Cervantes Combo Discussion

franman

[13] Hero
Got your combos for show & tell? share & discuss here.

Updated Feb 14 2012

As promised here's a compilation list of our discovered combos from the beginning to Feb 7. Notice the spoiler tag when a list for a certain setup gets too long. Just click on the Toggle Spoiler button to release its contents. Me or Spman will update the list as more combos gets discovered. If there's any mistakes please let me know.

Natural Combos
:A::A: - 26 DMG

:B::B: - 22 DMG

:1::B::B: - 34 DMG

:1::A::B: - 24 DMG

:4::A::B::B: - 24 DMG

Counter Hit Combos
ch:B::B::B: - 60 DMG

ch:4::B::K: - 34 DMG

ch:4::K::K: - 39 DMG

ch:1::A::B: iGDR - 69 DMG

ch:2::2::A::A: iGDR - 77 DMG till 95 DMG if opponent techs Relaunch for delayed iGDR for 166 DMG

ch WS:A::B: - 58 DMG

ch:4::4::K: CE CE- 108 DMG (not close range) (delayed iGDR catches tech right)

ch:3::A+B: :B::B::B: - 74 DMG

ch:2::A+B:
->iGDR CE - 103 DMG
->iGDR CE CE - 137 DMG

ch:3::3::K:
->iGDR - 53 DMG
->CE - 61 DMG

ch:6::B::B: - 48 DMG
->CE CE - 130 DMG Also on a Wall, Corner, RO etc..:

Setups
:bA:
->iGDR 48 DMG
->CE CE 98 DMG

:4::A::B:
->:3::B: or iGDR setup

:3::B:
->(fast as possible) WS:B+K:
->iGDR :B::2:
->iGDR iGDR - 92 DMG
->iGDR CE CE - 127 DMG
->:8::B+K: iGDR - 74 DMG
->:4::B: BE CE - 98 DMG
->:8::B+K: :2::A+B:
->:8::B+K: CE CE - 108 DMG
->:8::B+K: CE W! :3::B::8::B+K::3::B: - 116 DMG
->:8::B+K: CE W! :3::B::8::B+K: CE W! :3::B::8::B+K::3::B: - 153 DMG
->:bA: W! :2::A+B: - 61 DMG
->W! :3::B: W! iGDR BT :B+K: CE
->W! :3::B:! W! JF :1::A::B: iGDR - 95 DMG w/clean hit : 91 DMG w/o
->W!:1::B::B: :1::A::B: iGDR - 110 DMG

:3::3::A:
->iGDR - 64 DMG bis 71 DMG

:3::3::B:
->:3::B:
->:2::B+K: - 73 DMG (not from max range)
->iGDR - 80 DMG
->CE CE - 124 DMG

:2::A+B:
->:2::K: - 42 DMG

:4::A+B:
->similar to iGDR setup

:4::4::A+B:
->:8::B+K: :8::B+K: iGDR
->iGDR IGDR - 112 to 121 DMG
->iGDR CE CE - 149 DMG

:6::A+B:
->iGDR - 76 DMG
->CE CE - 126 DMG
->:6::A+B: CE W! :1::B::B: W! :1::A::B: JF iGDR - 171 DMG (effective against Zwei)
->:6::A+B: CE W! :1::B::B: W! :8::A+B: DC :B: iGDR - 174 DMG (effective against Zwei)
->:6::A+B: CE W! :1::B::B: W! :6::B: BE BT :B+K: iGDR - 182 DMG (effective against Zwei)
->:6::A+B: CE W! :1::B::B: W! :6::B: BE (Turn Around) iGDR iGDR - 188 DMG (effective against Zwei)

:8: :A+B:
->DC:B: - 58 DMG (Strict timing)

:6::B+K:
->iGDR 88 DMG (not from "Max" Range)

:9::B+K:
->:3::B: - 57 DMG

:9::(B+K):
->:B::B::B:
->iGDR setup

BT :B+K:
->:B::B::B:
->:6::6::B:
->iGDR setup

iGDR
->iGDR :3::B:
->iGDR :2::B+K:
->iGDR iGDR - 100 DMG
->:4::B: BE, CE - 108 DMG
->:4::B: BE iGDR :bA: CE
->iGDR iGDR CE - 99 DMG
->iGDR iGDR CE CE - 134 DMG

GDR/DC:B:
->BT :B+K: :2::B+K:
->BT :B+K: CE - 89 DMG
->BT :B+K: CE CE - 132 DMG

DC :A:
->after GC :aB:
->after GC CE
->iGDR - 62 DMG

DC :K: :B: (during hit) :B: (just)
->CE CE
 
Alright so my friend Egg here is generous to share his discovered combos to the captain, so I'm spilling the beans to this thread.
Did some testing with cervy

I found this combo

9[B+K] iGDR CE CE. There are quire a dew variations of this combo. Ill let you know more later when I have more.
Ok after taking a little nap I found some more stuff

9[B+K] iGDR 4B BE iGDR - this hurts like hell.

