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Poison Ivy Living Guide Thread

TrulyAmiracle

Loud and Klear~
A Word:
This will be a one-stop thread for everything regarding Ivy, her strats and approaching matchups. Feel free to post any info/suggestions here or by PMs. Please do not hesitate to contribute! This is a community effort not just one person's, if you have any info share it with everyone and Lets all level up together =D

Atm this is a hollow format and mostly empty, I just wanted to post it to reserve the spot and show the format I wanna use and to get critique/thoughts on it.

I'm filling in descriptions for the normals/specials and their frame data and working on the Matchups and tech parts atm.

A brief overview of what is contained in each section:


•The Basics:
General character information, a breakdown of the normals, specials, strings etc and their uses and have all the extra info about them here such as her dash and moves' frame data, along with the legend for notation that will be used throughout the guide.

Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations. If you are looking for strategies on how to make one of Ivy's normals, specials, or her super useful in a variety of situations, read the "Discussion" portion of that move's section.

•Strategy:
First, a general overview of what it means to play Ivy. Then, a breakdown of general methods of approach, zoning, creating mixups, hit-confirming, meter usage, etc. is provided.

•Gameplay and Combo Vidoes:
This section will basically be an archive of videos showing good Ivy gameplay or concepts, and hopefully videos of all her Mixups and tricks. If you would like to contribute to this section, simply post the video here and I'll add it to the archive.


Legend:

1 - Light attack (Square/ X)
2 - Medium attack ( Triangle/ Y)
3 - Hard attack (Cross/ A)
4 - Trait/Character power (Circle/ B)
f - forward
b - back
u - up
d - down
> - link into the next move
~ - Chain into the next move
xx - Cancel into the next move
nj - neutral jump (u)
ji = jump-in starter (f+u, attack)
ff - dash
bb - back dash
AA - anti air
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(OH) - This Move Must be Blocked High (Overhead)

=========

Normals:
Standing 1
Discussion:
Standard high jab. Starts her flurry punches string. Decent anti-air if they're not right above your head.
Ticks into Kiss of death on block.

Attack Data:
•Hits: 1 (High)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

Standing 2
Discussion:
Double hitting punches. Solid punisher and one of her main juggle fillers in the corner.


Attack Data:
•Hits: 2 (High)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

Standing 3

Discussion:
Slow-ish Axe kick, not an overhead. Situational but it's plus and goes into a low. Can be used in corner juggles.


Attack Data:
•Hits:
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:




Crouching 1

Discussion:
Quick crouching jab. Solid range but doesn't combo into anything. Mainly to check pressure and negative strings.
Ticks into Kiss of death on block.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:



Crouching 2 (Uppercut)

Discussion:
Huge Vine anti-air that goes all the way to the top. Very slow however at 20 frames so it's mainly used for reads not on reaction. Can also be used in juggles to get a higher launch.
Ticks into Kiss of death on block.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames: 20
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:


Crouching 3

Discussion:
Solid range sweep. Hard knockdown. Mainly to check upclose right outside down 1's range.

Attack Data:
•Hits: 1 (Low)
•Damage:
•Cancelable: No

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:



Forward 2

Discussion:
Advancing high hitting punch. Great mid range tool if you want something quicker than back 2. Great in juggles to combo into kiss of death for a restand.

Attack Data:
•Hits: 1 (High)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:



Back 1

Discussion:
Quick hitting low kick. Not a lot of range but it's Ivy's low combo starter. Full string launchers for a juggle.


Attack Data:
•Hits: 1 (Low)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:




Back 2

Discussion:
Ivy's main tool. Far reaching mid double punch. Excellent tool for footsies, neutral, punishing and in combos.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:



Back 3


Discussion:
Huge vine attack that has a lot of range. Hits somewhat diagonal upwards so it can anti-air from far away.
Causes a wallbounce for followups.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: No

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block: -1


Forward 3

Discussion:
Advancing Axe kick. Very good move. She's airborne so she goes over lows and throws.
You can adjust how far Ivy goes by pressing back, nothing or forward. Forward goes a bit over halfscreen. Can also go over some crouching characters for a nasty crossup.
Causes a groundbounce for followups.

Attack Data:
•Hits: 1 (Overhead)
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:



Strings:
I'll list every String on its own and its follow-up hits will have their own spoiler inside the spoiler (Spoilerception?) to keep things tidy, I tried having them all with separate spoilers and it looked messy as hell so here goes

1,2,1,2,1,2,3,3

1,2,1:
Discussion:
Followup to standing 1. Needs to be done quick to come out. Great in juggles and to hit confirm.

Attack Data:
•Hits: 2 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

======

1,2,1,2
Discussion:
Another punch in the string. This specific punch however is +1 on block so it's great for block pressure. This is the main hit in juggles to cancel as it launches a bit higher.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block: +1

1,2,1,2,3,3
Discussion:
Far knockdown ender for the flurry punches string. Mainly to knock the opponent away without meter.

Attack Data:
•Hits: 2 (Mid)
•Damage:
•Cancelable: No

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

b2,d2

Discussion:
Followup to the amazing back 2. Hits low. Safe so you should go for it after back 2 anyway.

