Pirate Lookin' For Booty - Cervantes General Discussion

MarkMan

SDTEKKEN.COM / 8WR MOD TEAM
This is the Cervantes general discussion thread!

So far, I love using Cerv in SCIV. His combos/stuns are so full of win!

Here's something I got from SPMAN...

CH 2A+B, WS A, 3A+B, 2B+K ... the 2B+K is guaranteed and works as a tech trap if they try to get up asap... lots of damage!

What is everyone doing post 3B on normal and CH?

I'm doing 3B, 214:B+K pretty much everytime...

I also mix it up with normal hit 3B, 8A+K, iGDR and CH 3B, 8A+K x 2, iGDR. Nothing too effective or flashy, I just like how those combos work.... lol.

Also I wanted to know what do people do after CH 4A? At first I started using CH 4A, 2A+B, 77_11B... But then later I started doing CH 4A, 2A+B, WS+A, 4KK... Thoughts?
 
a lil combo i like w/ cervy...not guaranteed but nice nonetheless

set up w/ igdr or 4bk

back turned--> b+k, 3b, 8a+k, 4bk

looks nice and hard to ac out of...plusssss that first 3b is annoying as hell.
 
We'll have to keep an eye on how ending combos with 2b+k works in this game. It's always recovered slowly, so we'll have to see if you sacrifice wakes by using it to end a juggle.

Off normal 3b I've been sticking with 8a+k, aB for now, and iTP after them if they AC far away. I haven't gotten the timing on the 214:b+k for normal hit yet. If I see it's clearly a back hit, I'll replace the aB with b2 for great justice.
 
Hi everyone hope we can come up with some great strat here.
Something I discovered is that B2 gives you frame adv. on block. This can lead to some great damage ( 2A+B anyone?) and can lead to some great mind games. Also can anyone give me some tricks on doing 214:B+K?? I am the sux0r with that input.

To expand on the 2B+K ender for the 2A+B string. What I found is once people realize that they'll take near 50% damage if they tech this opens up the Okie game WIDEEEEE open after you land 2A+B. Your opponent will lay on the ground and you can go from there. I love doing a 22B once I know they wont tech :)
 
any tips on the iTP? i gotta use my left thumb on the dpad and hit the left stick with my right thumb to pull it off...and still can only get like 50-60% consistency...
 
What is everyone doing post 3B on normal and CH?
I am using iTS too, I can't hit it often enough from normal hit but I ll get used to it someday...

Also can anyone give me some tricks on doing 214:B+K?? I am the sux0r with that input.
I posted that on calibur forum too.
I like to hold the guard button before inputing the command for any of the instant stuff Cervy has.
I was having a difficulty too but I found out that most of the time I was missing the inputs because I was hitting 2B or 1B or 4B (for iGDR) and 2B+K or 1B+K or 4B+K (for iTS).
If I hold the guard button before and during the whole input the chances to miss the actual move is very slim, it would be either iGDR - iTS or nornal Dread Charge.
It helped me a lot I hope it will help you also.

Something I discovered is that B2 gives you frame adv. on block.
If this is true then OMG!!!!
Ill try this when I get home, Ill tell you exactly how mach frame advantage you may have.
 
The B2 needs more testing. The person I was playing may of just had some slow reactions.
 
Ok I keep seeing people talk about CHs and I'm curious to know if there is a way to tell before you hit them that the his will be a counter hit? I tend to do them by accident and then usually don't follow them up very well. Are there moves that guarantee a CH? I know some of the frame data was posted on the other site, but it wasn't finished. I am assuming that there are ways to use that info to set up scenarios so that they are baited in to a CH, and so I guess I should ask what some of those are as well.

Also on the frame data I THINK I understand how it works, but let me ask to make sure... if its +on hit or block that means that your next attack is that much faster (IE a +2 on hit would mean the next i15 you do would be at i13) and the - on hit or block means you suffer a penalty of that many frames on your next attack. Are they all + or - to your frame count or do some function in a way that they give that to the opponent?
 
It doesn't work like that. If you get +2 advantage from a move, it means that your opponent has to wait 2 frames before they can do anything. If you are at disadvantage of -2 then the opponent can act 2 frames before you.
 
ok so basically your modifying only your opponents frame counter either making them wait longer with + moves or giving them possible advantage with - moves... that helps alot thanks. Now I just need to know a few of Cervs + moves on block or on hit that I can try and use to my advantage.
 
ok so basically your modifying only your opponents frame counter either making them wait longer with + moves or giving them possible advantage with - moves... that helps alot thanks. Now I just need to know a few of Cervs + moves on block or on hit that I can try and use to my advantage.

Think of it like this. Every move you do has an animation, that animation has a certain amount of frames to it, start to finish. When your attack connects with the opponent, either on hit or block, they go into some kind of stun animation, be it block stun or hit stun of some kind.

The +/- on a move works on that, which animation finishes first and by how many frames. So if you connect with a move that's +2 on hit, and you both do i15 moves after that, you'll connect first, since your previous animation finished first, and allowed you to perform another action 2 frames earlier.

It's obviously not something like counting individual frames in the middle of the match or anything, but understanding the concept is very important, much moreso than memorizing individual numbers.
 
*chuckles* yeah I didn't think one could possibly manage to count the frames during a match... I'm just trying to figure out how to start to use some of Cervs more powerful but slower moves. I end up going against Amy and X alot and both don't let me get much in the way of an actual offense going. It comes down to alot of small moves that whittle them away and a throw or two for the finish. (assuming I managed not to get CFed in the process) ...any one else think Amy recovers WAY too fast from all of her moves? or it just me?

So any advice on how to set up some of those moves/combos? or on how to know when a CH is going to happen?
 
Well CH you just have to learn to watch for the red flash. In practice mode, you can set the counter setting to random, and every move will randomly result in a CH. I've been using this to work on his new 3b combos.

With Amy, you outrange her by a mile. She's weak tracking step to her right (or your right? Hates where you be?) And her 1a, her quickest low swipe, is negative on hit. At range her scoops launcher is unsafe, any low that reaches that far is unsafe, etc. So keep your range, passively move to the right (hers or yours, omg so much not knowing!) and she's a lot less scary.
 
iGDR is the sex for punishing, much more satisfying -14 moves with EWGF lol.
 
I've started practicing iGDR from crouch. That shit is hot. iGDR is FAST.
 
Its the same inputs right? Or do you have to do it while standing or just regular standing.

Same inputs, you're already holding 2 from crouching is all. Punishing lows with it is going to take SERIOUS practice for 55ish damage, it'll look sick as hell but it may not be worth it in the end.

Really depends on how much slower WS A is than iGDR.
 
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