Shred apart! Ivy Punishment Charts

I didn't see anyone mention this while skimming the thread, but you can side step the second hit of Pyrrha's 66B~BE and get a back throw. I'm not sure how much better this is than what's listed though, because it says to duck and I assume that means crouch, in which case I always get hit. :P
 
I didn't see anyone mention this while skimming the thread, but you can side step the second hit of Pyrrha's 66B~BE and get a back throw. I'm not sure how much better this is than what's listed though, because it says to duck and I assume that means crouch, in which case I always get hit. :P

You should use 214B, it didn't say anywhere that you should duck.

What's also possible against 66B BE is to Jg the second hit and punish with 1B BE ~6KB
 
You should use 214B, it didn't say anywhere that you should duck.

What's also possible against 66B BE is to Jg the second hit and punish with 1B BE ~6KB

Right on the first post it says to duck the second hit of 66B+KAB, which is 66B~BE is it not?
And why use 214B? You get more damage from a back throw and a knockdown. Although 214B is much easier to do on reaction.
 
Right on the first post it says to duck the second hit of 66B+KAB, which is 66B~BE is it not?
And why use 214B? You get more damage from a back throw and a knockdown. Although 214B is much easier to do on reaction.
I think that's a different move, it is supposed to read 66B+K, A, B.
 
Ah yes, I see now. Sorry for the mixup.

But my point still stand, I think a back throw is better than 214B.
I'm not sure how you can SS that move because the second it tracks both ways.
Maybe you mean SS the third? Because you can SSL the third hit and back grab but a back grab does 70 and you can't be certain that phyrra is going to finish the combo. Plus ducking the second hit and using 1B, G, 4b8 does 86 damage and isn't blockable even if phyrra doesn't finish the combo and goes to block.

Also, 214B is for 66B BE, Not for 66B+K A,B
 
In training I can usually side step the first hit of 66B+K,A,B and the rest keep going past me, though every once in a while the second hit would still get me. I guess you have to get the timing pretty perfect when stepping the first. Havn't tried it in an actual match though.
 
I'm not sure how you can SS that move because the second it tracks both ways.
Maybe you mean SS the third? Because you can SSL the third hit and back grab but a back grab does 70 and you can't be certain that phyrra is going to finish the combo. Plus ducking the second hit and using 1B, G, 4b8 does 86 damage and isn't blockable even if phyrra doesn't finish the combo and goes to block.

Also, 214B is for 66B BE, Not for 66B+K A,B

No, no, I meant side stepping the second hit of 66B~BE. I read 66B+KAB as 66B!BE in the first post because there was no , in-between the letters.

You can always side step 66B~BE and get a back throw, but I guess you could get anything you wanted if you're quick enough.

As for 66B+K,A,B, 1B > G > 6B8 is definitely the best choice.
 
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No Siegfried, Maxi and Mitsurugi...? Ring, when will you be making new additions? :)
Soon... I hope.

Right now I'm forcing myself to play this game. It's been only a few months ..... it wasn't supposed to be like this =/ SCV is dying very quickly in Europe.
 
Omg, is that true? I noticed almost no one is to be found in European Colosseos. US ones, on the other hand are always full. Maybe it's due to hot weather and people gong to trips? (^_^;)
 
This is my own punishment chart for Yoshi:

