Shoutouts to BigTier for writing this, originally w/some collaboration from myself and Arnica. Made some edits here and there
Note: TAS B is the max damage ender generally, but double TAS B is inconsistent. In addition, wr b+k filler, can be inconsistent at range, and...
22k has fine tech crouch frames, once it actually starts up. the start up is pretty slow and in doesn't tc until she's well into the animation.
i would mainly use iWR b as an up close predicted high punisher/interrupt while having more safety than 22b or 236 a while still doing decent damage...
3b is godlike, 66 a+b is godlike 66a+b blocked, 66 a+b hit because they tried to aa is priceless.
66 a+b and 3 a+b are not the same move, 66 a+b does 2 points more damage.
44b has it's use as a tech crouch launcher into super, it tech crouches pretty fast and has surprising range.
if you aren't spamming bK you should be...it's very good.
my top 10 would be...
3. throws (all of them)
8. 4b be
9. ws b
he's got a lot of good moves with sort of specific uses, but i feel like you can play an effective cervantes with those...
22k is amazing man, it's highly evasive and does insane damage if you land the jf stab for a safe tech crouch/tech step/ANTI STEP move, its only weakness is it's high, and i guess its range. Since many character's anti step moves are either high or unsafe and mid (for pyrrha) it's soooo powerful...
236 a does have a use. u use it as a risky step catch/tc interrupt just like you'd use a dragon punch in a 2d game. not something to do always but slade is right regarding the speed of its tech crouch & range.
Well basically all his lows are stab punishable, so there's that.
His main launcher (3B) is also stab punishable but its a 1 frame punish (-14) and if you miss you will be eating a big combo, and the blockstun is short so it can be hard to punish. Practice punishing this move.