Davo87
[09] Warrior
Sacharja's FD from CF forums just as a backup and it sure needs it.
CL:
i13: K
i14: A
i15: 2A/ 2K/ WS K/ FC 2K
i16: 6K
i17: B/ 2B/ 1B/ FC 2A/ FC 2B/ 3K
i18: 3A/ 3B/ 4K/ WS A
i19: 6A/ 6B/ 1K/ WS B// 214B/ 66A/ 66K
i20: A+B// 66B/
i21: 22A/ 33B/
i22: 4B/ 236B/ 44K
i24: 33A/ 44A
i26: 22K
i28: 6A+B
SW :
i12: 4B/ 1A
i13: 8B+K/ K/ 1K
i14: 6B/ 2A/ FC 2A/ A
i15: B/ 2K/ WS K/ 3K
i16: FC 2B/ 2B/A+G_B+G/ 6K
i17: WS B/ 6A/ 66K/
i18: 3B/ 4A/ WS A/ 8_9B
i19: 3A/ 214K/
i20: FC 3B/ 66A/ 22B
i21: 4B/ 66B
i24: 2A+B
i25: 2A+K/ 44A
i27: 1B/ 22A
i28: 1B+K
WP :
i13: K
i15: 2K/ WS K
i16: 3A/ 6K
i17: A/ 6A/ 2B/ FC 2B/ 3K
i18: 2A/ FC 2A/ 3B+K/ 4K
i19: WS A/ B/ 66B/ 1K
i20: WS B
i21: 4A
i22: A+B
i23: 6B+K/ 3B/ 66A
i24: 6A+B/ 4A+B/ 6B
i25: 1A/ FC 3B
i27: 22B/ 4A
i29: 22A
All stances:
i13: K/ 8~kB (8B+K)
i15: 2K/ WS K
i16: 6K
i17: WS A+B/ 7_8_[G]9B (1 frame faster than SW 9B)
i18: 4K
Please visit the new 8wayrun Wiki Frame data page for Ivy:
http://www.8wayrun.com/wiki/Ivy_-_Soulcalibur_IV_-_Frame_Data?redirect=no
Older versions:
Link to indepth data sheet (posted by Ivyfanboy)
http://spreadsheets.google.com/pub?key=pXA8id7qRyg54Nz0s-QxWbA
Block/hit stun data (version 1.03):
http://spreadsheets.google.com/pub?key=pln46vNspsPY8F2w6TZzIeQ
Thx to Link for the block and hit data.
SOUL DAMAGE DATA
Ivy's Soul Damage Info is as following:
(The number shows how many blocked hits of each move will cause a Soul Crush)
[Updated for version 1.03]
Coiled State:
Horizontals (CL)
A = 50+
AA = 41 (Breaks at 1st hit)
AA+K = 50+
6AK = 41 (Breaks at 1st hit)
3A = 50+
2A = 50+
1A = 50+
4A = 20
FCA = 50+
WSA = 50+
WSAA = 35 (Breaks at 2nd hit)
7_8_9A = 20
Verticals (CL)
B = 20
BB = 16 (Breaks at 1st hit)
6B = 10
3B = 10
2B = 20
1B = 20
1BB+K = 16 (Breaks at 1st hit)
4B = 41 (Breaks at 1st hit)
236B = 15
236BB = 13 (Breaks at 1st hit)
214B = 11 (Breaks at 1st hit)
FCB = 20
WSB = 10
7_8_9B = 10
Kicks (CL)
K = 50+
6K = 50+
3K = 20
2K = 50+
1K = 14
4K = 14
FCK = 50+
WSK = 50+
7_8_9K = 50+
Simultaneous (CL)
A+B = 50+
A+BA = 36
6A+B = 10
WSA+B = 32 (Breaks at 2nd hit)
BTA+B = 10
8WR (CL)
66A = 15
33A = 20
22A = 50+
11A = 13
66B = 13
66BA = 12 (Breaks at 1st hit)
33B = 10
33B (Mashing) = 9
22B = 15
44B = 20
44BB = 16 (Breaks at 1st hit)
66K = 50+
22K = 12
44K = 50+
Sword State:
Horizontals (SW)
A = 50+
AA = 41 (Breaks at 1st hit)
6A = 50+
3A = 20
2A = 50+
1A = 50+
4A = 20
FCA = 50+
WSA = 20
