If you're going for combos there's a good delay before you do it again. You have to wait until they hit the ground almost.
Two questions: 1. Does this character have any weaknesses at all? Seems like even without iGDR or decent execution, he's still extremely solid. (If the player does have iGDR down then... I dunno) 2. Is his frame data listed anywhere? Didn't see a thread on it.
Imo Weaknesses: -He has no good TC game anymore. Does that count? :P His TC Moves are gone completely. -no fast damaging punisher from FC. -His BEs arent that usefull, you can not hitconfirm 6b BE and its unsafe + you can just step the GB Attack of WR A+B BE. -He has bad Frame Data, very unsafe but not too much of an issue against chars who arent punishment gods. -His damage isnt THAT scary without iGDR actually. If you cant do iGDR, you have to use the BE for damage, then his throwgame is not that scary (Again if you cant do iGDR). Its all small weaknesses...only FD is a major one.
Ok cool. @Docvizzo - his 4B(BE) is actually pretty good. Extremely fast GB (+7 or something), hits grounded, techtraps to some extent and puts him in BT on block. If you can't do iGDR consistently, most of the time you can kinda substitute it with that BE. As for TCs, yeah he definitely lost his best ones from SC4. iGDR gets his real damage, but even without it he gets some nasty mixups off run-ins. And his throw game looks pretty crazy as long as you have a bar.
If I may state the obvious in story form: I got back from a pretty good training session versus Natsu/Nightmare. Set A: versus Natsu, I was hitting iGDRs as natural as breathing. The threat of 40% for a random whiff/punish (and the subsequent follow-through) is incredibly powerful. Set B: versus Nightmare, I couldn't hit an iGDR to save my life, and I got ROCKED. The good news is that I found out some other ways to manufacture wins (good ol' throw/3B mixups and using B+K auto-GIs to steal momentum in obvious/slow strings), but without the threat of chunking people's lifebars off, they can open up their game and put you on the defensive (you know, even more than normal). I'm still learning a lot as I go (prepping for my first big tournament next Saturday), but...yeah. Hope this helps someone.
I need a near top tier character (Zwei player here) until I get a stick and master Alpha Pat, and Cervantes is the only one I'd consider cus he has some difficulty. Anyone know if you can do his hard moves like iGDR reliably on xbox pad or do I needa use stick for him?
Yep 4B is very nice, but super linear. But there are situations where its forced Block. Its the only BE i really use a lot! No problen on 360 Pad to play him. IGDR is quite easy with the analogue stick of the pad......
Thought I might let you guys know that I've found this link that displays frame data for all characters including Cervy. Special thanx goes to TagUrPregnant for scanning all this. I'm working on the SC5 wiki frame data for Cervantes with reference to the guide on Tag's site. I haven't finished it yet, so just for frame data reference plz consult Tag's link for the time being. EDIT: I forgot to mention that I've updated the first post in Cervantes Moveset compilation & data regarding that matter. I HIGHLY recommend you read the first posts of threads such as this from time to time since there are times I update first posts.
What's his best options for hitting downed opponents? I'm looking for ways to make people tech into his tech traps rather than rolling all the time.
2A+B, 3B, 2B+K, iGDR does a shit load of damage, 2K. 2A+B, 2K, and 3B are all you really need though.
can anyone help with cervy TC moves, qucik stuff to go under violas BBB and takis AA, dont say wsb+k pls
Its easy, Cervantes has no TC moves anymore. Simple as that. Against Viola you can use 4B+K, it evades all B+K Call backs, like NO BBB or NO AAB. But you still cant punish her, since she recovers too fast. When you Block NO AA or NO BB and you see he recalls the ORB, you can do 2K, 2A or CE to get damage. Thats all that hits from my tests. iWSK etc is all to slow. You also need to check when blocking AA for example, when the second A whiffs /what happens a lot, you can easily interrupt the callback with 3B etc. Of course all only on block.
thats actually really lame, i've been using 2k and 2a mostly but i feel the damage you get from guessing right should be higher, 8A+B works if they keep spamming after the BB call back.
I have the strategy book, which i rely on for learning my characters, and then i go on the forums for advanced info. But Cervantes has literally no combos listed in the strat book besides simple iGDR variants. Why is that? Is it because you're supposed to build on them with many options?
because without igdr you get very little damage. he's only good once you start landing 2 iGDR's and what not.
He's only good with iGDR? I doubt that. I've seen plenty of players wreck with him without using iGDR. He's just a lot better with iGDR ovbiously. More meter to do other things. But about iGDR, it's a very lenient Just move, not because of the Just Frame (that has to be like 1 frame omg), but because of the 214. I'm working on a quite successful technique where i 214 by essentially doing 47 (7 is to assure you get the 4) with slight rotation during the 4 to get the 21. It makes it to where i can press B immediately after 214 instead of waiting some frames with a standard 214. Much more fast input.
going to 7 is pretty standard in SC as far as i know, i remember back in SC2 PT just wouldn't come out unless you did 2147A, and now i still go to 7 when doing igdr.