So I'm still having trouble deciding what to use and where with Cervantes. For the most part, most of my attacks aren't connecting. While I've been mucking around legendary souls to get some combat experience and then take that online, I find that nothing is really working. This isn't the first time I've been at a loss with what moves to utilize with Cervantes.
aB - Probably the only move that connects often. I end up spamming it so often because people keep eating it and I just don't know what else to use or follow up with. Had a lot of success with this move, but I seem unable to punish stuff that should be punishable. Maybe its because I end up using it at tip range a lot?
iGDR - I get a few hits in using this. I'm not confident enough to try to combo iGDRx2, 2A+B, so I just stick with iGDR and then B2 as the follow up. Works well enough for now.
2A+B - Blocked most of the time. Occasionally when someone rolls I can catch them. Other cases it whiffs, especially against back rollers. I suppose iGDR is a better tech trap?
3B - I rarely get anything other than a block from this. Not sure when I'll connect it outside of stuff that's super punishable. Hit range seem slightly shorter than the trail effect. When I do successfully connect I use the standard combo of 8B+K, 3B. I don't use 2A+B in this combo, don't really see why since the damage is the same.
BT B+K - Its almost always Just Guarded, or regularly guarded. When its not, I can never get the 3B off as the opponent recovers quickly enough, but BBB seems to work.
4B BE - Hits often, I use it quite a bit. When its blocked, I try for BT B+K or throw. Not sure if I should try a low.
1A:B - Connects most of the time. Not sure what to follow up with afterwards. Seems like I'm stuck at disadvantage, so I try to frame trap with CE. In every case of retaliation a bullet clash happens and the opponent takes no damage. When I do get a counter hit, I follow up with iGDR.
3K - Whiffed or blocked most of time. Not sure of the timing for BT B+K.
3A - Blocked almost always except when punishing.
66A - Hits often. Seems to be the best anti-step tool.
33B - Really slow, doesn't track well. Either I get interrupted, or I whiff. After a successful block I use 44B. Some players will step after blocking 33B, not sure what to catch them with or if there's any other useful follow ups after 33B.
6A+B - Gets blocked most of the time. Or interrupted.
44A+B - Haven't had much success with this.
4A+B - Likewise I haven't had much success with this one. Seems even more crappy than SC4's.
bK - Not much luck on this one either.
22K - Had some good success with it. CH knocks down.
22AA - Most of time its blocked. Also slow so I get interrupted a lot.
3A+B - Not much success. Strangely I get punished less on this move than with 3A.
bA - Nothing here except the occasional vertical retaliation attempt.
1K - I've had some good success with it. Despite its lack of safety I tend to mix it up with 2A+B, probably not the best idea.
22B - Not much going for it. It whiffs more often than not, or I'm interrupted.
DC A - Can't get aB to connect after block. Not sure if I should keep trying with this move.
66K - Seems to hit often.
1BB - Works pretty well for me.
11k - Telegraphs a ton and I often see it get blocked.
WS A - A few cases where it hits. Probably the most reliable WS option so far.
WS B - Almost never connects. Not sure what to follow up with outside of 8B+Kx2
WS K - Seems like his fastest option, but the rarnge is pretty lousy
6BB - Works well enough.
That's all the ones I can think of right now. Wish I could figure out which ones are with using. Though, even if I did, its unlikely I'm going to be able to get through players guarding all the time.