7_8_9A = 20
Verticals (SW)
B = 20
BB = 10 (Breaks at 2nd hit)
6B = 50+
6 = 50+
6B8 = 15
6B8K = 14 (Breaks at 1st hit)
3B = 10
2B = 15
1B = 11
4B = 20
FCB = 20
FC3B = 11
WSB = 10
7_8_9B = 16
Kicks (SW)
K = 50+
6K = 50+
3K = 50+
2K = 50+
1K = 50+
1KB = 50+
1KBK = 50+
4K = 14
214K = 50+
FCK = 50+
WSK = 50+
7_8_9K = 50+
Simultaneous (SW)
A+B = 10
6A+B = 10
2A+B = 11
WSA+B = 32 (Breaks at 2nd hit)
1_2_3B+K = 9
2A+K = 50+
BTA+B = 10
8B+K = 50+
8B+KK = 22
8WR (SW)
66A = 20
22A = 14
44A = 13
66B = 10
22B = 10
44B = 20
66K = 20
44K = 11
Whip State:
Horizontals (WP)
A = 50+
AA = 41
6A = 50+
6AA = 31 (Breaks at 1st hit)
3A = 50+
2A = 50+
1A = 50+
1AA = 41 (Breaks at 1st hit)
4A = 20
FCA = 50+
WSA = 20
7_8_9A = 20
Verticals (WP)
B = 15
BB = 13 (Breaks at 1st hit)
6B = 10
6bA+B = 29
3B = 50+
2B = 50+
1B = 13 (Breaks at last hit)
4B = 13 (Breaks at 1st hit)
FCB = 50+
FC3B = 11
FC3A+B = 9 (Breaks at 1st hit, blocking BOTH hits); 33 (Blocking ONLY A+B)
WSB = 15
WSBB = 13 (Blocking BOTH hits); 24 (Blocking ONLY 2nd hit)
7_8_9B = 10
Kicks (WP)
K = 50+
6K = 50+
3K = 20
2K = 50+
1K = 14
4K = 14
FCK = 50+
WSK = 50+
7_8_9K = 50+
Simultaneous (WP)
A+B = 50+
6A+B = 26
3A+BA+B = 22
4A+B = 42 (Breaks at 1st hit)
4A+BB = ~35~
WSA+B = 32 (Breaks at 2nd hit)
BTA+B = 10
6B+K = 10
6B+K_2_8 = 9 (Breaks at 1st hit)
1_2_3B+K = 50+
8WR (WP)
66A = 13
22A = 21
11A = 14
44A = 15
66B = 10
33B = 10
22B = 10
44B = 50+
44BB = 41 (Breaks at 1st hit)
66K = 50+
22K = 12
44K = 50+
66A+B = 50+
44A+BA+B = 9 (Breaks at 1st hit)
Serpent's Embrace Stance:
B = 50+
BB = 50+
BBB = 50+
B:6B:4B:6B:4B = 18 (Breaks at 4th hit)
K = 16
66K = 20
B+K = 50+
A+K = 14
Ivy's Soul Gauge Damage Data
- CL33B (Mashing) = 9 : The most SG damaging move of CL. The non mashable version of this move is still SG damaging enough: CL33B = 10 (However, the mash version is only -3 on block while the non mashable version is -16 on block). Range and pushback are not that good though. Hits mid.
- CL6B = 10 : Nice range and pushback. Hits mid and it's -10 on block.
- CL3B = 10 : Nice range and pushback. It's -15 on block, but it becomes much safer* If it is used with a transition (A+K or B+K).
- CLWSB = 10 : Very good and deceptive range. Hits mid and force-crouches opponent for possible GI options. Learning to use this instantly (iCLWSB), may become a very useful tool for CL, combining, both safety and range. On block it's only -5.
