[ARCHIVE] Raph vs the World: Matchup Thread

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Any advice against Cervantes? I feel like I can't do much without getting punished and it scares me from attacking.
 
First of all, you need to overcome this feeling. I know Cervantes is often known as the god tier pirate of the series, and I used to be scared when facing him cuz one wallop can send you flying or stun you and you eat a devastating combo. He has good close and long range attacks (his gun lol) but with Raph, just keep him at mid range. A Cervantes player will always wait for you to do something unsafe or whiff an attack and then close in and thrash Raph. Try not to give him any openings. Play safely and defensively, and try not to whiff attacks. In other words, use moves properly and precisely. Remember that a lot of Cervy's moves are unsafe on block, especially his lows. Block and punish consistently with Raph's i16 or faster moves and 236B when possible.

Watch out for Cervy's Geo Da Ray and gun shots. With the exception of GDR, you can duck his shots. You can always QS to avoid extra long range attacks too. As for his CE, you can duck it on reaction (if your not in the middle of a move that is). Also, keep in mind that many of Cervy's best attacks are verticals. He does have good horizontals so watch out for them but try to QS his verticals and punish however you like. Finally, hit him with all you have whenever he whiffs.

Thanks for the advice! So, I should use 22B a bunch and stay away from using Prep unless I punish, right?
 
Actually about Cervantes you can punish like everything he does. I'm not about to say it's a favorable matchup for Raph but I'm just saying all the core moves he's using are almost all punishable for 6BB. And when I realized that it made my life much easier.

On the bad side though if you B+K Cervy's BT B+K he gets to block the auto GI follow up. Seriously what is wrong with this move?
 
This is increasingly altitude-privileged fantasy fiction. Everyone knows your enemies become More Powerful Than You Can Possibly Imagine if you attack from behind.
 
On the bad side though if you B+K Cervy's BT B+K he gets to block the auto GI follow up. Seriously what is wrong with this move?

Same goes for Mitsu's 1AB, which sucks. There are undoubtedly more moves that recover fast enough to block the followup.
 
actually cervantes has some of the best lows in the game.....i think baiting aB and other answers is the best choice against him to get some damage :|

Cervantes is not unsafe if played well and has the same punishers raph has but for lot more damage.
He can infact play safe and risk just to poke (but well getting something like 70 dmg out of a fast low combo its not so easy to manage.....

Staying out of low range is very important imho, from there 22B, 33B, 22A etc are good.
Also cervs has lot of aGI, so prepK becomes useful as prep4 expecially if you know prep4 will take you out of aB range.


for viola instead:
Stay out of her poking range.....and watch out for her 3B that costs half bar or more....
 
In preparation for my major im working on some MU knowledge. figured id share some quick things i picked up in training. Against cervy try to only enter prep from 3b and 66b, off of these entrances prep bb will beat aB,3b, and IDGR. once you got him scared to press buttons go for SE mix ups. In general though i i try to zone him out, this is just a gd thing to know if he gets close. Also his lows are mad slow so train yourself to react to them . i forgot the input but when cervy slides low and does a low stab keep in mind that if they miss the JF is it unsafe on hit. Finally break B so that you dont have to worry about command grab into CE, its solid dmg.

Im working on some anti viola stuff but sadly ive been sick so this is all i have for now. Her 3B WO will whiff at all ranges when u enter prep from 3b and manually go into SE. she can hit you out of it on your way up but she will have to guess the timing. Raph unlike most characters can Gi the first hit of 44a WO BE and still be in range to take advantage of the GI window. Also general rule of thumb w viola is that if you block the orb returning she is at +frames and is at - Frames when sending the orb away. Almost every viola ive fought trys to get rid of the orb immediately which makes her step kills kinda ass, so stay mid range and abuse things like 22A and 22B.

