What's new

"Don't mess with Mother Nature!" - A Living Guide to Poison Ivy

myri

Time Warrior
Don't mess with Mother Nature!
A Living Guide to Poison Ivy

1. Introduction

2. Notation

3. Gameplan

4. Normals

5. Strings

6. Specials

7. Trait

8. Combos

9. Corner game

10. Setups

11. Links



1. Introduction

So here we go people, I've kinda missed writing these types of things and it seems like TYM is lacking in content these days so I figured I'd throw this together and get things started with an in-depth guide on the Queen of the Green. This guide will be updated to reflect any changes made to Ivy over the course of the games life and will also include any new tech discoveries that people find. I'll do my best to give credit to the people who find new tech and other stuff as best as I can but I want to get as much information as I can in one thread so people can have a nice neat and tidy package for learning all about this character. So let's get started shall we?


2. Notation

1 (light attack) – square/X
2 (medium attack) – triangle/Y
3 (heavy attack) – X/A
4 (trait) – circle/B
d – down
b – back
f – forward
u – up
xx – cancel
ff – forward dash
bb – back dash
nj – neutral jump
ji – jump in
mb - meterburn
fs - flip stance


3. Gameplan

Poison Ivy is a bit of an unusual character in Injustice 2 due to that fact that she doesn't really have a specific archetype that she fits into. The best way I could describe her is to say that she is a hybrid character that combines elements of nearly every archetype but doesn't excel in any particular aspect of the game. That said, the fact that she is so versatile is one of her biggest strengths. In particular Ivy can play up close with a decent stagger, pressure and mixup game or can choose to play full screen and play her zoning game with her trait and vine drills. She also has a huge potential for up close setplay because of her MB command grab but we'll get into that later.


4. Normals

Poison Ivy has some pretty good normals, although she will still get out footsies by a number of characters she can hold her own with some careful spacing.

1 – (startup: 9, hits: high, +5 on hit, -3 on block) Not the fastest standing one but pretty decent. There isn't anything particularly special about this normal other than the fact that it can be used to tick into her command grab on block. Be careful though because her command grab is currently a high and if your opponent ducks then they will be able to whiff punish you. That said the standing 1 normal is also a high so this will also whiff if they are already ducking, but it's important to know if you can manage to condition your opponent into stand blocking.

d1 – (startup: 7, hits: mid, +13 on hit, -6 on block) A pretty decent down poke with a good startup and decent range. A good tool for guaranteed b2 pressure on hit.

b1 – (startup: 10, hits: low, -1 on hit, -12 on block) Poison Ivy's low starter, insanely fast and leads into an unsafe launching string with b123. b12 is -3 on block and is a decent stagger and can be cancelled into both datura hammer and vine drills for a combo.

2 – (startup: 9, hits: high, +23 on hit, +1 on block) Double hitting standing normal that leaves Ivy very plus on hit which is very useful for her resets and setplay, especially in the corner. It also leads into one of her best mixup strings in 213 which is also +1 on block. This normal can be used as a great stagger tool and frame trap but both hits are highs so just be careful trying to use this on your opponent if they are duck blocking.

f2 – (startup: 15, hits: high, +3 on hit, -5 on block) f2 is a pretty slow high but it does move Ivy forward and can be a decent whiff punishing tool. This normal also leads into f21 which leaves Ivy incredibly plus and is the basis of her resets and setplay. It also leads into f212 and f213, both of which are hard knockdowns that can be used to guarantee a trait or bark skin setup.

b2 – (startup: 11, hits: mid, +24 on hit, -2 on block) Probably Ivy's best normal for her neutral game, a fast advancing mid that goes into b2d2 which hits low. A decent stagger tool as well thanks to it only being -2. The plus frames on b2 itself allow for a reset or a cancel into trait or bark skin which leaves Ivy at pretty much 0 on hit with her opponent and puts them at a distance.