Attack Data:
•Hits: 1 (Low)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

=====

b2,d2,1+3
Discussion:
Knockdown ender for the back 2 string. Decent ender if you want an upclose knockdown or if they're too low to the ground in a juggle for a drill vine. Switches sides.

Attack Data:
•Hits:
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

b1,2
Discussion:
Followup knee to back 1. Cancellable into drill vine or Trait burrow to extend combos.


Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:


======

b1,2,3
Discussion:
Double hitting punches. Launches for a back 2 followup. Good for getting a combo off of back 1.


Attack Data:
•Hits: 2 (Mid)
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

f2,1
Discussion:
Double hit punches. Great in juggles to cancel into drill vine or kiss of death.

Attack Data:
•Hits: 2 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

======

f2,1,3
Discussion:
Double flipkick ender. Keeps them upclose and gives Ivy enough time to get trait out safely. It's also safe on block so it's a great tool.


Attack Data:
•Hits: 2 (Overhead)
•Damage:
•Cancelable: No

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

=====

f2,1,2

Discussion:
Another ender for forward 2 string. This one knocks them far away from you. Lets Ivy get back into zoning.


Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

2,1

Discussion:
Low kick followup. Cancellable into Datura Hammer for a high/low mixup or for a confirm into meterless launch with Datura~ 2

Attack Data:
•Hits: 1 (Low)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

======

2,1,3

Discussion:
Leaping flip kick ender. Hits overhead and groundbounces. Also safe on block so it's a great ender on block. Has a gap before it but it's 2 hits so it will beat armor attempts.
Cancellable into drill vine for a followup juggle.

Attack Data:
•Hits: 2 (Overhead)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:


Specials:

Drilling Vines (db2)

Discussion:
Ivy's main special. A tracking drill from the ground that pops up. Can't followup the regular version without trait though. Great for zoning and to check people from far away. One of her mains to start juggles with the MB version.
Has decent pushback on block.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

MB:
Discussion:

Followup drill that launches for a juggle. Also possible on block. Excellent check to make the opponent think if they want to move after blocking the regular drill.
Has better pushback on block and a bit less negative frames.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

Kiss of death (dbf1)
Discussion:
Command grab that causes a restand. This is Ivy's only wakeup move, not that great but it nets great reward for the great risk it carries.
This is a high so it is duckable. Ticks on block off of stand 1, crouch 1, and crouch 2.

Attack Data:
•Hits: 1 (High throw)
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

MB:
Discussion:

Followup to the regular. Ivy kisses the opponent and causes a long stun. Can followup with just about anything. Can also get trait out safely after it.

Attack Data:
•Hits: 1 (followup)
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

Bark Skin (dd2)
Discussion:
Ivy covers her body with bark. During that time Ivy takes less damage from hits and takes no chip damage on block. Great tool against zoners and overall to reduce any damage taken.

Attack Data:
•Hits: None
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames: 50
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

MB:
N/A


Datura Hammer (dd1)
Discussion:
Ivy goes into a stance with multiple followup options available. She can't move or block during the stance. She can cancel out of the stance at any point with up. She can also cancel after doing any of the followups, if she doesn't she'll still be in stance after doing a followup.

dd1 ~ 1
Ivy does a straight attack. Doesn't knockdown and can be followed up with MB Datura. On block if you cancel after it you'll be safe.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes, Into up or MB Datura

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

dd1 ~ 2
Ivy does an upwards uppercut. Launches for a followup but you'll need to press up after it hits for a proper juggle after.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes, into up or MB Datura

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

dd1 ~ 3
Ivy does a far range low. Knocks down. Not safe.

Attack Data:
•Hits: 1 (Low)
•Damage:
•Cancelable: yes, into up or MB Datura

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

MB:
Discussion:

Once in stance if you press MB Ivy will do multiple hitting swing attack. This keeps the opponent standing and can be followed up with Datura~ 2.
You can also connect Datura~ 1 after into another MB Datura, this can loop till you're out of meter.

Attack Data:
•Hits:
•Damage:
•Cancelable: yes, into up.

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:


Bed of Thorns (DB3)
Discussion:
Ivy releases thorns onto the ground. These stay on the same spot and stay for a bit. These cause ticks of damage as the long as the opponent is on them. Great to add up damage in corner combos but it's not easy to set up.

Attack Data:
•Hits: multiple as long as the opponent is on them
•Damage:
•Cancelable: no

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames: 50
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:

MB:
Discussion:

A bit quicker recovery and does more damage per tick when the opponent is on the thorns.

Attack Data:
•Hits:
•Damage:
•Cancelable:

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:


Trait- Nightshade (4)
Discussion:
Ivy's reliable partner is released. Once Nightshade is out it will keep spitting towards the opponent with slight pauses till the trait meter is out. This has multiple uses from covering her pressure, adding lockdown to her zoning or adding launches in her juggles.
Goes away if Ivy is hit so you still need to be somewhat careful.
When it's out you can also down trait to let Nightshade burrow and hit from underground. This ends the trait however. The burrow hits low and can be followed up in the corner. It's also plus on block.

