Cervantes Combo/Video Thread

On another note, what are you guys going for after 2A+B lethal hit?

I'm personally going for:

2A+B !LH, 4A+B, 8B+K

I would replace 8B+K with 44K as 44K is untechable, but 8B+K can be teched to their right.
Using CE anywhere to combo seems really weak. LH 2A+B >8A+B>iGDR>CE only does 93. A measly 5 points higher than my mentioned combo.

Here is a soul charge combo though.
LH 2A+B >8A+B> SC 8[A+B]>b2 for 100 Damage.
Now imagine you got another lethal hit off that b2. I managed to get something like this
LH 2A+B >8A+B> SC 8[A+B]>LH b2>SC 8[A+B]>B2 for 117 damage.

I aso managed to get a wallsplat after the last b2. I going to have to stop myself there before my imagination runs wild.
 
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Its ok. Completely understandable. The notation changes fucked me up as well, especially on his aGI's haha.
 
Something cool i found is that when you perform SC b[K] and perform BT B+K straight after, you actually get the SCV BT B+K, As in you can launch with 3B afterwards.
 
I've been taking a look at Cervantes' wall game. There's lots of potential but similar challenges to SCV - inconsistency and random camera switching to throw the player off. Unfortunately we also lost 3A+B, so we've lost the best wall combo ender from SCV as well (3A+B, BBB).

The optimal combo I've found when the wall is in front seems to be 3B, 6B A+B, BBB. Easy, consistent, 129 damage.

Walls to your side is a whole other story. 3 problems in this situation:
1) Combos become character specific
2) BBB, which would otherwise be our best all round combo ender, misses in many situations
3) Most annoying, many combos become more inconsistent or plain don't work on 2P side. This must be a bug!

It becomes really hard to pick the right combo based on where the wall is AND which player side you're on. That leads to dropped combos. I'm trying to find BnBs to deal with that.

Anyway, after some time in the lab heres the best I've found so far.

Wall to your left:
3B, 8A+B, bA W!, 3B, 8A+B,2A+B (90-95 damage)
There are a few ways to extend this, but they become inconsistent depending on character, positioning etc. The second 3B almost never launches when you're on 2P side, so you get 70-79 damage. At least this way you don't have to worry about changing your inputs, you'll always get decent to very good damage.
I used to end with a BBB instead of a second 3B, braindead easy and works every time - except on 2P side where it misses 80% of the time!

Wall to your right:
3B, 8A+B, 66A W!, 3B, 8A+B, b2 W!, BBB (105-107)

To get the b2 to wall hit you need to buffer a side step towards the wall after the second 3B. As soon as Cervantes moves the slightest amount (pixels) hit the b2, or you'll be too late. Even if you don't get the second wall hit, it's 99 damage. The camera loves to pick a random direction to face after the b2 but you're ending with BBB, so you don't drop the combo.
Again, the second 3B doesn't launch on 2P side. So annoying! You still get around 79 damage though without having to adjust mid combo.


TLDR
Best all purpose wall combos I've found so far for a balance of ease, damage and consistency.

Wall in front:
3B W!, 6B A+B W!, BBB 129 damage.

Wall to your left:
3B, 8A+B, bA W!, 3B, 8A+B,2A+B (90-95 damage 1P side, 70-78 damage 2P side)

Wall to your right:
3B, 8A+B, 66A W!, 3B, 8A+B, b2 W!, BBB (105-107 1P side, 79 2P side)

If anyone finds situations where these don't work, or has any ideas for improvements, I'd love to hear them.
 
what are you guys going for after 2A+B lethal hit?

LH 2A+B, 8A+B, 8A+B, 1B, 3B = 85dmg
LH 2A+B, 8A+B, 8A+B, 1B, 3B, 8A+B, iGDR, BT B+K, 2[B+K] = 123
The 3B is a tech trap that hits all options + launches back, forward, right okemi
 
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Hi,

Last day trying basic combos with Cervy like 3B 8A+B iHGDR BT B+K iHGDR I noticed two times that 8A+B becom sparkly like JF.


8A+B had JF ?

You know what properties had ?

See ya !!
 
Hi,

Last day trying basic combos with Cervy like 3B 8A+B iHGDR BT B+K iHGDR I noticed two times that 8A+B becom sparkly like JF.


8A+B had JF ?

You know what properties had ?

See ya !!
I already asked this. B2 has a lethal hit, after 12 landed gunshots, if 8A+B is the 12th shot it flashes to indicate that the next B2 will be LH, it's the same with the B2 animation itself
 
Not just 8A+B but any connected 12th shot within Cervantes' movelist will flash indicating the B2 Lethal Hit notification.

On another note, I wonder if using 1[ B ] after round over will count towards it. That would be huge as it gives you 3 shots toward the goal.
 
Sorry for the double post but I think is worth mentioning that kA has awesome juggle properties. Here's some recently baked combos I managed to figure out:

3B, kA, 1B, 3B = 78-84 dmg depending on angle of impact.
44A+B, 8A+B, 8A+B, kA, 1B, 3B = 96 dmg
44[A+B], 8A+B, 8A+B, kA, 1B, 3B = 116 dmg


Also instead of just going BT B+K, [2B+K] out of iGDR combos we can also go for:

3B, iGDR, BT B+K, 1B, 3B = 85 dmg.
3B, 8A+B, iGDR, BT B+K, 1B, 3B = 90 dmg

Lastly, it is possible to combo 1[ B ] out of the stun that kA does but the timing (kA must be executed fastest input after launch) is quite strict and not worth imo:

3B, kA, 1[ B ], iGDR = 83 dmg
3B, kA, 1[ B ], iGDR, B2 = 91 dmg
3B, kA, 1[ B ], iGDR, BT B+K, 1B, 3B = ??? dmg last string are inconsistent due to camera angles and distance.

These might be techable so I'll test them later.



Gonna keep experimenting to see if I can find something else. Also forgot to tell that the last 3B might whiff in certain angles but mostly hits.

Edit: the 1[ B ], 3B strings are techable. 2[B+K] stays.

I'm finishing kA combos with iGDR instead for 72 damage.
 
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So what do you guys use for the new throw on wallsplat? In the lab, 66A+G>W!>6BB>W!>BBB for 73 Damage appears to be reliable.
 
What are you guys using after WR B? I feel like the pushback on hit has been increased in 6 and now B2 doesn't reach.

(Range depending) I can get 4K, 6B, 6A, and if WR B hits at 0 range, 2A+B, but these all range in the 36-45 damage range. iGDR seems to hit even at tip launch but the timing seems tight.
 
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