- CL7_8_9B = 10 : Hits mid and force-crouches opponent for possible GI options. Not very useful in general, because it's somewhat slow and easily recognizable (Easily steppable or GI-able by the opponent).
- CL6A+B = 10 : Probably the most ranged move of CL. Depending on how close/far is being used, it affects the safety of this move (Character dependent also of course). Also, it has some uses as a force-guard attack, especially whenever the opponent is knocked-down AND away from Ivy, you can use this against opponents that tend to stand up quickly so that they'll have to block it (Once again remember that range is the key). Also, it's not smart to abuse this move, because it is very easily steppable.
- CLBTA+B = 10 : Can be used for SG damage, but VERY situationally (ex: Opponent flashes red and after SWWSB you can delay this move a bit, so the opponent will have to choose between receiving damage (Relaunching for the old ~106 damage combo) or a possible KO by CF. In general though, Ivy's gameplay does not encourage ANY kind of BT move to be useful for her CF-game.
- CL214B = 11 (Breaks at 1st hit) : Being a very good evasive move, naturally, this move is NOT for CF-gaming. Not only is VERY unsafe on block, but also consists of 2 uncancelable hits (The 1st one being much more powerful than the 2nd, in terms of SG damage), that can cause a CF loss. The same applies for CL214 as well.
- CL66BA = 12 (Breaks at 1st hit) : Nice range but not that good pushback. Using both hits of this move may cause a CF loss, because the 1st hit is much more powerful than the 2nd, in terms of SG damage. You can also use only the 1st hit of this move: CL66B = 13, which is a bit safer than the 2-hit version. Both attacks hit mid.
- CL22_88K = 12 : Being safe AND hitting mid AND being a kick, this move may sometimes be useful for CF-gaming. Kicks, are usually deceptive for CF-gaming, because opponents do not afraid them that much and usually block them. Also, in certain occasions, kicks are auto-GI proof. This move, also, sometimes is hard to be GIed, because of its animation. Range and pushback are not good though.
- CL236BB = 13 (Breaks at 1st hit) : As most 2-hit (or multi-hit) attacks, this move is no exception. Using both hits of this move may cause a CF loss, because the 1st hit is much more powerful than the 2nd, in terms of SG damage. However, its VERY good range, combined with the fact that Ivy can be "air-controlled" (Thus making this move safe/safer, character dependant of course) while doing this move, makes it a very good force-guarding tool (Having oki properties, is an extra advantage as well). I would definitely recommend this move against certain characters, but only as a way to cause the opponent at most the flashing red life gauge. Anything more than that can cause an unwanted CF loss. Using only the 1st hit of this move: CL236B = 15, is not recommended at all.
- CL11_44_77A = 13 : Being relatively safe and horizontal, it doesn't make this move useful for Ivy's CF game (Or for Ivy's gameplay in general). Range and pushback are not anything worth mentioning either. Hits high.
- CL1K = 14 : Comparing this kick with CL22_88K, there are not any major differences in terms of range and pushback. One of them gains in speed and the other one in SG damage. It's a bit easier to be GIed though. Hits mid.
- CL4K = 14 : Not only a very useful kick for Ivy's gameplay in general, but it is also good for her CF game as well. Apart from the decent SG damage it causes, it also has good range and pushback (Compared with other SG damaging kicks), as well as speed. Hits mid.
- CL66A = 15 : Very good and VERY deceptive range. Pushback is ok. Using this move at its maximum range, can easily make the opponent think twice before stepping, as it can catch any step. Speed, safety and sidestep-catching, can actually make this move viable for Ivy's CF gaming. Hits high though, so don't abuse/overuse it.
- CL22B = 15 : Not very good for CF gaming, mainly because of its speed. However, it has some uses mostly because of its oki properties (Forcing sometimes opponent stand-up guarding it) and because it's only -2 on block and force-crouches opponent, so it creates some "at best" decent frame traps (Most of them being character dependent or opponent being ignorant of the slight disadvantage Ivy has). Hits mid.