Attack Data:
•Hits:
•Damage:
•Cancelable:

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames: 50
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:


Super:
Discussion:
Ivy release pheromones at close range. Her other wakeup option aside from kiss of death. Very unsafe on block.

Attack Data:
•Hits: 1 (Mid)
•Damage:
•Cancelable: yes

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:
•Cancel Frames:
•Frame Advantage on Hit:
•Frame Advantage on Block:


=======================================================

General Strategy

Ivy is a jack of all trades. She has options for everything but she doesn't exactly excel in any of them.
she can rushdown and has some mixup options with lows, highs and a command grab.
She can play the fullscreen game with her vine and bark skin.
She has tools for the mid range as well with b3, b2 and f3.
She also has extras like a lot of multi-hitting strings to break armor and a double hit jump-in.

The main thing is her trait, which enhances any of the above to make it super good while it's active.
Her fullscreen presence becomes much more threatening and basically locks you down till Ivysaur's done.
Her midscreen game becomes more in her favor where she can start mixups or MB roll to put the opponent between Ivysaur and herself for some nasty pressure. Ivy needs to keep in mind that the trait will go away on hit and from pushblock so it's not a total lockdown from upclose.

Her corner game and mixups obviously get a crazy upgrade with Ivysaur out as it can make her strings safe, enhances her mixups and maybe even add conversions off of things that would otherwise not be possible. Your creativity will pay off most here to do different blockstrings or mixups.

Her main weakness is her wake-up as her only wakeup is kiss of death which is very limited and easy to blow up. Very high risk/high reward as it converts into a full combo if MB'd.
Her anti-airs are also another weakness as Ivy's best anti-air is air to air jump 1 or jump 2 due to her ground anti-airs being on the slow side.


Table of Contents:
Playstyles
Approach Methods
Hit Confirmation
When you're in
Mix-ups, Shenanigans and Setups

===

PlayStyles:


Approach Methods:

*Specials breakdown on how to approach with them goes here*

*VS projectiles breakdown goes here*


Zoning/Anti-Zoning Methods:

*breakdown on how to zone goes here*


Experiment around and try to see patterns in your opponent and what works against what, Ivy theoretically has an answer to everything, its just that you have be patient and know where and when to use each of those tools.


Hit Confirmation:

TBA


When you're close:


Mix-ups, Shenanigans and Setups:

This is your go-to spot for Ivy Tech. Setups, Mix-ups, Shenanigans, gimmicks, glitches etc
The videos will be linked to the descriptions below.

*vids of tech go here*


Combos:
Meterless:

-1213 B2d2 xx Drill
-21 xx Datura~ 2 u B2D2 xx KoD
-B2D2 xx Datura~ 2 u B2D2 xx KoD
-B123 B2D2 xx KoD
-B3/F3 J2 F21 xx KoD

1 Meter:

-1212 xx MB drill F3 J2 F21 xx KoD
-B2D2 xx MB Drill F3 J2 F21 xx KoD
-213 xx MB drill dash B2D2 xx KoD
-MB KoD B3 J2 F21 xx KoD


Matchups:

This will basically have things like how to approach the matchup overall, how to avoid or punish certain moves, recommended variation, what thinks you should do (or dont do), your options with and without meter and so on.

The perspective taken is your opponent's options, and then what options you have for responding, either preemptively or after the fact.

this is currently still in progress as I dont have the time to collect/write the info on all the MU's, so any help with that is greatly appreciated as this has to be a community effort. I don't have enough experience in all matchups nor the time to do write-ups for all of them, if we all contribute we should have a good database to look back to here.

if you think you have enough exp/info vs a character you're welcome to start a write-up and PM it to me or Post it here and ill put it in the first page. Just make sure all the info is correct so you wont mislead your fellow Ivy users.

just let me know so I'd put the MUs you're working on as "in-progress" so we wont have 3 people doing the same matchup.


The Write-ups should all follow (as much as possible) this general format:

?-? is the matchup in Ivy's favor or not

-general info about how the MU goes-

-Countering certain stuff

-how the MU should be approached-

-final notes/pieces of advice-

Most Useful Tools:
eg: Vs Aquaman's FTD you can punish with Vine on block but he can't punish yours.

Tools to stay away from:
eg: Vs Adam doing raw trait is a free black magik punish for him.

I'm making the tabs for all the characters atm and will have more and more stuff added within this next period.


Quick Links:
VS: Batman, Atrocitus, Aquaman, Grodd, Flash, Green Lantern
VS: Cyborg, Green Arrow, Captain Cold, Cheetah, Swamp Thing
VS: Blue Beetle, Harley Quinn, Wonder Woman, Deadshot, Black Canary
VS: FireStorm, Ivy (mirror), Joker, Adam, Darkseid
 
Last edited:

TrulyAmiracle

Loud and Klear~
Firestorm

Poison Ivy (mirror)
Bad matchup, Ivy always wins :p

Le Joker

Black Adam

Darkseid
 
Last edited:

TrulyAmiracle

Loud and Klear~
Added descriptions for her normals, strings and specials. Also added some basic combos so it's not totally empty.
Will add the frame data once I have the game in front of me.