Ivy Frame Data & Soul Damage Data

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.
 
There's also a more comprehensive list in the stickies. The In-Depth Guide has more than the wiki does.
 
I'm redoing all her frames for fun, and I noticed she gains advantage based on range for most of her moves not involving sword stance or kicks of course... so one number maybe a general idea of much advantage/ disadvantage she gets for an attack, but for accuracy it doen't feel like it cuts it for me... she gains advantage from 4 ranges, and for some attacks like her CL 1A, from between ranges:
close - mid - far - tip...
about her CL 1A, it also gains adavantage depending on the duration between when it initially hits (i31 i think?) and when the opponent runs into it, and it gives up to +10 - (+10 being at the last posibble time)...
Now how would we add this to the wiki???
 
have you tested if this is a factor for other characters also you never know these different ranges could apply to others too i test around with it with cervy and tell you you what i find ;)
 
make a slot of near-far-etc...

This is great to hear. Ivy having frame traps would be a nice change of pace.
 
I'm redoing all her frames for fun, and I noticed she gains advantage based on range for most of her moves not involving sword stance or kicks of course... so one number maybe a general idea of much advantage/ disadvantage she gets for an attack, but for accuracy it doen't feel like it cuts it for me... she gains advantage from 4 ranges, and for some attacks like her CL 1A, from between ranges:
close - mid - far - tip...
about her CL 1A, it also gains adavantage depending on the duration between when it initially hits (i31 i think?) and when the opponent runs into it, and it gives up to +10 - (+10 being at the last posibble time)...
Now how would we add this to the wiki???

Trap concept much? Lol.

Again, how to make this into an applicable move that actually -hits- is the eternal question.
 
For her CL 1A, since she can get +10 from it, it must last 10 frames, for each frame beyond it's initial hit (i31) it gains 1 frame of safety because thats 1 frame closer to it's standard recovery time... So CL 1A - i31~i41...
For some moves it isn't just increase 1 frame per unit of range, for her CL*WP 8*9B on grd at c-m ranges it is -7 on grd, at m-f ranges it is -6 on grd, but at tip range it's -4, the fact that it gets a -5 on grd at far range is so rare it doesn't become a factor at all really...
Creating this on a spreadsheet or reposting it all in my own thread for Ivy users to read isn't the problem, but it won't look as good as if it were posted in the wiki (which is annoying because creating 4 range boxes for Grd., Hit and CH is where I'm lacking knowledge)...
The only other characters I think this range and time stuff would apply to are some of Kilik's moves (which most of them I already tested) and Astaroth (bullrush) and of course Seong Mi-Na (which has already been done)...
 
It was like this in SC3 too. Moves like WP 3A benefit from from it, because they are safer at certain range. Or SW 22_88B, at tip range it's -13 so Sophitia can't punish it with 236B:4. I think WP WS A also has different properties at different ranges (negative on hit at close range and neutral at tip range) etc There are many examples of this.
 
Practically all her Whip moves are like this - lol, it gives me a headache sometimes...
I can't speak much on SC3, never played it but did hear alot about it...
Her SW 6B8 (and the moves like it) also depend on the duration of the attack, just like her CL 1A, but with SW 6B8 there is a 14~15 frame difference...
 
Not sure how accurate this is but:

WP WS A on hit is -2~3 at close range and 0 at tip range
WP A is on hit is -2 at close range and 0 at tip range
CH WP 6A on hit is +2 at close range and +3 at tip range
WP 2A/FC 2A on hit is -1 at close range and 0 at tip range
WP 4A on hit is +5 at close range and +6 at tip range
 
when testing against Asta's 6K (i17) with SW 1K (i13), some findings:

CL 4B seems like b:-2~-4. -4 at closerange. -2 at tiprange. Think ppl should know this? even though its not in the data.
 
Have you tried WP 4B,B+K? I believe it has better frames on block and hit than CL 4B.

Also, CL 3A is 0 at close range, and +2 at tip range. It seems to be a decent move.
 
Yo, filling in some missing data:

SW WS A: i18
SW 4A: i18
WS A+B: i17 (aGI window starts i13, ends at....<find out urself :P>)

Some applicable e.g:
NH 2K on hit: -4, Just-aGI i17
CH 2K on hit: +2, Just-aGI i11
CL 2A on block: -6, Just-aGI i19

Impact data tested with SW 2B against Ivy herself: neutral on hit, forces crouch.
 
Good work. I thought the aGI window starts earlier, though.

By the way, I forgot to post this. I checked CL 22_88B GB some time ago, and it seemed that it's neutral at tip range, or even +1 (I remember that when I recorded CL22B->SW 6 on other Ivy, the 6B part beat my CL AA which is i14 too...) I can't check it right now, could you look into that?
 
Good work. I thought the aGI window starts earlier, though.

By the way, I forgot to post this. I checked CL 22_88B GB some time ago, and it seemed that it's neutral at tip range, or even +1 (I remember that when I recorded CL22B->SW 6 on other Ivy, the 6B part beat my CL AA which is i14 too...) I can't check it right now, could you look into that?


Ya, CL 22_88B on tip its +1. I tested with 4K since SW 6 will get countered by CL AA due to range. Nice find! Shes that better on tip. :P Which makes Mina a bit of a joke considering how much harder it is for her to get tip hit.

Another thing to note is I find it much harder to land the tip hit with CL 88B (1P). CL 22B seems much easier.
 
WS A+B: i17 (aGI window starts i13, ends at....<find out urself :P>)

Some applicable e.g:
NH 2K on hit: -4, Just-aGI i17

Just to add, it will Just impact throws! :D Useful.
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Hi,

Ring, it appears 7/8/9gB faster than SW 9B by one frame? I tested with CL AA on hit and it appears if i mash really hard with 7/8/9gB from all stance including SW will beats SW 9B.

7/8/9gB clashes with i17.
SW 8B/9B clashes with i18.
 
You're right. But it seems that this applies to every TJ move (7_8_9A/B/K) ! If performed while holding [G] it's faster.
 
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