CL:
i13: K
i14: A
i15: 2A/ 2K/ WS K/ FC 2K
i16: 6K
i17: B/ 2B/ 1B/ FC 2A/ FC 2B/ 3K
i18: 3A/ 3B/ 4K/ WS A
i19: 6A/ 6B/ 1K/ WS B// 214B/ 66A/ 66K
i20: A+B// 66B/
i21: 22A/ 33B/
i22: 4B/ 236B/ 44K
i24: 33A/ 44A
i26: 22K
i28: 6A+B
SW :
i12: 4B/ 1A
i13: 8B+K/ K/ 1K
i14: 6B/ 2A/ FC 2A/ A
i15: B/ 2K/ WS K/ 3K
i16: FC 2B/ 2B/A+G_B+G/ 6K
i17: WS B/ 6A/ 66K/
i18: 3B/ 4A/ WS A/ 8_9B
i19: 3A/ 214K/
i20: FC 3B/ 66A/ 22B
i21: 4B/ 66B
i24: 2A+B
i25: 2A+K/ 44A
i27: 1B/ 22A
i28: 1B+K
WP :
i13: K
i15: 2K/ WS K
i16: 3A/ 6K
i17: A/ 6A/ 2B/ FC 2B/ 3K
i18: 2A/ FC 2A/ 3B+K/ 4K
i19: WS A/ B/ 66B/ 1K
i20: WS B
i21: 4A
i22: A+B
i23: 6B+K/ 3B/ 66A
i24: 6A+B/ 4A+B/ 6B
i25: 1A/ FC 3B
i27: 22B/ 4A
i29: 22A
All stances:
i13: K/ 8~kB (8B+K)
i15: 2K/ WS K
i16: 6K
i17: WS A+B/ 7_8_[G]9B (1 frame faster than SW 9B)
i18: 4K
Please visit the new 8wayrun Wiki Frame data page for Ivy:
http://www.8wayrun.com/wiki/Ivy_-_Soulcalibur_IV_-_Frame_Data?redirect=no
Older versions:
Link to indepth data sheet (posted by Ivyfanboy)
http://spreadsheets.google.com/pub?key=pXA8id7qRyg54Nz0s-QxWbA
Block/hit stun data (version 1.03):
http://spreadsheets.google.com/pub?key=pln46vNspsPY8F2w6TZzIeQ
Thx to Link for the block and hit data.
SOUL DAMAGE DATA
Ivy's Soul Damage Info is as following:
(The number shows how many blocked hits of each move will cause a Soul Crush)
[Updated for version 1.03]
Coiled State:
Horizontals (CL)
A = 50+
AA = 41 (Breaks at 1st hit)
AA+K = 50+
6AK = 41 (Breaks at 1st hit)
3A = 50+
2A = 50+
1A = 50+
4A = 20
FCA = 50+
WSA = 50+
WSAA = 35 (Breaks at 2nd hit)
7_8_9A = 20
Verticals (CL)
B = 20
BB = 16 (Breaks at 1st hit)
6B = 10
3B = 10
2B = 20
1B = 20
1BB+K = 16 (Breaks at 1st hit)
4B = 41 (Breaks at 1st hit)
236B = 15
236BB = 13 (Breaks at 1st hit)
214B = 11 (Breaks at 1st hit)
FCB = 20
WSB = 10
7_8_9B = 10
Kicks (CL)
K = 50+
6K = 50+
3K = 20
2K = 50+
1K = 14
4K = 14
FCK = 50+
WSK = 50+
7_8_9K = 50+
Simultaneous (CL)
A+B = 50+
A+BA = 36
6A+B = 10
WSA+B = 32 (Breaks at 2nd hit)
BTA+B = 10
8WR (CL)
66A = 15
33A = 20
22A = 50+
11A = 13
66B = 13
66BA = 12 (Breaks at 1st hit)
33B = 10
33B (Mashing) = 9
22B = 15
44B = 20
44BB = 16 (Breaks at 1st hit)
66K = 50+
22K = 12
44K = 50+
Sword State:
Horizontals (SW)
A = 50+
AA = 41 (Breaks at 1st hit)
6A = 50+
3A = 20
2A = 50+
1A = 50+
4A = 20
FCA = 50+
WSA = 20
7_8_9A = 20
Verticals (SW)
B = 20