3 – (startup: 19, hits: mid, +14 on hit, +2 on block) A pretty slow mid that looks like an overhead but isn't. It it plus on block and is a more effective stagger and frame trap if you can get your opponent to respect it because it hits mid so your opponent won't be able to duck it. It also leads into a hard knockdown string, 313, which is also safe on block.

b3 – (startup: 29, hits: mid, +5 on block) Poison Ivy's b3 has great range but isn't commonly used in her combos in comparison to the majority of the cast. It's most useful function is as an armoured launcher to escape your opponent's pressure. It can be used after a MB command grab in some combos though.

f3 – (startup: 32, hits: overhead, +2 on block) Poison Ivy's overhead starter and combo filler. Poison Ivy shares the same ability as Supergirl (though the utility of this is slightly different) to choose where her f3 lands by either pressing back, forward or nothing after inputting f3 (notation in this guide will be f3f for far f3 and f3b for close f3). This can be useful for some tricky cross up setups after a knockdown and some interesting hard to blockables mid screen using the low trait. It is also plus on block so you can frame trap your opponent.


5. Strings

Poison Ivy has a bunch of great mixup strings that are safe, lead to a knockdown and are plus on block.

121 – (hits: high, mid * 3, +19 on hit, -5 on block, can be special cancelled) Nice fast jab string which can chew up armour. Not much use besides that really, can be a go to punish string but I prefer using 21 since it's less likely to drop inputs if you aren't quick enough on your buttons.

1212 – (hits: high, mid * 4, +15 on hit, +1 on block, can be special cancelled) A continuation of the previous string but this one is plus on block so you can use it to frame trap your opponent.

121213 – (hits: high, mid * 7, +43 on hit, -9 on block, leads to a hard knockdown, can be special cancelled before the final hit) Primarily you'll want to use this as your damage ender after a meterburn kiss combo midscreen when you've already used your f3 or b3 bounce. i.e. f3, ji2, b2d2 xx dbf1 mb, ji2, 121213.

121u3 – (hits: high, mid * 4, +35 on hit, -12 on block) Launching string that you can use both midscreen and in the corner for a combo. I would avoid using it for anything except a punish though because it is safe on block and you already have other strings that have better mixup options like 213.

b12 – (hits: low, mid, +11 on hit, -3 on block, can be special cancelled) A very quick low starter than can also be used as a stagger on block. May be more preferable to use this string into db2 mb for a combo as opposed to the full b123 as it b123 is unsafe.

b123 – (hits: low, mid * 3, +38 on hit, -10 on block) Launches for a combo both midscreen and in the corner. Be careful using this string as it is unsafe on block.

21 – (hits: high * 2, low, +8 on hit, -4 on block, can be special cancelled) Starts off a double hitting high and continues into a low hit, very useful for punishing as it is a much easier input to keep consistent than any of the strings starting off Ivy's standing 1.

213 – (hits: high * 2, low, overhead * 2, +46 on hit, +1 on block, can be special cancelled) Launching string that goes low into a double hitting overhead and is plus on block allowing for a frame trap. Not much combo potential midscreen as yet but a really good option in the corner.

b2d2 – (hits: mid, low, +8 on hit, -4 on block, can be special cancelled) Ivy's main footsies string, a fast mid into a low which can be staggered quite effectively. Best used for playing her footsies, stagger and whiff punishing game in the midscreen.

bd2d2, 1+3 – (hits: mid, low, throw, +4 on hit, last hit won't come out on block, swaps sides) Adds an additional input to the previous string which ends in a grab that knocks down the opponent and adds some damage. Very useful for swapping sides at the end of combos to adjust your positioning.

f21 – (hits: high, mid * 2, +28 on hit, -3 on block, can be special cancelled) f21 is a VERY important string for Ivy's corner game because of the insane plus frames she gets on hit. Ending a corner combo in f21 after a meterburn kiss allows you to go for pretty much any mixup you want after, including Ivy's f3 as it's only 32 frames and no one in the game has a normal that will beat that 4 frame gap, as long as your execution is on point.

f212 – (hits: high, mid* 3, +39 on hit, -3 on block, leads to a hard knockdown) One of Ivy's two hard knockdown options off of f21. This one is more suitable to use midscreen because it pushes the opponent further away and allows you to get your trait out.

f213 – (hits: high, mid * 2, overhead * 2, +47 on hit, -4 on block, leads to a hard knockdown) The second of Ivy's hard knockdowns off f21, this one has more hit advantage and keeps your enemy closer. You can get a guaranteed trait summon or bark skin off this knockdown but the execution is tight and you are very close to your opponent so be careful. This is the go to ender if you want a hard knockdown in the corner.

