Cervantes Matchup: Discussion

How does bA do that exactly? Iplay Hawkeye so its difficult to keep him out. Natsu just has an easy way to get inn it seems like.
 
Every blocked 3B to stance, you get a free aB unless you're blocking it at tip or you trade with his SCH K. If you wanna zone him, stay out of agA range. Backdash lesser against sieg, side step to his right instead. Ring awareness is important.

Also 22_88K's (Depending sides) can significantly shut his Post-3B game. 22K simply beats all SCH options if he ever decides to go for them. The only way 22k misses is if he steps while on SCH instead of following 3B with SCH moves. Not sure how it works but I've faced some good Siegfried players capable of doing it successfully turning a 100% punisher into a 50% one.
 
Also 22_88K's (Depending sides) can significantly shut his Post-3B game. 22K simply beats all SCH options if he ever decides to go for them. The only way 22k misses is if he steps while on SCH instead of following 3B with SCH moves. Not sure how it works but I've faced some good Siegfried players capable of doing it successfully turning a 100% punisher into a 50% one.


Your press 4 or 6 to realign while in SCH stance.
 
Also 22_88K's (Depending sides) can significantly shut his Post-3B game. 22K simply beats all SCH options if he ever decides to go for them. The only way 22k misses is if he steps while on SCH instead of following 3B with SCH moves. Not sure how it works but I've faced some good Siegfried players capable of doing it successfully turning a 100% punisher into a 50% one.

Siegfried can thwart your attempts of trying to do 22 k by holding 6 or 4 and then using k BE while in SCH. Good news is I recently tested out other things you can do against his 3B, and assuming no wall behind you, you can back dash (tap 6 or 4 once) and then do an igdr for a heavy punish. If they cancel the stance to block you should have enough time to react and not igdr (just pay attention). Even if they try realign the stance in the same manner as they do against 22 k, if you time the igdr correctly it will beat out this option. All of his other options will also lose. SCH A- the igdr goes underneath if you back dash. SCH K (fastest) not enough reach to hit back stepped Cervy and the igdr is fast enough to hit him before follow ups. SCH B- If you time it correctly, the attack will be just out of range so that the igdr hits. Even if they were to delay SCH B, igdr hits them. Any other options like stance changing will get beat out. The only thing I haven't tested is a delayed SCH A, but none the less i'm confident it still works. Its a risk, but definitely worth the reward.
 
aB shuts down all options from SCH. It trades with the K, beats everything else, and punishes normal 3B. Also if you feel the need to for some reason CE is an out right punish for 3B.
 
Siegfried can thwart your attempts of trying to do 22 k by holding 6 or 4 and then using k BE while in SCH. Good news is I recently tested out other things you can do against his 3B, and assuming no wall behind you, you can back dash (tap 6 or 4 once) and then do an igdr for a heavy punish. If they cancel the stance to block you should have enough time to react and not igdr (just pay attention). Even if they try realign the stance in the same manner as they do against 22 k, if you time the igdr correctly it will beat out this option. All of his other options will also lose. SCH A- the igdr goes underneath if you back dash. SCH K (fastest) not enough reach to hit back stepped Cervy and the igdr is fast enough to hit him before follow ups. SCH B- If you time it correctly, the attack will be just out of range so that the igdr hits. Even if they were to delay SCH B, igdr hits them. Any other options like stance changing will get beat out. The only thing I haven't tested is a delayed SCH A, but none the less i'm confident it still works. Its a risk, but definitely worth the reward.

Yeah, totally forgot about the backdash Vs. 3B. I remember talking about it in the 24/7 stream chat but clearly forgot to post it here tho. I was doing it lately against good Sieg players. If my memory serves right you can also follow many things after it (If timed right, to beat all options. (Depending blocking distance.)). Well, I've been out from this game for almost 5 months now, its logical I would forget my to-do things lol.
 
Yeah, totally forgot about the backdash Vs. 3B. I remember talking about it in the 24/7 stream chat but clearly forgot to post it here tho. I was doing it lately against good Sieg players. If my memory serves right you can also follow many things after it (If timed right, to beat all options. (Depending blocking distance.)). Well, I've been out from this game for almost 5 months now, its logical I would forget my to-do things lol.

No worries! Yeah, I've been on and off on SCV, only coming back for big tournaments. I'm always looking for new Cervy tech. I have found a few things that could be of use to some of you in your match ups, like mixing up igdr and 8 A+B after a GI. I love 8 A+B because its slow, hits within the frame of the GI, and the best part is that you can land 3 (yes 3!) igdr off of it for big damage. The move itself can easily put the match into your favor as it can do 100+ damage and against someone like Viola, that is really important. Individuals who have seen my recent stream in EVO will notice that I did 8 A+B against KC. I was only able to get it to a 50% success rate before EVO. Sadly, I did the dc k JF's which are actually a failed version of the 3 igdr because you can cancel 8 A+B failed igdr into dc k. The timing of getting the igdr off of 8 A+B without cancelling into dc is a double jf in itself (hardest part), and then followed by two more igdr..
 
