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== Key Moves == | == Key Moves == | ||
==A== | |||
{{MoveData | |||
|name = Sparking Blade | |||
|input=33/66/99[A] | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ivy-115 | |||
|description=Very large range horizontal; on regular hit it pushes the opponent out considerably (to a distance where your options are, most likely, better than theirs), and if the second hit counter-hits by itself (including on run counter), you can get a very damaging Lethal Hit combo out of it. This restricts your opponent's movement at range considerably, leaving them more vulnerable to being hit by 2A+G and 3A+G. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Ancient Wheel | |||
|input=1AA | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ivy-13 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ivy-14 | |||
|description=Catches people who are attempting to careful take small steps to inch their way close to you while standing. Although the full 1AA sequence is NCC, it provides a sort of mix-up: if they stop and crouch to block the second hit, you can go for WR K or WR B+K to hit mid, and if they attempt to step, attack, or guard standing to stop this, then they'll be hit by 1AA anyway. If they wait and block the entire 1AA sequence, it's safer on block than 1A alone and pushes them further out. | |||
}} | |||
}} | |||
==Throws== | |||
{{MoveData | |||
|name = Vile Condemnation | |||
|input=2A+G | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ivy-104 | |||
|description=A low hit-throw that deals good damage and pushes your opponent out very far away from you. This is useful for catching people who have paused their movement for too long for fear of being hit by 33/66/99[A]. It also has great ring-out potential and can wall-splat (though the wall-splat merely gives you additional damage and knockdown time, no combo follow-ups). The knockdown without a wall-splat in play is too brief to push any kind of okizeme, OTGs, ukemi traps, or anything of the like, though. This move can also be useful for ukemi traps. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Lash of Atonement | |||
|input=3A+G | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ivy-102 | |||
|description=A low hit-throw that targets a distance slightly further from Ivy than 2A+G that pulls your opponent in at +16 and leaves you crouching. This leaves you with multiple strong options, including comboing into 66BB to leave them at mid-range standing at +14, after which you can go for another 3A+G. This move can also be useful for ukemi traps. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Calamity Symphony | |||
|input=3746916A+G | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ivy-108 | |||
|description=One of Ivy's two scary command grabs, this has some of the best reach for a command grab in the game, as well as some of the highest damage. You are allowed a considerable length of time between each input before the game fails to recognize the move, meaning you can hold the final 6 for a while before hitting A+G to run up first and extend the range even further. It is breakable, though (unless it grabs an opponent other than Astaroth or Voldo from behind). The just frame version only adds a little bit of extra damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Summon Suffering | |||
|input=376231A+G | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ivy-106 | |||
|description=The other of Ivy's two scary command grabs. Less damage and reach than Calamity Symphony, but still more of both than a normal grab. This also comes with the benefit of it being unbreakable; the opponent must crouch or jump to avoid it. It also causes a hard knockdown, unlike Calamity Symphony, but further away from Ivy. The just frame version only adds a little bit of extra damage. | |||
}} | |||
}} | |||
{{Navbox-SCVI}} | {{Navbox-SCVI}} | ||
[[Category:Soulcalibur VI]] | [[Category:Soulcalibur VI]] |
Revision as of 10:20, 23 May 2021
Introduction
Ivy is the staple long-range specialist of Soulcalibur. Her sword can transform into a bladed whip, giving her more range than any other character - barring projectiles. Despite her incredible advantage at middle to long range, she remains a threat at point-blank range with some of the best command grabs in the game.
Strengths | Weaknesses |
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Unique Mechanic
Valentine
While not particularly a unique mechanic, the signature of Ivy's fighting style involves altering the input of her attacks to change them from close-range sword attacks to long-range whip attacks. For example, 66A sees Ivy whipping her sword diagonally in front of her, covering a short range. But 66[A] loosens the sword into a whip, which curls all the way around her to strike a second time at a longer range than the initial sword swipe.
Ivy #SCVI_IVY |
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Daughter of the English aristocratic family the Valentines, Ivy was raised in a loving environment. Unfortunately, it was not to last. Her father's insanity and excessive spending drove him to an early grave, followed shortly afterwards by her mother. While mourning, Ivy discovered her father was an alchemist obsessed with finding Soul Edge, which he believed was the key to immortality. She understood why Soul Edge was referred to as the cursed sword, and vowed to destroy the blade that had driven her father to madness. |