Lokheit
Warrior
I've been carefully analyzing every move shown on the stream (including the ones not talked about) and trailer (there are different string enders to those shown in the stream) and I wanted to create a separate thread to serve as reference table and discuss them and their applications.
(note: her punch attacks mostly have extended range as she sends her "Chompy and Bity" back flowers through her arms)
I'm spacing strings to group them on "string families".
S1:
Hits High.
S1212123?:
Not sure if the command is correct because they didn't talk about it and during many inputs they added wrong buttons and the strings still came out. Not sure either if each button represents a hit or if it's more like Kung Lao/Erron Black where you need to complete full sequences for a group of hits to come out.
After the initial High from s1 the full string delivers 7 Mid attacks with the last one being a knock down.
There is a different ender seen on her gameplay trailer where the last hit is a launching kick, so I'm assuming this is the "safe" version. I think the launch version will be ended on u3 instead of s3 because at some point 16bit was trying to improvise some combos and it looked like he tried to end it with u3 but it never came out.
B1:
Low "flamenco" kick. Very short range but looks relatively fast.
B12:
Mid advancing knee attack.
B123:
Mentioned in the stream but not shown. On her gameplay trailer you can see that it's a double hitting slap whirlwind. Not sure if it knocks back, launches or is cancellable because it's shown during a juggle.
S2:
Hits twice (High, High).
S21:
Low crouching kick.
S213:
Double Overhead cartwheel kick. You can cancel it and it also launches (on her gameplay trailer you can see a midscreen followup without needing to cancel into any move) which means that you can connect into her Kiss command throw in the corner (if it's unsafe enough to be a tick throw it would be brutal but probably that's not the case considering it would be a Low-OH-OH-Throw that connects on block and hit).
F2:
Advancing slap. Hits High.
F21:
Hits twice with her hands (Mid, Mid).
F213:
Double Overhead cartwheel kick. Knocks Down.
F21?:
There is a different ender shown on her gameplay trailer, where she delivers a single hit using both hands for a knock back. This is probably the safe ender.
B2:
Advancing hit reaching with both hands. Hits once. Mid.
B2D2:
Low hit reaching with her hand.
B2D21+3:
No height (I assume it only comes if the previous part isn't blocked). This is the move where she climbs to her opponent's neck and delivers a flurry of strikes before knocking him down like a falling tree.
D2:
Huge vertical vine. Mid.
S3:
Mid vertical axe kick. The animation looks like it's an Overhead but it's a Mid.
S31:
Low crouching kick.
S313:
Low foot stomp. Knocks down.
F3:
Leaping Overhead kick. Can be held down to increase the leap distance (short, medium, far). Launches in all versions.
B3:
Huge diagonal vine. Hits Mid. MB version has armor.
J1:
Air blitz with both knees bent. Hits once.
J2:
Hits twice with air kicks.
Her other jump attack, pokes and sweep weren't shown (Derek used her D1 in a couple of juggles during his match, it looked like a regular D1).
I'm spacing strings to group them on "string families".
S1:
Hits High.
S1212123?:
Not sure if the command is correct because they didn't talk about it and during many inputs they added wrong buttons and the strings still came out. Not sure either if each button represents a hit or if it's more like Kung Lao/Erron Black where you need to complete full sequences for a group of hits to come out.
After the initial High from s1 the full string delivers 7 Mid attacks with the last one being a knock down.
There is a different ender seen on her gameplay trailer where the last hit is a launching kick, so I'm assuming this is the "safe" version. I think the launch version will be ended on u3 instead of s3 because at some point 16bit was trying to improvise some combos and it looked like he tried to end it with u3 but it never came out.
B1:
Low "flamenco" kick. Very short range but looks relatively fast.
B12:
Mid advancing knee attack.
B123:
Mentioned in the stream but not shown. On her gameplay trailer you can see that it's a double hitting slap whirlwind. Not sure if it knocks back, launches or is cancellable because it's shown during a juggle.
S2:
Hits twice (High, High).
S21:
Low crouching kick.
S213:
Double Overhead cartwheel kick. You can cancel it and it also launches (on her gameplay trailer you can see a midscreen followup without needing to cancel into any move) which means that you can connect into her Kiss command throw in the corner (if it's unsafe enough to be a tick throw it would be brutal but probably that's not the case considering it would be a Low-OH-OH-Throw that connects on block and hit).
F2:
Advancing slap. Hits High.
F21:
Hits twice with her hands (Mid, Mid).
F213:
Double Overhead cartwheel kick. Knocks Down.
