Its iGDR again when they are in the air in certain combos. Try iGDR, iGDR, iGDR it will do normal iGDR then to JF twirls
thanks ive tried that (only got it once, cant do igdr for shit)...but this guy i played yesterday literally did it from a normal full DC, ive went back and watched the video (tried to read his inputs but it was impossible). it really looked like the old DC B+K from sc4... i swear this was not igdr, and i was not in the air when he did it. it really looked like full DC into TS, and i see no instant flash so idk, i cant figure it out and i dont think you can go full DC into another igdr that goes into the air??
Is something wrong with the alert system? I was under the impression this post went ignored. Anyways, yeah, throws. 1AB is unsafe as hell and it can't be hitconfirmed. No thanks. His 2K is disadvantage on hit for christsakes. I gotta restructure my Cervy. He doesn't seem to revolve around getting people to fear the high/low anymore.
So are people just using BT B+K for guard damage? I've looked around and don't see any amazing combo's off of it.
I had asked this before but can't remember if i got an answer or not. Someone said that one of his unblockables can be canceled leaving you in a backturned state for an easy BT B+K but I can't remember which one it was. So which is it and if I remember they said the timing for the BT was specific so that would be appreciated as well. You sure he didn't just let the DC run out and then crouch real quick and do a WR B+K?
I've posted a FAQ section on the very first post of this thread. It's not entirely finish but it will do for the morning. So before asking be sure to consult the first post. I hope this makes everyone's lives easier.
Tornado Swell is no longer pulled out of DC in SC5, instead is WS B+K now. There is another move, however, almost identical to TS but is upward iGDR after a iGDR launch. iGDR, iGDR combo. Hope this helps. K0rN_b4LL: 1B+K
1AB is unsafe but lets be honest, most lows in 3d fighters are, especially if they lead to anything substantial. 1AB is unseeable and if your problem is that they are not blocking low, they aren't going to be guess blocking low in the first place. If you aren't using 1AB, people will just stand block you all day.
While 1AB is unseeable, it's damage is garbage and doesn't knockdown on Normal Hit. That's not enough to cause mental pressure. I do agree it should be used a lot but like I said, it's simply not enough. You literally need to hit with it like 15+ in order to kill. An on hit, you have no advantage so no followups.
Actually, 1AB is a lot like X's old 3A. Fast, unsafe, disadvantage on hit, doesn't knock down, but deeply annoying. Moreover, it has deceptive range, and as an anti-step CH it'll grant you a 70 damage combo. Combine that with his generally powerful throw game and the fact that every mid in his arsenal does 100 damage, and I think 1AB is pretty fantastic...
Well, you are right there and I agree. But I still want it to knockdown on Normal Hit, though. That way I become good old Mitsurugi. :)
I'll try it more, then, but I always just felt 22 AA was better since it's safe, and KDs on CH, and can be mixed up with BE. I guess they're both options, but I find people duck more in response to my throws than Cervy's lows.
Disadvantage doesn't mean a lot to Cerv against a good handful of the cast. We have the options for reverse mixups. If you read them and step a vertical you get 85-100 damage. I'd say 1AB isn't too bad on hit.
fuck this is truly frustrating...iGDR, i can pull it all the time, whiff punish and combo starter but my main issue is the follow-ups!!!! It's almost like the timing is different because when I mess up I can pull a iGDR right away. BTW i do it on a pad(the control pad)