SS & CS/iCS Info

Hey, well it works pretty much with every "combo" that has WP 1B+K launch. But like I told you two months ago, it's not for VS actually :] It's far from being guaranteed. It's the same thing like SC2's WP 3A+B:iCS or SW FC 1B:iCS (works with every character but opponent has to be launched from crouching position) (I added this to my SC3's movie credits - here at 4:09 )and SC3's SW FC 1B:A+G_B+G (I have never done this one, but Nemeton from France recorded it. Supposedly there's 1 frame window for throw to connect when Ivy is in certain angle) Also, thanks to this I discovered something else... the bullshit of training mode. Even if you set your opponent to do nothing, he will still hold [G] during the fly (after WP 1B+K) and that's why you can catch the other character with CS/iCS/A+G/B+G without setting the ukemi on.

Then its a tech trap, not a combo. Although, if they don't hold G (and consequently tech) after WP 1B+K launch, then you can relaunch them with another WP 1B+K can't you?
 
it has different hit boxes i believe. When doing overkill i can always get an iCS after hit, i can never get an SS after hit.

Still a badass tech trap, and since it starts before they ever hit ground you could be possibly safe. Someone test the safety of a whiff (off by a frame or two). I havent done the other combos, do they require perfect timing like mine? IF so this may be a hail mary tactic. Smarter to roll with CL 4B+k,214K, but if you wanna attempt the game end you could always go for it.
 
Very cool. Tho generally after WP 1B+K, I dont want getup bcos of fear of [A+B] UB and the combo dmg is limited even if I dont getup. I can roll and the nxt WP 1B+K wont repick me up. Imo I dont see an incentive in practicing this godly setup. :) It would be awesome if its really an airgrab tho. :P
 
Very cool. Tho generally after WP 1B+K, I dont want getup bcos of fear of [A+B] UB and the combo dmg is limited even if I dont getup. I can roll and the nxt WP 1B+K wont repick me up. Imo I dont see an incentive in practicing this godly setup. :) It would be awesome if its really an airgrab tho. :P

WP 66A+B would hit you though when you try to just roll. Right?
 
if its rolled Wp 66A+B wont align properly for all 3 hits, leaving ivy at disadvantage. And if ppl see the startup it can be guarded. Would u rather get up and eat 3 mixup (mid, UB, CS) in a neutral situation? Its worth the while to see which stance Ivy is in before doing so. The UB itself is reason enough for me to not getup instantly. Tho it is easier said than done to not getup.
I respect this discovery as its like the next stepping stone to another godly setup. It may work on some people.

And one more thing, in order for this to be a real tech catch like Ring did, [A] needs to be held in the beginning of 1B+K to be most economical with stance change. Otherwise ur nxt move's timing will be delayed. If the timing is right, Ivy's stance change "light" appears just as she reels the grounded opponent. They do have time to react to know we stance she is going into.

Edit: U are right about Wp 66A+B, it cannot be rolled lol. Tho the timing is really tight. Really nice dmg. Im gonna go rampage on fake buffer while doing 1B+K. :D
 
Here's another GRiCS demonstration.
I wasn't satisfied with the old one.
lol

anyway, I noticed that you can buffer half the iCS in an 8wayrun before you press G and iCS on recovery frame.
This move has limited use against aggressive opponents, but it's still useful to know.

 
I thought that holding guard cancels the inputs and you had to start all over again. Are you saying that you can buffer: 3214~G~391 to get what you have shown us?

I guess what I'm asking you is how to do you do it? I do something like that but what I do is just blockstun buffer while she is standing. I tap G buffer, then let go of G as I'm close to finishing the buffer.
 
We've all seen the CS/iCS setups, but what about SS setups? Lol.

I'm getting tired of 2K ~ SS or B ~ SS. I've been looking into WP 44A (I know this is positive, but can someone check if this is really +11 on block? It says so on the FD) into SS, as well as 3K into SS. 4A+B ~ SS works to some extent on hit... but I find the recovery time on that too slow.

Any other ideas? XD
 
I guess I'll tell my SS secrets since I'm too busy playing Blazblue nowadays anyway

Try Whip 4A-->SS
it never fails
lol

WP 3A, K--->SS

WP 66B-->3A--->K--->SS
mix that up with
WP 66B--->3A---K--->66B

Whip 2B--->SS

WP FC2B--->SS

CL 2B[A+K]--->SS

CL 22_88B[A+K]--->SS
 
I guess I'll tell my SS secrets since I'm too busy playing Blazblue nowadays anyway

Try Whip 4A-->SS
it never fails
lol

WP 3A, K--->SS *ahem* >.>

WP 66B-->3A--->K--->SS
mix that up with
WP 66B--->3A---K--->66B Generally you're going to need to threaten them with something faster than 66B because this mixup is interruptable

Whip 2B--->SS

WP FC2B--->SS

CL 2B[A+K]--->SS

CL 22_88B[A+K]--->SS CL 22_88B is kind of a weak setup for CS/SS because it doesn't give adv....you have to be creative to get them to block by GI'ing, using an evasive move, etc.

Fix't.


So how is BlazBlue?
 
3A K... almost everyone expects this. Plus, K is not that great on frames even on CH. :[

4A... will have to try that. And d'oh on 2B... I spam that move in WP for crying out loud (it's one of the few moves in WP that I think are BETTER than in CL/SW).

PS. My copy of blazblue arrives tomorrow... nyahahaha. XD

At least hopefully... if Amazon is not lying to me. o.o;
 
Never use CH WP 3A->K setup unless you want to die/your opponent doesnt know that it's negative on hit. 3A->2K is better because it's +2 or something.

Probably the best "setup" after CH 3A is CL 2A, leaves you at ~+8 and you have tons of options.
 
Never use CH WP 3A->K setup unless you want to die/your opponent doesnt know that it's negative on hit. 3A->2K is better because it's +2 or something.

Probably the best "setup" after CH 3A is CL 2A, leaves you at ~+8 and you have tons of options.

Curious. CL 2A leaves you crouching (iirc), with a stance change cooldown to boot. What did you mean by options from this... aside from the obvious ones (throws, WR B, WR K)
 
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