F21?:
There is a different ender shown on her gameplay trailer, where she delivers a single hit using both hands for a knock back. This is probably the safe ender.
B2:
Advancing hit reaching with both hands. Hits once. Mid.
B2D2:
Low hit reaching with her hand.
B2D21+3:
No height (I assume it only comes if the previous part isn't blocked). This is the move where she climbs to her opponent's neck and delivers a flurry of strikes before knocking him down like a falling tree.
D2:
Huge vertical vine. Mid.
S3:
Mid vertical axe kick. The animation looks like it's an Overhead but it's a Mid.
S31:
Low crouching kick.
S313:
Low foot stomp. Knocks down.
F3:
Leaping Overhead kick. Can be held down to increase the leap distance (short, medium, far). Launches in all versions.
B3:
Huge diagonal vine. Hits Mid. MB version has armor.
J1:
Air blitz with both knees bent. Hits once.
J2:
Hits twice with air kicks.
Her other jump attack, pokes and sweep weren't shown (Derek used her D1 in a couple of juggles during his match, it looked like a regular D1).
(I got most of the names from the pause screen)
Drilling Vines (DB2):
Hits Mid, tracks your opponent and comes from the ground under him. Can be MB for a second vine that also hits Mid and launches (can be followed up midscreen with a F3 for example if done from close enough) and can force a guess on block.
Bed of Thorns (DB3):
Similar to Erron Black's Caltrops, it deals damage over time when opponents stand on them. Doesn't seem to be able to stop dashes or MB dashes so I'm not sure if they're good enough to stop rushers (I mostly see them as a corner setup move right now and the damage isn't too high). No mention of MB version.
Kiss of Death (DBF1):
It's a restand Throw (not sure if neutral or plus advantage, I'm inclined to believe it's plus) that can be MB for combo continuation (which can be useful during a juggle to continue a combo without it getting air teched). It's going to be very interesting to see if she can setup other moves during the stun and still continue the combo.
Bark Skin (DD2):
Reduces damage taken for some time to 2/3s (0.66... period) of the original damage.
Datura Hammer (DD1):
Stance move with different options, all of them at great range (all of them deal the same damage):
* 1: Straight Mid hit. Doesn't knock down but it's going to need either good hit advantage or safety on block (or both) to justify using it over the other options.
* 2: Mid launcher.
* 3: Low knock down.
* MB: flurry of spinning hits. It seems like it can be MB after one of the previous hits too (it could be interesting to see if it can be used to make the others safe as the low one could be a good mixup tool combined with some of her cartwheel Overhead kicks at the end of many strings).
Poison Ivy can't move while in this stance and using one of the versions won't remove the stance (you have to press up, or maybe up,up).
Super Move:
Hits Mid with a spray (not sure about the possible max range as it's always shown relatively close) to start the awesome "Audrey" attack.
Nightshade (Trait - S4):
Also known as "puky" by the devs or a plethora of names (Ivysaur, Yoshi, etc...) on this site. It summons a sentient plant that serves as an automatic turret. It throws projectiles over time with a very slight arc at your opponent's position. The projectiles don't trigger auto-block (so you can combo if hitting right after them with strings or ranged attacks). It disappears after some time or if you're hit.
You can send it forward full screen for a Low hit using D4 but removing him (recommended to do this when it's almost gone but you can always try to surprise). During this command Poison Ivy has an animation so you can't use it as a hard to blockable.
Drilling Vines (DB2):
Hits Mid, tracks your opponent and comes from the ground under him. Can be MB for a second vine that also hits Mid and launches (can be followed up midscreen with a F3 for example if done from close enough) and can force a guess on block.
Bed of Thorns (DB3):
Similar to Erron Black's Caltrops, it deals damage over time when opponents stand on them. Doesn't seem to be able to stop dashes or MB dashes so I'm not sure if they're good enough to stop rushers (I mostly see them as a corner setup move right now and the damage isn't too high). No mention of MB version.
Kiss of Death (DBF1):
It's a restand Throw (not sure if neutral or plus advantage, I'm inclined to believe it's plus) that can be MB for combo continuation (which can be useful during a juggle to continue a combo without it getting air teched). It's going to be very interesting to see if she can setup other moves during the stun and still continue the combo.
Bark Skin (DD2):
Reduces damage taken for some time to 2/3s (0.66... period) of the original damage.
Datura Hammer (DD1):
Stance move with different options, all of them at great range (all of them deal the same damage):
* 1: Straight Mid hit. Doesn't knock down but it's going to need either good hit advantage or safety on block (or both) to justify using it over the other options.
* 2: Mid launcher.
* 3: Low knock down.
