Personal Opinion: I got some criticism for saying that this build of Ivy is lackluster, and that’s fine, but I’ll just say that all impressions I give are obviously premature just as are everyone elses opinions and “tier lists”. Of course I know I could be wrong. With that out of the way, I feel that Ivy has lost a lot of what made her solid in the long term. This version of Ivy definitely seems like she could be strong in a b03 due to the sheer number of ways she can mindgame you from different ranges. However, she lacks consistency up close (and you WILL be playing up close due to how nerfed her pushback is and how fast forward movement is in the current sc6 build) unlike her past iterations, and lost several of her whiff punishers and safe pokes. Notable examples of missing moves are 2A, sc5 66A, sword form 3B, 44B(which was a decent whiff punish in sc3), 4B (old fast high poke), 6B has nerfed range, 2A+B has nerfed hit properties, etc. Pushback is nerfed on several moves, etc. But again, it’s just my 2 day impression. As we know Ivy has a history of starting off weak and aging like fine wine as the meta develops and new tech is discovered.