=============================================================================== Soul Calibur 2 - Ivy =============================================================================== Author - Harold "Kageh" Hess The following mini-guide is a strategy article written for GameNOW magazine (Vol. 3 #23, September 2003). This is the uncut version which was later edited to be more palatable for the gaming masses and meet space constraints. This was in no way meant to be a complete guide, but rather an inspirational article of sorts to get people interested in playing the character. Enjoy! ------------------------------------------------------------------------------- Introduction ------------------------------------------------------------------------------- Ivy is an extremely versatile character whose unique weapon allows her to attack from any range. She has a strong long-range game, a vicious close-range game with her powerful throws and damaging mid attacks, and a decent mid-range game which compliments her other ranges nicely. While not particularly effective at any specific range, Ivy is best played as a range floater. By moving in and out while varying your attack ranges, opponents will have a difficult time trying to counter. This requires an excellent understanding of when to use her attacks. That, along with the difficulty in execution of her essential command throws, make Ivy a hard character to master. Those looking for a very technical character with a long learning curve should definitely consider her. ------------------------------------------------------------------------------- Throwing ------------------------------------------------------------------------------- As mentioned, Ivy's two special throws, the Summon Suffering and Criminal Symphony, have difficult commands (376231A+B and 376231A+K from Whip stance.) Seemingly impractical at first glance, Ivy has the unique ability to buffer the commands for these throws with or during the execution of other moves. An example would be: 3K, 7, 6B, 2, 3, 1A+B. Another example is to do a move with fairly long execution such as WR B+K, buffering most of the commands during the attack's execution, and then pressing 1A+B afterwards to release the throw. With enough practice, buffering can be done even during the execution of Ivy's fastest attacks. Sequences such as 2A, 4B, or B into Summon Suffering are possible and very effective. These attacks enable you to interrupt your opponents and follow up immediately with a Summon Suffering. This concept is explained further in the close-range section. The Criminal Symphony is trickier to setup since Ivy is required to be in whip stance to execute it. The easiest way is to buffer the commands for the throw during moves that end in Whip. For example, 1A ends with Ivy in Whip stance. It is possible to buffer the commands for the throw during the execution of 1A and then perform the Criminal Symphony immediately afterwards. Other note worthy moves which end in whip and setup the Criminal Symphony nicely are: 4A+BG (guard cancel), B+K auto GI, and 44[A] to name a few. EXPERTS ONLY: FORCED/FLAMING CRIMINAL SYMPHONY ============================================== It is possible to perform Criminal Symphony from sword stance. This makes it more viable since normally it is only possible to perform from whip stance. The execution is somewhat tricky though: 37623214, very slight delay, A+K. If done correctly, Ivy's sword will be cast with flames and there will be a special sound effect as well. This is sometimes referred to as a "Flaming CS" or "Forced CS". The last three inputs must be rolled out smoothly and the delay before pressing A+K can be tricky. With practice, this can be used in exactly the same way as Summon Suffering. Sequences such as 2A, 4B, or B into Forced CS are possible, but extremely difficult without a lot of practice. EXPERTS ONLY: TRUE CRIMINAL SYMPHONY ==================================== Few know about this, but there is a special version of Criminal Symphony that some call "True CS". Essentially, it is just a Criminal Symphony executed extremely quickly from whip stance. If done correctly, Ivy will laugh instead of saying the usual voice track and the throw will do ten more points of damage. This can be done from normal whip stance or immediately after moves that end in whip. Just to stress the point, the execution must be done VERY quickly to achieve this Criminal Symphony. Because of the slight delay required, it is not possible to perform True CS when attempting a Forced CS. ------------------------------------------------------------------------------- Long-Range Game ------------------------------------------------------------------------------- Ivy's long-range game is pretty straight forward. Certain moves obviously lend themselves to being used at long-range. Some of her key long-range tools are: 6[B], 6[B]8 or 2, 1A, and 3B+K. These moves are usually used so that they will just barely hit the opponent from their maximum range. From there, Ivy has the choice of stepping back for more long-range harassment, standing her ground and containing the opponent with her mid-range game, or rushing forward and taking the opponent by surprise with her close-range game. This is the concept of range floating discussed earlier. At Soul Charge Level 1, 3B+K becomes a Guard Crush. This can be useful for throwing the opponent off balance and then rushing in for the attack. 6B+K and (whip) A+K are slow long-range moves that have some useful applications if used sparingly. ------------------------------------------------------------------------------- Short-Range Game ------------------------------------------------------------------------------- Unlike other characters' short-range games where they are usually attempting to get in, Ivy's is unique in that she usually draws the opponent towards her with her strong keep-out game. The fact that the opponent will be approaching you cautiously as a result of this makes them much more susceptible to her command throws and mix-ups. It's important to always try to have your command throws buffered when you or the opponent enters this range. The threat of your powerful throws will make opponents hesitate or duck. Punish accordingly. Some of her key moves at this range are: A, B, 2A, 2B, 4B, and 6K. These quick attacks can be used to interrupt opponents as they rush in and allow you to press your offense immediately afterwards. 2A in particular is extremely useful for this. Make sure to buffer for Summon Suffering or Criminal Symphony! Ivy also has a great assortment of somewhat slower close-range attacks. 9A+BA and 8Way Run 8 or 2B are great for punishing crouching opponents. Make sure to hold B for the latter to go into Spiral Tribute. Spiral Tribute K will interrupt most counter attacks on block. The other stance moves provide great natural mix-ups. 1[K], 8Way Run 9 or 3A, and 66[K] all leave the opponent in block stun and allow you to further press the attack. Useful for baiting the opponent into thinking it's safe to attack and then hitting them with one of your counter hit launchers like 66B or 3B. Some other note worthy close range attacks include K2 which hits low and provides good advantage. Also, 4A+B variations are great when thrown into your close-range game. ------------------------------------------------------------------------------- Mid-Range Game ------------------------------------------------------------------------------- Ivy's mid-range game compliments her other ranges nicely, but she'll probably spend the least amount of time in this range. Opting to either press the attack and go into close-range or back off and harass at long-range. 2A and 2B are just as effective at this range for stopping opponents who are rushing in. 6B is a nice quick move which pushes the opponent out, ideal for your long-range. Conversely, 66A is a nice fast move for attacking the opponent and closing distance. 214B is an excellent tracking, evasive attack that will beat out most attacks. Not extremely abusive though. Stance variations afterwards are decent if used sparingly. 8Way Run 9 or 3A is an excellent move for evading and punishing mid-range vertical attacks. It also leads to extremely powerful combos on hit and mix-ups on block. 8Way Run 8 or 2B is also great at this range for punishing whiffed attacks. Make sure to go into stance afterwards in case it is blocked.