Tips on Cervantes Mix-ups.

Yamibakeru

[08] Mercenary
Hey guys. Newbie here. What moves do you guys use to mix up your attacks when you use Cervy? I can only play a combo-based game with him, can't really play a game of alternating lows and mids.

Any useful low hits that Cervantes has, which are particularly tricky/ create guessing games? Oh yeah, and ground hits as well. I know some, but I find them... lacking.

Also, err... Tech traps, anyone?
 
His tech trap game just isn't the same anymore, there's a thread on it somewhere I think but just try for 3b I guess.

1k will be your main low for making them want to duck. 6k will frame trap on some characters, but now that 1k is only +1 on hit, some characters 2a will trade with or even beat the 6k. Unless they got rid of all i12 2a attacks, I dunno. His 11k got destroyed, it's even on hit and -15 on block, so you might as well just go with the faster 1k.

If 1k frame traps them, your main mixup is 6k and throw. Now that throws can only be JI'd a mixup between the two is very strong and easy to apply. In past games they could GI both options, not in SC4.

You can try for a 3a,b in close occasionally, but it's slow so don't overuse it, experienced players will not stand for that shit haha. 1a is a full tech crouch and has good range, combos into 33b, some players are better at blocking it than others. A+B is a better choice to go to for tech crouch purposes, but always gauge how well your opponent blocks 1a. If they can't, you can make their life really difficult with this move.
 
From my experience I find a good mix-up when his back is turned. I can do either a low kick that will trip the opponent and WS B connects or a B+K and launch them with iGDR.
 
Hey guys, thanks for the tips.

From my experience I find a good mix-up when his back is turned. I can do either a low kick that will trip the opponent and WS B connects or a B+K and launch them with iGDR.

So I should use that strategy in the event a GDR/ iGDR misses? Cool.
 
Hey guys, thanks for the tips.



So I should use that strategy in the event a GDR/ iGDR misses? Cool.
how can iGDR miss after being hit by BT B+K? It will connect and it will launch the opponent and he/she is open for combos of your choice.

If you are not that good in executing iGDR then after BT B+K you can do a 66B follow-up.
 
how can iGDR miss after being hit by BT B+K? It will connect and it will launch the opponent and he/she is open for combos of your choice.

If you are not that good in executing iGDR then after BT B+K you can do a 66B follow-up.

66b is only guaranteed after CH BT B+K, doesn't seem to work on crouching either, has to be CH. The iGDR after normal hit BT B+K is true JF timing, you have 1 frame to hit this. BT B+K normal hit is +14, iGDR is i14 to hit. 1 frame.

If you're not confident with hitting a 1 frame window (I'm not) either take aB for guaranteed damage (but -6 on hit) or take a mixup.

Thought I already posted this, but it went missing. Maybe I thought wrong.

EDIT: I wasn't aware of this until just now, if you hit the opponent in the front with BT B+K, it'll guarantee 3b. Side/back hit do not, JF inputs off moves like 3k and 8a+b also do not, they give the +14 window that requires iGDR to be accurate within 1 frame.
 
66b is only guaranteed after CH BT B+K, doesn't seem to work on crouching either, has to be CH.
Are you sure about that? During practice mode, I set the opponent to Guard All on Second Action. With my back already turned I did a BT B+K on NH and 66B connects.

I think you may refer to the 8[B+K] where he hops over the opponents head and does a back stab. 66B isn't gonna connect after that. I'm not sure about iGDR though, gonna have to test that later.

The iGDR after normal hit BT B+K is true JF timing, you have 1 frame to hit this. BT B+K normal hit is +14, iGDR is i14 to hit. 1 frame.
Well then this is something I'm proud of doing :)

EDIT: I wasn't aware of this until just now, if you hit the opponent in the front with BT B+K, it'll guarantee 3b. Side/back hit do not, JF inputs off moves like 3k and 8a+b also do not, they give the +14 window that requires iGDR to be accurate within 1 frame.
I was also testing this. I BT B+K Amy's back connecting with 3B and her Second Action is set to Guard All.
 
I'm just a noob, but I use a lot of 11A~, Command throw/FC A+B B, sometimes 1k. It's conceivable that someone might be able to use 241 K...
 
Back
Top Bottom