31 – (hits: mid, low, +10 on hit, -2 on block, can be special cancelled) Starts off Ivy's only standing mid apart from b2 and continues into a low. The pushback on hit midscreen makes this string kind of hard to get anything off of without using db2 mb however.

313 – (hits: mid, low * 2, +31 on hit, -7 on block) Ivy's final string which ends in another low. Not sure what this string can be used for exactly yet but I'm looking into it.


6. Specials

dbf1 – (hits: high throw, 0 on hit, meterburn allows for a followup) Command grab which allows Ivy to restand her opponent. It is neutral after the regular version connects so you don't get any guaranteed pressure but neither does your opponent. The best thing about using this as an ender is that it eliminates your opponents option to wakeup since it restands them. The meterburn version is CRUCIAL to Ivy's gameplan as it allows for a followup. You are able to use this restand to put your opponent in a reset situation by using one of your very plus on hit standing strings but we'll get to that later. You are also able to use trait or bark skin after a meterburn grab and still combo by using either stand 1 or stand 2.

dd1 – (stance)

1 – (hits: mid) straight single hitting mid datura, can be used as a damage ender.

2 – (hits: mid) upward datura which launches your opponent for a combo followup, this is the main option you'll be using out of this special to get your meterless damage both midscreen and in the corner.

3 – (hits: low) straight single hitting low datura. Can be used as an ender in some combos and is also a good mixup tool for your strings that usually end in overheads.

MB – (hits: mid) multiple hitting spinning datura with a lot of pushback, can be comboed off of with other datura options afterwards.

u – cancels out of the stance.​

db2 – (hits: mid, -12 on block with decent pushback, meterburn allows for a followup and is -9 on block with pushback, tracks the opponent) Probably Ivy's second most useful special after dbf1, this is the most core component of Ivy's zoning game and how she is going to get a pop up for a combo, both midscreen and in the corner. The startup is a little slow and the tracking is not the greatest but when combined with Ivy's trait you are able to keep your opponent reasonably locked down.

dd2 – (damage reduction buff, "bark skin") This special lasts roughly six seconds and reduces the amount of damage Ivy takes from her opponent and also completely eliminates chip damage. Very useful against zoners if you're trying to work your way in. The recovery is very slow though so be very careful trying to use it in her neutral game without some sort of knockdown beforehand.

db3 – (damage over time, can be placed near, mid or far) Ivy's least useful special right now. Basically Ivy will place a bed of thorns on the ground that will deal tick damage to her opponent over time. The recovery on this move is very long and the actual time it is active on the stage is pretty short. Plus the damage is pretty much not worth it at all. In it's current form this move is pretty much worthless. You can place it near close, mid or far depending on if you use db3b, db3 or db3f for close, mid and far respectively.

fs + mb – (hits: mid, -28 on block, very decent range, swaps sides) Ivy's super move is a mid hitting cloud of pheromones with very decent range. It is very unsafe on block however so I could only recommend confirming into it on hit after a string or as an anti-air. It does also swap sides.


7. Trait

Ivy's trait allows her to summon a little plant monster named Nightshade (AKA Pukey) by the NRS development team. I call him Reptar, others call him Yoshi and yet others call him Ivysaur. Call him whatever you want, but no Ivy main is complete without a unique name for their plant monster.

Anyway, you can summon your trait by hitting 4. The trait will fire projectiles at your opponent that track them anywhere on screen. The main use of this trait is to help Ivy in her zoning game. A very effective way to keep your opponent locked down is alternate the vine drills and puke shots so that your opponent has a very tiny window to escape, making it especially dangerous for them to do anything except block. This is especially useful because the chip damage from the puke and vine drills is pretty decent overall and you build a lot of meter in the meantime.

The second use of the trait involves using the d+4 input to make Ivy's plant monster do a low charge which goes full screen and hits low. The low charge is +14 on block and can be used to enforce an additional vine drill after it hits, or a potential hard to blockable from midscreen using Ivy's f3 if you are spaced correctly. In the corner the low trait also allows for a combo follow up. I'm currently looking into corner setups for this low trait launcher.

