watched the 'Mitsi vs Cervy part 2' video.
i'm gonna give rob some hints to improve his cervy,
first of all, w/out offence, i think you play quite randomly, you need to set up some strategies/mixups, and learn to punish. you're so predictable, your opponent can GI and anticipate you w/out problems. so:
- 4A+B, 4B+K, 214A: these moves suck, no way you can use them against a decent player, especially at neutral position;
- BBB: learn to hit confirm the CH, you will be punished so bad if you let your opponent guard last B;
- WS BB: that move is a chunk of bullshit, cervy has way better options from crouched, for ex. 6K, WR K, CT, FC A+BBB, and pokes in general;
you actually need to add so much cervy moves in your arsenal, here imho some useful moves you should use:
- 1K: it starts crouched mixups, that are vital in cervy's game; unsafe like most of the pirate moves, anyways;
- aB: i13 punisher, godly, don't trow it out of the blue, cuz its hard punishable. it leaves you at slightly disadvantage even on it.
- 44B: it steps backwards and hit, unsafe but it doesn't matter if you use it properly;
- iGDR: need some pratice to do it consistently, excellent for punish opponent's mistakes, after whiffing too. soooo unsafe, use it with caution;
- iTP: as above, master this move and you will kick some asses;
- FC A+BBBBBBBB: the GC version, leaves you at +13 frames, on edge/wall guarantees a free aB!
- 66K: fast & safe mid kick, on CH can combo with 11B;
- 11B: not fast, but safe and kill SG;
- B2: as a poke is a nice move, imho, TC. in general w/ cervy all pokes are vital, remember it;
- CT: trow that can be done fastly w/out crouching (iCT), or can be a mixup after moves like 1K, 2A, 11K etcetera;
- 3A+B: safe, TC, step killer;
- bK: TJ, leaves you at +0, so you can set up interesting mixup on this;
- 2A+B: unsafe, but not too much, that start nice combos.
i hope my hints will help you, rob :)
btw, watch the combo thread, too