1B BE~6KB doesn't work on a BT Yoshi

6(A): duck 2nd hit FC 1B,6B8/ break grab with B
6(A)_6: duck 2nd hit FC 1B,6B8/ break grab with A
3A: 6B8K
3AB: 6B8K/ 1B BE,6KB
3AAAAA: step forwward 1B BE,6KB/ 2B+K,2B+K
1AAAAA: step forward 1B BE,6KB/ 2B+K,2B+K
214A: FC 1B,6B8/ CE
8A: 6B8
BT 8A: 6B8
3B: 6B8K
1B: 6B8K
1(B) (slightly charged): 6B8K
1(B) (fully charged): interrupt of choice/ SSR_SSL at the last moment punish of choice/ JG 6B8K/ JG 1B BE,6B8/ JG CE
236B: 6B8
6K: 6B8K/ 1B BE,(Yoshi is BT, choose best follow up), CE
6KK: interrupt after 1st hit with 1B BE,6B8K/ interrupt after first hit with 3K
2K: WS K
4KB: JG 2nd hit 1B BE,6KB/ JG 2nd hit 6B8K/ JG 2nd hit CE
FC 2K: WS K
FC 3K: FC 1B,6B8/ CE
1KKKKK: step forwward 1B BE,6KB/ 2B+K,2B+K
7_8_9K: 6B8K
BT 2K: WS K
A+B: FC 1(B)B,6B8 (FC 1B is not consistent for some reason)
(A+B): FC 1(B)B,6B8 (FC 1B is not consistent for some reason)
(A+B)K: whiff punish with 3B+K,3B+K/ 2B+K,6B8
2(A+B): 3K beats all options ecxept for 8B+K/ 6B8 beats all options except B and K
8A+B: 6B8/ SSL_SSR and punish of choice
8A+B2: 6B8/SSL_SSR and punish of choice
8A+B4: 6B8 before he is behind you/SSL_SSR and punish of choice/ BT 2B+K,2B+K right before UB hits you
8a+bB+K: 6B8
BT A+B: whiff punish of choice
BT (A+B): whiff punish of choice
6B+K: 6B8K/ 1B BE,6B8/ CE
6B+KBBB: duck 2nd hit FC 1B,6B8
4B+K: whiff punish of choice
4B+KB...: whiff punish of choice
9B+K: 6B8K
9B+KK: interupt after 1st hit with 6B8
9B+K(K): interrupt after 1st hit with 6B8
2A+K: whiff punish of choice
2A+KA...: whiff punish of choice
2A+K2A+K: whiff punish of choice
66_99_33A: 6B8K
22_88A: 6B8K
66_99_33B: 6B8K
99_33BB+K: 1B BE,6KB/ 6B8K
99_33BB+KA+B: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+KA+BK: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+K(A+B): interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+Ka+b2_G: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33BB+Ka+bB+K: interrupt after 2nd hit with 6B8/ duck 3rd hit and whiff punish of choice
99_33B(B+K): 6B8K/ 1B BE,(Yoshi is BT, choose best follow up)/ CE
99_33B(B+K)A+B: interrupt after 2nd hit with 6B8/ 9B+K,6B8
99_33B(B+K)A+BK: interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
99_33B(B+K)(A+B): interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
99_33B(B+K)(a+b)2_G: interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
99_33B(B+K)(a+b)B+K: interrupt after 2nd hit with 6B8/ 9B+K,6B8 after 3rd hit
22_88B: 6B8K*
11_77B: 1B BE,6KB/ 6B8K
44B: SSL_SSR and whiff punish of choice/ JG CE/ JG 1B BE,6KB/ JG 6B8K
44bA: JG of the first hit will get you out of range from the full move animation; so whiff punish of choice after JG
22_88K: duck and punish with FC 1B,6B8
44_77_11KB: JG 2nd hit 1B BE,6KB/ JG 2nd hit 6B8
44_77_11KB (slightly charged): 1B BE,6KB/ 6B8K
44_77_11KB (full charged): interrupt after 1st hit with CH 3B,6B8/ JG CE/ JG 2nd hit 1B BE,6KB/ JG 2nd hit 6B8K
66_33_99a+b2B: FC 1(B)B,6B8/ CE
66_33_99B+K: 1B BE,6KB/ 6B8K
66_33_99B+KA+B: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+KA+BK: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+KA+B(A+B): interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+K(a+b)2_G: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99B+K(a+b)B+K: interrupt after 1st hit with 6B8/ duck 2nd hit and whiff punish of choice
66_33_99(B+K): 6B8K/ 1B BE,(Yoshi is BT, choose best follow up)/ CE
66_33_99(B+K)A+B: interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2rd hit
66_33_99(B+K)A+BK: interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2nd hit
66_33_99(B+K)(A+B): interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2nd hit
66_33_99(B+K)(a+b)2_G: interrupt after1st hit with 6B8/ 9B+K,6B8 after 2nd hit
66_33_99(B+K)(a+b)B+K: interrupt after 1st hit with 6B8/ 9B+K,6B8 after 2nd hit
Run K: FC 1B,6B8/ CE
(sry don't know the shorcuts for Yoshi stances)
Flea itself gets AT by 6B8
Flea A: FC 1(B)B,6B8
Flea K: 6B8
Flea (K): FC 2B
Flea A+B: interrupt with 6B8
Flea (A+B): interrupt with 6B8
Flea 4_6A+B: interrupt with 6B8
Flea 4_6(A+B): interrupt with 6B8
Flea 66: on hit 6B8K/ on hit 1B BE,6KB (punishabitlity on hit is not consistent)/on block FC 1B,6B8/ on block CE
Indian stance moves with teleport from long range get beaten by 2A+B expect for B (Indian stance A and K cause CH 2A+B,6B8; 2A+B only causes an Ivy 2A+B KND)
India stance A: FC 1(B)B,6B8
Indian stance B: interrupt with 6B8
Indian stance 6A+BK: on hit 2A+B/on block RCC bK
Indian stance A+K: interrupt before Indian stance A+KAA+K_A+B happens
Indian stance (A+K): whiff punish of choice
Manji Drangonfly itself gets AT by 6B8
Manji Drangonfly K: FC 1(B)B,6B8/ CE
Manji Drangonfly A+B: 6B8
I advice to backstep the transition of Manji Dragonfly into Super Dragonfly and 6B8 Yoshi on reaction. This beats all his options out of Super Dragonfly.
Super Dragonfly K:K: Jump ground stun grab/CE
Super Dragonfly 2B+K: FC 1(B)B,6B8
CE: FC 1(B)B,6B8/ CE
3AB BE: JG 3rd hit 1B BE,6KB/ JG 3rd hit 6B8K
66A BE: JG 2nd hit 6B8K