The optimal way to use Ivy's trait would be to secure a hard knockdown that pushes your opponent away and then using trait and starting up the alternating puke/vine drill sequence. When the trait meter is almost empty, using the low trait to keep your opponent locked down and gain plus frames/possible setup is also preferential.


8. Combos

Now for the fun stuff. Not going to post damage because what's the point with the way the stats system is in Injustice 2. I didn't mention this but Ivy's execution is quite difficult relatively speaking to most other characters in the game. More to come later.

Some notes about these combos:

  • For any combos ending in b2d2 xx dbf1 you can also end in b2d2, 1+3 for less damage and easier execution and also to swap sides if you want to adjust your position on the stage.
  • For any combos that involves a b3 or f3 you can do f21 xx dbf1 after the ji2 instead of b2d2 xx dbf1 for a little more damage but the execution is even tougher.
  • For combos ending in f212, this is for the hard knockdown that will push your opponent away. If you want you can end in f213 which will also be a hard knockdown but keeps your opponent closer.
  • f213 guarantees a trait summon knockdown and f212 has enough knockdown and knockback midscreen to make trait summon pretty much safe as well.
  • Use f213 as your ender in the corner after a meterburn kiss for a guaranteed trait summon or bark skin.
  • 121213 is your optimal damage ender midscreen for a hard knockdown after a meterburn kiss if your b3/f3 has already been used.
  • For any combos involving the f3f after the db2 mb, you can omit the f3f and do a forward dash into b2d2 xx dbf1 as an ender if you're having trouble getting the f3f to connect, it is less damage however.
Midscreen meterless:

Starters - b2d2, b12, 21, f21, 121, 1212

starter xx dd1, 2, u, b2d2 xx dbf1
-

Starters - b3, f3

starter, ji2, f212
-

Starters - 121u3, b123

starter, b2d2 xx dbf1
-

Other

213, b2 xx db2
-

Midscreen 1 bar:

Starters - b2d2, b12, 21, f21, 31

starter xx db2 mb, f3f, ji1, f212
-

Starters - b2d2, b12, 21, f21

starter xx dd1, 2, u, b2d2 xx dbf1 mb, b3, ji1, f212
-

Starters - b3, f3

starter, ji2, b2d2 xx dbf1 mb, ji1, 121213
-

Corner meterless
:

Starters - 213, b123, 121u3

starter, 2, 2, 2 xx dbf1
-

Starters - b2d2, b12, 21, f21, 121, 1212

starter xx dd1, 2, u, 2, 2, 2 xx dbf1
-

Corner 1 bar:

Starters - 213, b123, 121u3

starter, 2, 2, 2 xx dbf1 mb, ji2, f213
-

Starters - b2d2, b12, 21, f21, 121, 1212, 31

starter xx dd1, 2, u, 2, 2, 2 xx dbf1 mb, ji2, f213
-

Starters - b2d2, b12, 21, f21, 121, 1212, 31

starter xx db2 mb, f3, ji1, 2, 2, 2 xx dbf1
-

9. Corner game

Ivy actually has a pretty impressive corner game going for her, all thanks to the restand provided by her meterburn command grab (dbf1). Basically ending a corner combo in the special and meterburning it all Ivy to do a number of interesting followups that your opponent will have to respect or risk getting reset into the same situation. Naturally because this corner game relies almost entirely on the usage of meterburn dbf1, it is very meter intensive but you will only need to mix you opponent two or three times to take the round so it can quickly sway the momentum of a match.

Once your launch your opponent in the corner and end you combo in meterburn dbf1 you have several options. The most basic option is continue your combo with a nj2 into f213 for a hard knockdown, which allows Ivy to safely summon her trait or equip bark skin (execution is tight but not too difficult, shouldn't be any issues against slower wakeups.) However this gives your opponent to option to either wakeup with an invincible special or delay their wakeup to throw off your meaty timing.