I hope to have more MU tricks shortly after i get over this cold
 
In the post above i meant when u manually go from 3b to SE, damn cold wont let me think straight lol. Also np Fendante for the tips, Raph has so many evasive properties ive been finding obscure ways outta of set ups. I need more testing but i think A+BA is the anti xiba and beats all his stances. Also in the armory 2 round up they have this amazing vid on the best options against maxi's stances, unfortunately it isnt in english. Can anybody get a general idea as to whats being said http://8wayrun.com/threads/the-armory-ii-weekly-media-roundup-5-4-12.13249/ . its the lets crush maxi vid. itd save us a lot of work if this could be translated.

Also Fendante thnx
 
his lows are no nearly SLOW.
I repeat a tracking i17 low for 70 (CH) is not slow.
Also his low-mid poke, blocking the low is nearly impossible, punishing the mid net almost the same damage he does...
And he can aGI prep BB easily :|

I know most cervantes doesn t know the matchup...but really cerv has many tools being one of the most versatile character.
 
an i17 is mad slow if u have a street fighter background. jabs are i3 in that game

I will try to answer without sounding unpleasant.

Lets just say that a certain character always had an i18 low universarlly known as unreactable.
i23 are difficult to react, and i 26+ are quite reactable.


Talking of reacton to i3 but even i17 is plain impossible and suggests you lack some concepts you should leanr before talking about frames.

In soulcalibur tactic area you can find many tutorials that could help.
 
im guessing u cant react to throws in this game either huh. an i17 isnt that fast compared to other fighters, just train urself to recognize the tell of the move
 
an i17 is mad slow if u have a street fighter background. jabs are i3 in that game

I doubt you are reacting to i3 jabs, as opposed to just holding back to guard (which basically makes your character backpeddle) and the guard animation fires when the opponent attacks making it seem like you are reacting.

An i17 low that does 24 damage that is only -6 on hit is pretty darn good (not even going to mention the tracking functions).
 
Youngfox please go in tutorial section and ask the difference between prediction and reaction or read the proper guide about "learning how to learn soulcalibur"

Your answers are there without going OT here that is not the case....its almost physically impossible to react to some moves.....
Expecially when choices are involved.
EX:
reaction time =
Add time to recognize move
Add human reaction time
Add time for the choice of the proper answer
Add input lag (yes there is offline input lag in any game this may vary in quantity)
Add frames needed to the chosen answer to "do something" (ex step or duck all require different amount of frames).




If you still do not believe tutorials science can prove you cannot react


I.E. you DUCK on prediction in certain situations to throw....that is not REACTING.
As explained in many sticky thread in this forum

If you still are not happy ask any experienced player here you trust they will tell you the same.


@whut It grant a 70 dmg combo on ch obviously hit confirmable.
Its not only 24 dmg
Was discussing it with a friend last week....he mains cerv since scIV and we play often so he knows quite well the matchup.
 
Fendante said:
Also, sure Cervy is a solid character and sure he has versatile options. He's not scary if you know what to do.
I think he is more scary if you know what he can do.
1AB is annoying, and is made more aggravating simply because Cervy can push a lot of damage if you duck in anticipation. A breaks the command grab, but the BE flash will give it away for the most part. If you see a DC, guard mid, and duck if you see A or K (B+K is slow so choose your punish); granted if you see a DC it probably means they messed up a GDR (exception, if he is BT DC, then duck).
About Xiba, A+BA beats the stance mixups, but fails against the non stance follow ups.
 
well i did some friendlies against my friend who mains cervy. outta 7 1ab, i got hit by 2. It aint easy to react to but its doable and im not gonna lie if u r expecting it then its way easier. Btw nah i cant react to mitsu 2kb, i see the duck and i always freeze.
 
If you don't get in all up on Cervy's face at least some of the time, he'll wreck you with that chargeable-to-UB backstep attack. Extremely embarrassingly. For me anyway.
Because, like everything else in this game, not whiff punishable.

Mitsu 's bane for me is that 22_88B. What the ****. Trapped every time. 2KB is one thing you can keep under control, even when it was as good as in IV. Because 6K is one of the best moves in the game.
 
i use to love 6k in sc4 but i dont use it as much in 5. in all honesty i dont even know why . i should designate a day to just abusing 6k to get back into the habit
 
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