Cervantes Q&A / General Discussion

Hello everyone,
I have some questions, it would be great if someone could help me out.

1. Why 1A:B~3B sometimes connects and sometimes not? is it a 'if 1A:B was at tip range then 3B whiffs' issue, or rather 'different characters have different hitboxes' issue?
2. In a combo: [launcher]~B2~CE, is CE guaranteed provided that the timing is right?
I randomly whiff CE after B2. Not sure if it's because I waited too long or because the opponent does ukemi or presses something
3. Is it just me or iGDR after 33B has a very difficult timing? I'm able to pull off iGDR and 3B~iGDR with 60-70% success, but haven't been able to do iGDR adter 33B even once..:/
[edit]
4. What is the timing of the third iGDR in a iGDR~iGDR~iGDR combo?
I figured out that the second has to be delayed until the opponent is nearly on the ground, but somehow can't feel when I should start doing third one
 
1. Only iGDR or 4B BE works after 1A:B. 3B usually only connects when the pushback is limited due to a wall, ring out etc.
2. I think its a combo on some hitboxes and it also hits when people tech backwards. Not really reliable. If you have CE and do a launcher just use the regular combos like 3B, 8B+K, iGDR, CE, 8B+K (combo and full tech trap).
3. No it has no different timing, its you :) Its also not hard.
4. You do the third one very late, the opponent must already be on the floor, cervantes standing in its recovery. Much later than the 2nd iGDR.
 
Thanx Doc for replying.

ad 1. that's bad news for me ;) 4B BE uses a meter and iGDR, well, its a gamble. I was hoping for 3B to connect reliably. oh well
ad 2. yes there are some regular combos off of a launcher, but my point was to find a reliable move that combos out of B2. I thought that it would be 3B but people tech out of it so I tried CE and it's a hit and miss move. Is there something that hits 100% after B2?
ad 3. Yeah, I thought it's me ;) I think I'll stick to 33B~3B or 33B ~CE
ad 4. ok, will have to practice then

Thanx!
 
Thanx Doc for replying.
ad 2. yes there are some regular combos off of a launcher, but my point was to find a reliable move that combos out of B2. I thought that it would be 3B but people tech out of it so I tried CE and it's a hit and miss move. Is there something that hits 100% after B2?
Nothing is guaranteed unless the B2 throws them into the wall. 3A will catch as a tech trap for every direction except back (will still get them there if against a ring edge) but there is no "This is guaranteed to hit 100% of the time" move to follow up after it.
 
Mostly answered but I'll some stuff

1. after 1A:B you can also do 9B+K but it can be teched. Most people shouldn't really tech anyway because if you were going for an iGDR they can get relaunched if you delayed it. Also 44K might work but can't remember.

2. 2A catches a lot too but it's character dependent.
 
Back tech beats 2A/3A Post-B2 tech traps. I find dashing forward and mixing them up to be the best choice as at least a humble 2k is almost guaranteed post- B2, due to the pressure. There's so much possibilities after it that is not funny.
 
1. Only iGDR or 4B BE works after 1A:B. 3B usually only connects when the pushback is limited due to a wall, ring out etc.
CH 1A:B can combo into 3B if you step forward slightly. I use it rather consistently when matches are too laggy for me to trust my iGDR.
3. Is it just me or iGDR after 33B has a very difficult timing? I'm able to pull off iGDR and 3B~iGDR with 60-70% success, but haven't been able to do iGDR adter 33B even once..:/
[edit]
4. What is the timing of the third iGDR in a iGDR~iGDR~iGDR combo?
I figured out that the second has to be delayed until the opponent is nearly on the ground, but somehow can't feel when I should start doing third one
3. 33B > 3B is just as good as 33B > iGDR in most situations. But you just need to wait until the recovery of 33B is over then do iGDR. iGDR can't be bufered.
4. Too add into what DocVizzo said you are usually better off going for iGDR > iGDR > 2A+B. It's only about 8 less damage and thee wake up is much better.

Oh ok, I realise now that he meant 3b, iGDR, iGDR is a combo, which I knew. I was asking if 3B 8B+K iGDR had a different ender other than CE/aB, which it doesn't.
Yes and there isn't one. But 3B > iGDR > iGDR does more damage overall and is the better meterless option in general. 3B > 8B+K > iGDR should only be used if you are going for the CE follow up.
 
Back tech beats 2A/3A Post-B2 tech traps. I find dashing forward and mixing them up to be the best choice as at least a humble 2k is almost guaranteed post- B2, due to the pressure. There's so much possibilities after it that is not funny.

2A catches back tech after B2 on quite a few characters. Ones it doesn't iirc are NM and Asta.
 
When are some good times to throw out a 33/99K to try and fish for the CH? It seems a bit too slow to use as a random poke to throw out.
 
Probably after :

-blocked 33Bs
-6As
-2As

It all depends on opponent character speed and habits.

There might be others but that's what comes to mind at this moment. The move itself is decent. I'm just not that convinced of it yet.
 
33K works best when used like Mitsu 33K. Learn when to input 8WR attacks like 33K as 663K or 63K to get them out of a forward run. It's also one of Cerv's better means of hitting people out of wakeup attacks in situations where 33B and run up 2A+B are too slow.
 
Ahoy there. Random question here....could anyone be my Cervy mentor? I'm a pretty average player with him. Need to get better. Thank you. Oh and thank you to Doc for giving me some advise on him. This place is dope
 
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