The next option is to continue your combo after a meterburn dbf1 with nj2 into f21. f21 on it's own is +28 on hit and leaves your opponent standing right next to you in the corner. This is plus enough to guarantee all of Ivy's strings and almost guarantees her f3 (since it's 32 frames, it can be poked out but if you worried about that then spend a bar to meterburn it and smash through their poke.) You can use these plus frames to mix into another launch using 213, b123 or 121u3 as well as any string into Ivy's launchers using the datura stance 2 or her meterburn db2 (121u3 isn't a mixup however since it only consists of a high and mids, it doesn't launch though.) and repeat the process, comboing back into meterburn dbf1. You can also go for a throw mixup off these plus frames. Ivy's throw when used in the corner will drop your opponent directly next to you and leave you slightly plus. Your opponent can wakeup of course but once you start baiting and punishing it you can begin to loop your throw effectively, if your opponent is not expecting it.

Another option after the meterburn dbf1 is pop your trait or bark skin and continue your combo using stand 2 or stand 1. The plus frames are enough of the meterburn grab that it will allow you to pop either of these options and still combo with these fast normals as long as your execution is on point. Personally I would go with stand 2 for a couple of reasons. The first being that the execution is easier on string involving stand 2, as string off stand 1 require fast inputs which can be tricky to time when you're going for this tight link and the second reason being that stand 2 on it's own leaves you and +23 on hit, nearly as good as f21. The reason we don't use f21 here is because it's too slow to combo after the trait / bark skin pop. Again the reset off stand 2 will guarantee any mixup you want apart from f3 (again, you can meterburn it to smash through their poke if you think they'll try to mash it out.)


10. Setups

Ivy is able to use the unique properties of her f3 in order to do a cross up setup off a hard knockdown, (so your opponent will be unable to tech roll out of it.) the most commonly used string for this being f213. After you land a f213 you will have to do a slight delay into a f3 and if timed correctly will cross up your opponent and allow you to combo them into the same situation.


11. Links

Here you can find a lot of videos with match footage, techs, combos, overviews, etc:

myri's channel

xKhaoTik's channel


Dragon's channel


@Baconlord @sranc @South @TrulyAmiracle @CamTheSneek @xKhaoTik @SakuraMadoi @Koin-Operated @x TeeJay o @Konqrr @Jimmypotato @ImperatrixSindel @Lokheit @EMPRESS_SunFire @Reeky Jones @Other Poison Ivy's who I forgot I'm sorry
 
Last edited:

myri

Time Warrior
Almost finished, but I'll do the rest a little later or tomorrow, most of the stuff you need to get started is there.
 

xKhaoTik

The Ignore Button Is Free
]In combos, j1 does more damage than j2 for some reason. Idk why but it just does lol

Nice guide tho! Can't wait til it's fully fleshed out

Stuff to add to the links portion
 

South

I'd rather SHOW than TELL ~ Poison Ivy
Thorns can be made O.P. Asf or Trash asf (like currently) tbh though I'd rather then change out thorns for her slide in the next patch! I mean slide is very meaningful it's not O.P. In anyway it gives her added mixes is the biggest thing and it compliments her F3 in neutral #SlideNotThorns
 

sranc

creep
Thorns can be made O.P. Asf or Trash asf (like currently) tbh though I'd rather then change out thorns for her slide in the next patch! I mean slide is very meaningful it's not O.P. In anyway it gives her added mixes is the biggest thing and it compliments her F3 in neutral #SlideNotThorns
That slide is bullshit, there's no way she's getting that in her standard kit. I hate fighting the ai with it, I definitely don't want to see it in ranked.
 

xKhaoTik

The Ignore Button Is Free
Thorns can be made O.P. Asf or Trash asf (like currently) tbh though I'd rather then change out thorns for her slide in the next patch! I mean slide is very meaningful it's not O.P. In anyway it gives her added mixes is the biggest thing and it compliments her F3 in neutral #SlideNotThorns
Slide is broken af lol. If she did get it, there's NO way it's gonna be the same version it is now
 

South

I'd rather SHOW than TELL ~ Poison Ivy
That slide is bullshit, there's no way she's getting that in her standard kit. I hate fighting the ai with it, I definitely don't want to see it in ranked.
Slide is broken af lol. If she did get it, there's NO way it's gonna be the same version it is now
I know but I'm tired of them damn thorns Kappa please replace with ANY other gear move.
 

Eldagrin

Add me on PS4 if you want to play some games
I mean it makes KF's slide look garbage, and that move was basically Frost's entire neutral if you didn't want to play her defensively.
 