BB = 10 (Breaks at 2nd hit)
6B = 50+
6 = 50+
6B8 = 15
6B8K = 14 (Breaks at 1st hit)
3B = 10
2B = 15
1B = 11
4B = 20
FCB = 20
FC3B = 11
WSB = 10
7_8_9B = 16
Kicks (SW)
K = 50+
6K = 50+
3K = 50+
2K = 50+
1K = 50+
1KB = 50+
1KBK = 50+
4K = 14
214K = 50+
FCK = 50+
WSK = 50+
7_8_9K = 50+
Simultaneous (SW)
A+B = 10
6A+B = 10
2A+B = 11
WSA+B = 32 (Breaks at 2nd hit)
1_2_3B+K = 9
2A+K = 50+
BTA+B = 10
8B+K = 50+
8B+KK = 22
8WR (SW)
66A = 20
22A = 14
44A = 13
66B = 10
22B = 10
44B = 20
66K = 20
44K = 11
Whip State:
Horizontals (WP)
A = 50+
AA = 41
6A = 50+
6AA = 31 (Breaks at 1st hit)
3A = 50+
2A = 50+
1A = 50+
1AA = 41 (Breaks at 1st hit)
4A = 20
FCA = 50+
WSA = 20
7_8_9A = 20
Verticals (WP)
B = 15
BB = 13 (Breaks at 1st hit)
6B = 10
6bA+B = 29
3B = 50+
2B = 50+
1B = 13 (Breaks at last hit)
4B = 13 (Breaks at 1st hit)
FCB = 50+
FC3B = 11
FC3A+B = 9 (Breaks at 1st hit, blocking BOTH hits); 33 (Blocking ONLY A+B)
WSB = 15
WSBB = 13 (Blocking BOTH hits); 24 (Blocking ONLY 2nd hit)
7_8_9B = 10
Kicks (WP)
K = 50+
6K = 50+
3K = 20
2K = 50+
1K = 14
4K = 14
FCK = 50+
WSK = 50+
7_8_9K = 50+
Simultaneous (WP)
A+B = 50+
6A+B = 26
3A+BA+B = 22
4A+B = 42 (Breaks at 1st hit)
4A+BB = ~35~
WSA+B = 32 (Breaks at 2nd hit)
BTA+B = 10
6B+K = 10
6B+K_2_8 = 9 (Breaks at 1st hit)
1_2_3B+K = 50+
8WR (WP)
66A = 13
22A = 21
11A = 14
44A = 15
66B = 10
33B = 10
22B = 10
44B = 50+
44BB = 41 (Breaks at 1st hit)
66K = 50+
22K = 12
44K = 50+
66A+B = 50+
44A+BA+B = 9 (Breaks at 1st hit)
Serpent's Embrace Stance:
B = 50+
BB = 50+
BBB = 50+
B:6B:4B:6B:4B = 18 (Breaks at 4th hit)
K = 16
66K = 20
B+K = 50+
A+K = 14
Ivy's Soul Gauge Damage Data
- CL33B (Mashing) = 9 : The most SG damaging move of CL. The non mashable version of this move is still SG damaging enough: CL33B = 10 (However, the mash version is only -3 on block while the non mashable version is -16 on block). Range and pushback are not that good though. Hits mid.
- CL6B = 10 : Nice range and pushback. Hits mid and it's -10 on block.
- CL3B = 10 : Nice range and pushback. It's -15 on block, but it becomes much safer* If it is used with a transition (A+K or B+K).
- CLWSB = 10 : Very good and deceptive range. Hits mid and force-crouches opponent for possible GI options. Learning to use this instantly (iCLWSB), may become a very useful tool for CL, combining, both safety and range. On block it's only -5.