No worries! Yeah, I've been on and off on SCV, only coming back for big tournaments. I'm always looking for new Cervy tech. I have found a few things that could be of use to some of you in your match ups, like mixing up igdr and 8 A+B after a GI. I love 8 A+B because its slow, hits within the frame of the GI, and the best part is that you can land 3 (yes 3!) igdr off of it for big damage. The move itself can easily put the match into your favor as it can do 100+ damage and against someone like Viola, that is really important. Individuals who have seen my recent stream in EVO will notice that I did 8 A+B against KC. I was only able to get it to a 50% success rate before EVO. Sadly, I did the dc k JF's which are actually a failed version of the 3 igdr because you can cancel 8 A+B failed igdr into dc k. The timing of getting the igdr off of 8 A+B without cancelling into dc is a double jf in itself (hardest part), and then followed by two more igdr..

I personally don't like 8A+B that much as it dampens the followup combo damage greatly, something that in the end don't seem to be worth it considering the execution barrier for the whole combo itself. I tend to mix my Post-GI options with 3B/iGDR/44A+B /GDR/DC K instead. Some of these are also risky as 8A+B but are far more rewarding imo.

44A+B = 120+ meterless dmg.
GDR = 100+ meterless dmg.
DC K = 100+ meter dmg.
3B = 80+ meterless dmg.
iGDR = 90+ meterless dmg.

And the execution barrier for the followup combos for these are far more forgiving than those out of 8A+B. But that's just personal preference.
 
I personally don't like 8A+B that much as it dampens the followup combo damage greatly, something in the end don't seem to be worth it considering the execution barrier for the whole combo itself. I tend to mix my Post-GI options with 3B/iGDR/44A+B /GDR/DC K instead. Some of these are also risky as 8A+B but are far more rewarding imo.

44A+B = 120+ meterless dmg.
GDR = 100+ meterless dmg.
DC K = 100+ meter dmg.
3B = 80+ meterless dmg.
iGDR = 90+ meterless dmg.

And the execution barrier for the followup combos for these are far more forgiving than those out of 8A+B. But that's just personal preference.

lol true :p but there is something about the 8 A+B 3 igdr follow up that always just puts a smile on my face.
 
No worries! Yeah, I've been on and off on SCV, only coming back for big tournaments. I'm always looking for new Cervy tech. I have found a few things that could be of use to some of you in your match ups, like mixing up igdr and 8 A+B after a GI. I love 8 A+B because its slow, hits within the frame of the GI, and the best part is that you can land 3 (yes 3!) igdr off of it for big damage. The move itself can easily put the match into your favor as it can do 100+ damage and against someone like Viola, that is really important. Individuals who have seen my recent stream in EVO will notice that I did 8 A+B against KC. I was only able to get it to a 50% success rate before EVO. Sadly, I did the dc k JF's which are actually a failed version of the 3 igdr because you can cancel 8 A+B failed igdr into dc k. The timing of getting the igdr off of 8 A+B without cancelling into dc is a double jf in itself (hardest part), and then followed by two more igdr..
How does this work exactly? Anytime I've ever landed an 8A+B > iGDR it's left me back turned.
 
8A+B cant hit on point-blank range otherwise it will leave you backturned, but it also depends on angle and hitboxes. But the sure way to avoid being left back turned is to land it from a distance.

But it's still quite ambiguous. Even at point-blank it can leave you normally and form a distance can leave you back turned.
 
I can attest to the fact that 8A+B post-GI is weird and annoying to deal with. It's a solid first-order option because, like Rocktapus said, it's just quick enough to hit inside the GI window, but it's also slow enough that it beats an immediate re-GI. Once people learn the specific timing to deal with that, you essentially get a 3-way post-GI option with 3B, 8A+B, and 44A+B, which is pretty sick.
 
How does this work exactly? Anytime I've ever landed an 8A+B > iGDR it's left me back turned.

Recorded it way back when I first found it. It works after a GI, and depends on your timing of the first igdr. Smaller characters are a bit harder to land and follows the circumstances moldredd said to a certain extent (I tested it a lot). You can not air control out of it, and attempting to ukemi will actually increase the damage taken (I think 110+). There were no clean hits in this video as far as I can tell
 
I hate fighting Maxi! He's so annoying and always gives me loads of trouble. It's so hard to see what he's gonna do next and it's even harder to find an opening when he's doing his strings. aB can only do so much.......
 
I find Maxi's strings to be pretty easy to read. He doesn't have as many 50/50 mixups as it seems, and a lot of his strings can be ducked. In fact, ducking is a pretty good rule against Maxi, since his best mids are slow enough to react to, and a lot of his best attacks in general are low.

Just make sure you punish every ducked K with at least 85 dmg from WS B+K. Preferably use WS B, iGDR, CE, 9B+K. Space the fuck out of him. Use 2A to keep him just out of distance, and 2K to interrupt him when he gets too close.
 
Yeah Cervy destroys Maxi. Maxi has to guess right for not too much reward, and you can punish a bunch of his stuff with WR B+K, like his 2A+B. You can also step all his LI options to the left except the B.

Regarding post GI, 6A+B is pretty good, also 33b, but you have to buffer it in by doing 74123B
 
So I really want to discuss the Natsu match up. The moves I feel helps a lot are 3 A, 4 B+K, 66 B, 1 A B, 1 BB, and bK as well as 2 A+B. I must point out something I noticed from the match between Kab and the French player Kira. Kira used a lot of bA in the match up, and it got me thinking if maybe it helps. So I tested it out, and it appears as though it might help in stopping Natsu's momentum and give Cerv time to get himself out of pressure. I think he might have been able to do better if he had known about 3 A's strange properties against Natsu. One things for sure, aB is suicide outside of a punish. 3 B upclose is just as bad. So, anyone have some advice or their own experiences?
 
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