South

I'd rather SHOW than TELL ~ Poison Ivy
Nrs logic "they want faster start up and longer duration?" Well nerf b2 and make d1 8fs
 

myri

Time Warrior
Okay, all the basic parts are there. I need more information for the setups section but I can't remember anything in particular that I'm forgetting so help me out guys. I'll probably add videos and stuff later on and that. Anything you guys can think off to drop here that I can add is greatly appreciated.
 

Lokheit

Noob
Some notes about the combos:

NEVER use J2 during combos. J1 is better because of damage scaling and this gets worse during juggles as air to air hits add extra damage scaling than what you would normally get for them against grounded opponents.

Goto midscreen options (credit to @xKhaoTik as I didn't have the idea of using F21 instead of s2 and B2D2 during midscreen juggles during the first days after release until I saw his video, but these have some improvements as I'll note).

After any datura2, b2d2xxMBKiss:

- B3, J3, F213 (pretty easy to connect, xkhaotik videos have them with J1 but J3 is easy to connect here).


After F3 without previous jugles:

- Falling J1 (as in you jump after F3 and accompany the opponent bkdy to hit while falling), F21, F213 (or MB Kiss instead of 3, xkhaotik video shows the MBKiss versions with B2D2 but F12 into kiss is actually easier IMO and more damaging as you can connect after all 3 hits).

After B3 with no previous jugles:

- If it was from long range: dash forward, J1, F21, F213/MBKiss

- If it was from close range: J3, F21, F213/MBKiss

You follow the MB Kiss of combos starting with F3 or B3 with step back, J1, 121213.

J2 only reduces your damage and all of the listed versions with J1 and J3 are pretty easy to connect compared to most of Ivy's execution non sense. The only case where J2 is usable during a combo is if you end with MBKiss, J2, F21 for the 28 frame advantage.


EDIT: Also the best combo with background launch interactable that I've been able to find:

StarterxxInteractable, B3, J3, F21, F213(orF21MBKiss, step back J1, 121213).

EDIT2: Also not seeing a lot of talk about anti airing. I've found instant forward J2 to be the most succesful (the hitbox on those legs is brutal, way longer than the real legs, that's what really makes it shine as the double hitting properties actually make it worse because of damage scaling). Step back s1 is ok and leads to more damage with the same follow up. D2 is too crappy to consider as an anti air and the same follow up deals even less damage lol.

My main combo is:

Anti-air, F21, F21xxMBKiss, B3, F213 (a bit tight and you cant use a Jump attack because of how gravity is affected but doable).

Maybe it's not fully optimized, I've found that after anti air J2 you can use S3 followed by B2D2 so I'm toying with that one (ok, best I got from that one is slightly less damaging than the one I listed and it's also more difficult so I don't think it's a good replacement).
 
Last edited:

Elias6999

Mournful Master
Is it me or are Ivy's combos too damn hard? I'm talking DB2 MD into F3, and the midscreen meterless combos. Also B2D2 Kiss is really hard to execute at the end of combos. Am I the only one?
 

DavesHotnJuicy

jmack_215
Is it me or are Ivy's combos too damn hard? I'm talking DB2 MD into F3, and the midscreen meterless combos. Also B2D2 Kiss is really hard to execute at the end of combos. Am I the only one?
I practice with her everyday and I still drop mbdb2-f3 sometimes. It's hard but I like the character so it's worth it
 

Elias6999

Mournful Master
I practice with her everyday and I still drop mbdb2-f3 sometimes. It's hard but I like the character so it's worth it
I'm used to having a character with really swaggy and fun to execute combos, playing Ivy is a chore for me, which is a shame as i really like her design.
 

xKhaoTik

The Ignore Button Is Free
Is it me or are Ivy's combos too damn hard? I'm talking DB2 MD into F3, and the midscreen meterless combos. Also B2D2 Kiss is really hard to execute at the end of combos. Am I the only one?
You'll get used to it. It's not that bad
 

DavesHotnJuicy

jmack_215
I'm used to having a character with really swaggy and fun to execute combos, playing Ivy is a chore for me, which is a shame as i really like her design.
All I can say is as soon as your MB DB2 connects tap f3. Its not as bad as I thought it was in the beginning. It took me just as long to get Harley's tantrum stance - cartwheel - b3