- CL7_8_9B = 10 : Hits mid and force-crouches opponent for possible GI options. Not very useful in general, because it's somewhat slow and easily recognizable (Easily steppable or GI-able by the opponent).
- CL6A+B = 10 : Probably the most ranged move of CL. Depending on how close/far is being used, it affects the safety of this move (Character dependent also of course). Also, it has some uses as a force-guard attack, especially whenever the opponent is knocked-down AND away from Ivy, you can use this against opponents that tend to stand up quickly so that they'll have to block it (Once again remember that range is the key). Also, it's not smart to abuse this move, because it is very easily steppable.
- CLBTA+B = 10 : Can be used for SG damage, but VERY situationally (ex: Opponent flashes red and after SWWSB you can delay this move a bit, so the opponent will have to choose between receiving damage (Relaunching for the old ~106 damage combo) or a possible KO by CF. In general though, Ivy's gameplay does not encourage ANY kind of BT move to be useful for her CF-game.
- CL214B = 11 (Breaks at 1st hit) : Being a very good evasive move, naturally, this move is NOT for CF-gaming. Not only is VERY unsafe on block, but also consists of 2 uncancelable hits (The 1st one being much more powerful than the 2nd, in terms of SG damage), that can cause a CF loss. The same applies for CL214 as well.
- CL66BA = 12 (Breaks at 1st hit) : Nice range but not that good pushback. Using both hits of this move may cause a CF loss, because the 1st hit is much more powerful than the 2nd, in terms of SG damage. You can also use only the 1st hit of this move: CL66B = 13, which is a bit safer than the 2-hit version. Both attacks hit mid.
- CL22_88K = 12 : Being safe AND hitting mid AND being a kick, this move may sometimes be useful for CF-gaming. Kicks, are usually deceptive for CF-gaming, because opponents do not afraid them that much and usually block them. Also, in certain occasions, kicks are auto-GI proof. This move, also, sometimes is hard to be GIed, because of its animation. Range and pushback are not good though.
- CL236BB = 13 (Breaks at 1st hit) : As most 2-hit (or multi-hit) attacks, this move is no exception. Using both hits of this move may cause a CF loss, because the 1st hit is much more powerful than the 2nd, in terms of SG damage. However, its VERY good range, combined with the fact that Ivy can be "air-controlled" (Thus making this move safe/safer, character dependant of course) while doing this move, makes it a very good force-guarding tool (Having oki properties, is an extra advantage as well). I would definitely recommend this move against certain characters, but only as a way to cause the opponent at most the flashing red life gauge. Anything more than that can cause an unwanted CF loss. Using only the 1st hit of this move: CL236B = 15, is not recommended at all.
- CL11_44_77A = 13 : Being relatively safe and horizontal, it doesn't make this move useful for Ivy's CF game (Or for Ivy's gameplay in general). Range and pushback are not anything worth mentioning either. Hits high.
- CL1K = 14 : Comparing this kick with CL22_88K, there are not any major differences in terms of range and pushback. One of them gains in speed and the other one in SG damage. It's a bit easier to be GIed though. Hits mid.
- CL4K = 14 : Not only a very useful kick for Ivy's gameplay in general, but it is also good for her CF game as well. Apart from the decent SG damage it causes, it also has good range and pushback (Compared with other SG damaging kicks), as well as speed. Hits mid.
- CL66A = 15 : Very good and VERY deceptive range. Pushback is ok. Using this move at its maximum range, can easily make the opponent think twice before stepping, as it can catch any step. Speed, safety and sidestep-catching, can actually make this move viable for Ivy's CF gaming. Hits high though, so don't abuse/overuse it.
- CL22B = 15 : Not very good for CF gaming, mainly because of its speed. However, it has some uses mostly because of its oki properties (Forcing sometimes opponent stand-up guarding it) and because it's only -2 on block and force-crouches opponent, so it creates some "at best" decent frame traps (Most of them being character dependent or opponent being ignorant of the slight disadvantage Ivy has). Hits mid.