In this game anytime you land a BT B+K, only iGDR done immidietly will launch them (the timing is strict, you have to do it early like the old 9B+K iGDR combo from 4..

more stuff I found

bA CE

GDR BT B+K 2B+K or CE.

against the wall

wall combos are totaly different now. Simple damaging combo is

3B wall slam! 3B WS! iGDR BT B+K CE or whatever you feel like finnishing with.

Ill have more as I figure him out.
Thank you Egg for contributing.
 
I got some.

3B W! 3B! W! JF 1AB iGDR - 95 w/clean hit : 91 w/o
3B bA W! 2A+B - 61
3B 8B+K CE CE - 108 200% meter
bK W! 3B 8B+K iGDR - 83
6B+K W! 3B W! 3B 8B+K iGDR 134
9B+K 3B 57
4aB 3A+B BBB - 73
6B BE BT B+K CE - 91 150% meter
(On BT opponent) 66B W! 66B W! 66B - 122

Still searching for more. =)
 
3B 8B+K CE W! 3B 8B+K 3B: 116 (100% meter)

EDIT: 3B 8+K CE W! 3B 8B+K CE W! 3B 8+BK 3B: 153 (200% meter)
 
Quickies:
3B, iGDR x2 (iGDR as early as possible then as late as possible for both to hit)
3B, iGDR, B2 (gotta iGDR early, as above)
3B, 8B+K, iGDR
3, 8B+K, iGDR*, CE, CE
*earliest input pops your opponent up once again, allowing for CEs to connect
BT B+K, iGDR x3
33B, iGDR_3B
B+G, iGDR_3B
33A, 44K
CH 2A+B, iGDR
iGDR x3
iGDR x2, 3B_2B+K
DC A (blocked), aB_CE
4aB, any 3B or iGDR combo above
44A+B, 8B+K x2, iGDR
66B->W!, 66B->W!, 3A+B, BBB (this is 130-140 with no JFs, just have to make sure the second 66B splats them face toward the wall. If not, and they splat lower, skip straight to BBB).
 
Just an idea folks. After labeling your combos (the ones that don't require BE or CE) put how much Soul Meter you gain. I think it maybe useful for a game plan as it helps budget our soul meter use.

Also I'm thinking of compiling our discovered combos to the first post.
 
I found that near the edge of the ring, CH 3A+B, JF 1AB (delayed) will connect and combo upon them standing for around 70-80 damage when the enemy techs. You can also throw in a 3B if you get a ground stun but if not they tech and take 40 DMG from the gunshot while standing.
 
I'm not on right now but i think the damage on these is pretty close to correct

near a ledge
-B+G CE 2A+B/2B+K about 98 dmg
near wall
B+G CE iGDR about 105 dmg

Also has anyone found stuff to do after 3A
 
I actually have a combo question and was wondering if anybody would help me figure it out.

You guys remember SCIV Cervantes's iGDR 28B, right? Well I can't seem to figure out how to do the 28B part of that in SCV. I tried doing 28B after iGDR but it didn't come out.

Curiously enough, whenever I do 8A+B and go into auto-DC and press B (at least, that's what I think I did), it does the animation for SCIV 28B, yet I cannot seem to do it off of iGDR in SCV. It is possible, that much I'm sure of because a CPU spammed iGDR 28B on me 3 times in a row for OBSCENE damage.

Is there a new input to pull it off now? Am I just missing something here? I would playtest it myself but to this day I cannot iGDR reliably enough to do so.
 
so is iGDR x3 actually possible? Or is it just that you have the follow up spinning attack in the middle, but counting it as one of the iGDRs seeing as it has the same inputs? I haven't been able to get actual iGDRs in a row without using the brave edge version.
 
can anybody get anything to combo after WS B, iGDR besides CE? I would like to know this as well for CH 2A+B, iGDR.

also WS A+B (BE) iGDR is a nice high/throw punisher for 50% meter, 95 dmg. WS B combo with CE is only 103 and cost 100% lol
 
I'm not on right now but i think the damage on these is pretty close to correct
near wall
B+G CE iGDR about 105 dmg

Also has anyone found stuff to do after 3A

this works near a ledge too but i guess u didnt mention it cuz if u mess up you die lol

-after A+G 4B BE is a force block which leaves you at +8 i believe

nice i knew it hit grounded but didnt know it caught all rolls. this is gonna make his grab game sick.

also is there anything to combo from B+G other than iGDR/CE?
 
also is there anything to combo from B+G other than iGDR/CE?
3B for 56 damage, I believe. More consistent than iGDR for only 4 less damage or so.

Also, can anyone confirm that the 214:B~G option select for blocking after a failed iGDR input is gone? I couldn't get it to work but my execution is sub-par.
 
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