Whip State Tips

Whip Fails

Sometimes I use it more than SW/CL and still kick asses. This stance needs love and a lot of practice. I think that many people dont like Whip because they get rushed down in it.
 
just started playing ivy recently and wasnt sure if this was known....

i was messing around with her movelist and noticed that with opponent back to the edge, 22A4 AT rings out. it doesnt look like it should, almost looks glitched, but sure enough everytime they get rung out.

not sure how useful this is but i thought it was interesting.
 
Whip Fails

Sometimes I use it more than SW/CL and still kick asses. This stance needs love and a lot of practice. I think that many people dont like Whip because they get rushed down in it.

It's not just the fact that you can get rushed down and be forced to switch stances. It's the fact that your opponent has to make a stupid mistake to get hit by anything in this stance other than 3A. Not to mention the fact that the stance has crap lows and a general lack of safety.

I'm just not seeing it.

Also: I know this is off topic, but I feel the same way about SE. You have no mixup/pressure out of that stance. I feel like it's almost not even worth doing 214...there's no need to even go into SE if your opponent has half a brain. Same with WP 3, which people seem to love.
 
Whip Fails

SE is crap and shouldnt be compared to WP.

It's the fact that your opponent has to make a stupid mistake to get hit by anything in this stance other than 3A.
What exactly do you mean? If you are referring to speed then WP is on the same boat with CL. Most of useful moves in these stances start with i17. Besides, you really want your opponent to block WP moves, because they hurt soul gauge quite a bit.

Not to mention the fact that the stance has crap lows and a general lack of safety.
That sounds more like CL. WP FC 3B alone is better than most of the low attacks Ivy has. And when it comes to safety, CL doesn't shine here either. I'd say it's more likely to get punished in CL than WP, because long ranged Whip moves are safe against most characters at certain range.
 
Whip Fails

Sword can be amazing but Ivy can't get in range with it. Coil is a combination of whip and sword so it has attributes of both. Whip is meant for the range game and is great for starting combos and decimating people who don't know when/where to block. The pelvic thrust ( 44A+B ) owns the nublets and is high damage when combo'd from coil A+B, A+K or coil CH 4B, A+K. Whip may be the slowest stance but if it were as fast as some sword moves, then it would probably be overpowered. If whip was to be sped up or powered up, then it would widely be abused...
 
Whip Fails

You can get into peeps faces after a throw or knockdown attack (Remember that CL has a completely retarded front step and run). That's how you get in range with SW, instead of relying on WP, which is only good against people that are ignorant of Ivy, or online.
 
Whip Fails

I think I'm just biased because I play against a really good Taki/Setsuka player. That could definitely be it. I guess the keepout/SG damage is pretty decent. The stance still feels kinda mediocre overall though.



SE is still trash though...which sucks because one of our best evasive moves leads into it. So I can either enter a crap stance after 214 or I can not enter it at all and be at -7. Sweet. As if the fact that 214B was so unsafe wasn't enough.
 
Whip Fails

  • 3A is amazing
  • 66B is a great surprise hit and Soul dmg
  • 1B can really throw people off and leads to a great combo back to SW
  • 6A+B is a great anti-wake up at times, 214A fake outs are fun
  • WS BB can be a great RO combo set up back to CL or even SW
  • 1_2_3B+K are always fun to tag onto combos.
  • 22_88B+K though slow does great soul damage and launches really high
  • 6B is pretty sneak and 6bA+B is a great mix to it
  • 6B+K2_8 is hawt
  • 1AA is great for pecking away
  • 6AA is fairly safe on block
  • 11A lands a lot and is a great anti-wake up, anti-tech, and deals good soul dmg
  • FC 3B great poke and good soul dmg

and most importantly...SS! It's waaaaaaay easier than CS, and you can even do it while running forward! (running a full 4 steps and then throwing it without wobbling on a rising foe or as an interrupt is fun as hell, and it takes priority over attacks!)

Not the best stance, but it has plenty of goods. It's just a really bad punishing stance.
 
Learn how to do a running SS. I've been using this tactic HEAVILY recently since I finally can do it. Simply roll 1236...hold 6 for a few steps then quickly snap 173B+G and you do a wobble free SS mid sprint and totally catch opponents off guard. You can do the roll pretty slow just make the 173 decently fast. It's actually easy unlike CS.
 
Fighting the camera for WP WS BB?!?

Ok I love to land me a good WP WS BB. However I love it mainly as an RO if you follow up with CL 6AK or CL 236BB. The issue is every time I do a WP WS BB The camera likes to be a jackass and constantly differ from spinning a 180 to not doing it at all. If I wait for the pivot, I generally miss the follow up all together, whiff and give my opponent a beautiful set up. My best bet recently is attempt 236BB and deal with 214B if it so happens to occur since seeing a 4A from the failed 6A+K is monumentally bad.

Are there anyways to tell what the camera is gonna do? I can;t seem to win with the jackass thing since the pivot is so fast and occurs right at the spot you need to do the inputs.
 
Fighting the camera for WP WS BB?!?

Are there anyways to tell what the camera is gonna do? I can;t seem to win with the jackass thing since the pivot is so fast and occurs right at the spot you need to do the inputs.
When Ivy's back is at the edge of the stage, then the camera will always rotate after WP WSBB, leading to a back RO with CL 236BB.
When Ivy's back is not at the edge of the stage , then the camera has a 25% to 20% chance not to rotate (i really haven't checked if it has anything to do with CH, although I don't think so).
Finally, there is also another possibility, that the AT may not happen at all (regardless of Ivy's position on stage). Tbh, I still haven't figured out, exactly why this happens...
 
I wonder, does anyone use WP 44B,B? I never used it, but when I was playing with it on practice I noticed something. It actually has something to offer. Apart from little tracking properties and 44B,B+K "secret" version, the most important thing is that the 2nd B can actually be delayed. The timing for maximum delay is a bit tough but it can make the second B to come out unexpectedly.
 
I wonder, does anyone use WP 44B,B? I never used it, but when I was playing with it on practice I noticed something. It actually has something to offer. Apart from little tracking properties and 44B,B+K "secret" version, the most important thing is that the 2nd B can actually be delayed. The timing for maximum delay is a bit tough but it can make the second B to come out unexpectedly.

Slow startup but surprisingly good tracking. I personally use it every once in a blue moon.

And 44BB+K actually offers decent combo damage.
 
After WP 3A, 44BB_B+K is a techtrap to her left. I use it occasionally, step happy ppl punishes me for it and so do ppl with sharp timing who attack in btn. Its still a reasonable move to use as she sways backwards a bit to avoid some moves. I just dont know whats good about CL 44B,B+K as the second hit has tiny range and no good properties.
 
WP 44B,B+K is a combination of CL 44BB and WP 44BB and imo it's better than CL 44BB because it offers similar damage + RO and better wakeups (not to mention, WP 1B+K will relaunch them after CL 4B if they don't roll)
 
I don't know off the top of my head, but does CL 6A,A+K have the same CH properties as WP 6A,A? Seeing as that its only good on CH as the last hit can be ducked if it isn't CH., WP 6A,A has way better range.

I've also noticed that you can connect WP 22B right after a CH 6A,A. I believe it's a tech trap, but I haven't completely tested it.
 
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