* MB: flurry of spinning hits. It seems like it can be MB after one of the previous hits too (it could be interesting to see if it can be used to make the others safe as the low one could be a good mixup tool combined with some of her cartwheel Overhead kicks at the end of many strings).
Poison Ivy can't move while in this stance and using one of the versions won't remove the stance (you have to press up, or maybe up,up).
Super Move:
Hits Mid with a spray (not sure about the possible max range as it's always shown relatively close) to start the awesome "Audrey" attack.
Nightshade (Trait - S4):
Also known as "puky" by the devs or a plethora of names (Ivysaur, Yoshi, etc...) on this site. It summons a sentient plant that serves as an automatic turret. It throws projectiles over time with a very slight arc at your opponent's position. The projectiles don't trigger auto-block (so you can combo if hitting right after them with strings or ranged attacks). It disappears after some time or if you're hit.
You can send it forward full screen for a Low hit using D4 but removing him (recommended to do this when it's almost gone but you can always try to surprise). During this command Poison Ivy has an animation so you can't use it as a hard to blockable.
(note: I got most of the names from the screen showing loadouts from the Derek vs Tyler fight, luckily I got most names as I didn't catch the pronunciation of many of them)
Crawling Vines (1 slot, replaces Drilling Vines):
It no longer tracks (always hits close to Poison Ivy) but covers a lot of vertical space. MB version hits a total of 3 times and sends opponents full screen.
In my opinion it's not worth to pick this move unless you get a decent ranged option (which so far I haven't seen) to compensate as you lose the main zoning tool and I'm not sure the character is ready to go full rushdown mode even with the huge amount of armor breakers that she has.
Thistle Coat (1 slot, replaces Bark Skin):
Instead of reducing damage received, it increases damage dealt (I think it only applies to melee attacks) and opponent's take some damage when hitting you.
Deadly Thorns (1 slot, BF2):
Shoots 2 projectiles (both High). MB for 2 additional High projectiles on a separate shot.
Personally I like this move because it doesn't replace anything useful and adds to her zoning (but I wouldn't try to carry her zoning exclusively through a duckable projectile, so I would try to keep the original version of Drilling Vines and use them in combination).
Petals of Life (1 slot, replaces Bed of Thorns):
It heals Poison Ivy for an amount similar to the damage done to opponent's by Bed of Thorns. MB to increase the healing (and a really cool animation where she spins throwing out more petals).
Considering how Bed of Thorns doesn't seem to be so good at stopping opponents (I might be wrong but so far it doesn't look like it would stop them from MB dashing through the thorns into your face like Erron's version would do), I think this is a good replacement, specially when combined with vanilla Bark Skin as any health gained gets extra value when you're reducing incoming damage.
I want to add, that the way her gear moves work, I'm still very inclined to let gear moves (but not stats) rock on tournament settings as I don't see them being so powerful and for example I think Crawling Vines is worse than the move it replaces.
Crawling Vines (1 slot, replaces Drilling Vines):
It no longer tracks (always hits close to Poison Ivy) but covers a lot of vertical space. MB version hits a total of 3 times and sends opponents full screen.
In my opinion it's not worth to pick this move unless you get a decent ranged option (which so far I haven't seen) to compensate as you lose the main zoning tool and I'm not sure the character is ready to go full rushdown mode even with the huge amount of armor breakers that she has.
Thistle Coat (1 slot, replaces Bark Skin):
Instead of reducing damage received, it increases damage dealt (I think it only applies to melee attacks) and opponent's take some damage when hitting you.
Deadly Thorns (1 slot, BF2):
Shoots 2 projectiles (both High). MB for 2 additional High projectiles on a separate shot.
Personally I like this move because it doesn't replace anything useful and adds to her zoning (but I wouldn't try to carry her zoning exclusively through a duckable projectile, so I would try to keep the original version of Drilling Vines and use them in combination).
Petals of Life (1 slot, replaces Bed of Thorns):
It heals Poison Ivy for an amount similar to the damage done to opponent's by Bed of Thorns. MB to increase the healing (and a really cool animation where she spins throwing out more petals).
Considering how Bed of Thorns doesn't seem to be so good at stopping opponents (I might be wrong but so far it doesn't look like it would stop them from MB dashing through the thorns into your face like Erron's version would do), I think this is a good replacement, specially when combined with vanilla Bark Skin as any health gained gets extra value when you're reducing incoming damage.
I want to add, that the way her gear moves work, I'm still very inclined to let gear moves (but not stats) rock on tournament settings as I don't see them being so powerful and for example I think Crawling Vines is worse than the move it replaces.
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