Edit: I did some minor changes, regarding spelling mistakes and stuff I forgot^^
 
Soon... I hope.

Right now I'm forcing myself to play this game. It's been only a few months ..... it wasn't supposed to be like this =/ SCV is dying very quickly in Europe.
It's a shame though because I really love this game. :(
 
Since natsu was missing I thought I would give it a try.
Possession can DIAF and that stupid roll as well.

AAB: 6B8K**
ia6: 6B8K
a6: 6B8K
6AB: 6B8K
1A: FC 1BB~6B8 (FC 1B doesn't launch)
3A: 6B8K
4A->POS: Interrupt with FC 1B beats all options except for BE. BE doesn't go through you though.)
WR AAA: 6B8K/1B BE/CE
BB series: All can be ducked or blocked low. FC 1B for all except bomb.
B[K]: Duck as soon as you see a blue flash. FC 1B~G~6B8
BKB: FC 1B~G~6B8
BK->POS: FC 1B~G~6B8 beats all options except for K. If you think Natsu is going for K use 6b8 for 70 damage. 6b8 will lose to A.
1B:6B8K
3B: 6B8K/1B BE
WR B,a+bA: FC 1B~G~6B8
WR B,A+B,A: FC 1B~G~6B8
KKK: Duck 3rd hit FC 1B~G~6B8
KK2K: 2B
3KKK: 6B8K
3KK,B+K: Interrupt the front roll with 2A+B will be a CH if natsu presses something.
3KK,B+K8 (Natsu goes to her right): Interrupt with 4K (214B and 3B will whiff)
3KK,B+K4 (Natsu goes to her left) Interrupt with 214B/3B~3K (4K will whiff)
3KK,B+K4_8 (Doesn't matter) Interrupt with 3[A] Doesn't CH.
2A+B: 6B8K/1B BE/ JG FC1B~G~6B8
2A+B6: 6B8 will AT.
1A+B->POS: FC 1B~G~6B8 beats all options except for K. If you think Natsu is going for K use 6b8 for 70 damage. 6b8 will lose to A.
6A+B: 6B8K
6A+B->POS: 6B8 will AT against K 6B8(K) wins against everything except B+K. 2A+B loses against A and K but will CH against B+K and B.
8A+B: 8B+K~6B8* (WTF punish!)
33_66_99B BE: Duck 2nd hit. FC 1B~G~6B8
44A: 6B8K
33_77A: FC 1B~G~6B8
66K: 6B8K/1B BE
11_44_77B: 4B
Run K: FC 1B~G~6B8
22_88K, A+B: 6B8K
22_88K, B+K: Interrupt with 2A+B
22_88, B+K2_8: Interrupt with 214B/3[A]
44K: FC 1B~G~6B8

Funny fact, If you JG Jump K, you still can't punish her with 4B. That's a really safe move. (Even though it has 30+ frames start-up.)
 
Anyone with a chart on Mitsu? Even a partial char just covering his top 10 would work.

If not, I'll be working on him tomorrow.

PS. Thank you Ring for the NM info. Just went through it -- I don't feel nearly as bad about the matchup now lol.
 
Is anyone doing a chart on Siegfried? Atm I'm analyzing NM and getting this match-up down. If nobody is doing Siegfried I'll start with him in three days.
 
If everyone chips in, this list will be done quickly.

Only thing I've done for the Siegfried match-up is finding something against his 3.
Apparently 4B trades with Sieg's K. (14/12 damage) and wins from everything else.
214B only works if 3 wasn't done point blank.
 
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