Cervantes Combo Discussion

I can't. T_T Otherwise I wouldn't have posted about it without being sure of myself. :P
If they tech to the side then they get caught in the 2[B+K] quakestun, they don't get hit by the stab itself


Ok. I wonder though if it would work whenever 22K hits a down person? Like if you knock them down and they try to roll back and you land 22K while they are rolling?
Looks like it does. I did 3B, iGDR, CE, 44K and the grab tech trap still worked afterward. This was in training mode mind you I havn't tried it for real yet.
 
If they tech to the side then they get caught in the 2[B+K] quakestun, they don't get hit by the stab itself.
No no no. I wasn't questioning the 2{B+K} tech trap. I trust Fixd enough and have enough respect for him to trust him about it being a tech trap. I just found it odd that iGDR (which is 20 frames faster) he said could be teched out of. I was just questioning a little further because I can't test it for myself. :P
 
Based off Fixd's reset:
9(B+K) → 66B W! → 66B W! → 2A → Back throw x3 is 309 damage.
9(B+K) → 66B W! → 66B W! → 2A → 66B (reset) W! → 66B W! → 3A+B → BBB is 247 damage.

Even before the 2A it's 50% life. BALUNZ
 
Looks like this stuff may be character specific. On Natsu, Viola, and Lexia I couldn't get the 66B w!, 2A, A/B+G to backgrab, it kept hitting the side grabs no matter what angle I used. I think because they are faster they turn around faster as well? Doing 66B still worked on Natsu for me but it had to be done as fast as possible. On Lexia and Viola I kept getting the front 66B instead of the backturned one. Also I couldn't get the backthrow, w!, backthrow to work on any of them, it kept whiffing.
 
33A->iGDR whiffs/is techable from particular angles and ranges.

Cervantes' wall game is kind of a crap shoot. There's precious little you can do to small characters in many instances.

Similarly, 2A+B->iGDR is escapable by smaller characters such as Pyrrha, who is a dirty whore.
 
33A->iGDR whiffs/is techable from particular angles and ranges.

Cervantes' wall game is kind of a crap shoot. There's precious little you can do to small characters in many instances.

Similarly, 2A+B->iGDR is escapable by smaller characters such as Pyrrha, who is a dirty whore.

F*ing tiny hitbox bitches.
 
Looks like this stuff may be character specific. On Natsu, Viola, and Lexia I couldn't get the 66B w!, 2A, A/B+G to backgrab, it kept hitting the side grabs no matter what angle I used. I think because they are faster they turn around faster as well? Doing 66B still worked on Natsu for me but it had to be done as fast as possible. On Lexia and Viola I kept getting the front 66B instead of the backturned one. Also I couldn't get the backthrow, w!, backthrow to work on any of them, it kept whiffing.

I assumed that since this worked against pyrrha it would work with most characters. I'm only annoyed that Viola can't be hit by this consistently then. What a bitch. But 66B W!>2A>Side grab is still 100+, but its breakable since its a side :\

Yeah Backthrow>W! Backthrow can miss. Backthrow W!>66B(Back) works the same way, deals less damage but is more consistent.
 
iGDR, iGDR, CE > 2[B+K] quake-stun tech trap
Catches front and right tech. Kinda iffy, sometimes right tech will avoid it and sometimes it won't. It's like it is right on the edge of quake-stun range. Works a lot better if you start with ring edge at back so the edge is behind them after the CE.

* Also works after 3B, 8B+K, iGDR, CE if the CE is delayed like you were going for a 9B+K afterwards. No iffyness this way either. Catches all except back tech. (except against edge of course)

*** @#$#@$#@%#@%$#@$!!!!!!!!!!!!!!!!!!!!!!!!!!! >:(
Nvm. I had the thing set to All Standing Guard after ukemi instead of All Guard. Can be blocked low after teching.
 
Has anyone mentioned CH 3A+B, 2{B+K} (hold all the way) is a combo? (55 Damage if they dont tech, 83 if they do) Also if they tech left or right it tech traps into a quake stun combo.

Less damage than CH3A+B, BBB if they dont tech but if they do the risk reward is definitely worth it.
 
Has anyone mentioned CH 3A+B, 2{B+K} (hold all the way) is a combo? (55 Damage if they dont tech, 83 if they do) Also if they tech left or right it tech traps into a quake stun combo.

Less damage than CH3A+B, BBB if they dont tech but if they do the risk reward is definitely worth it.

I'd imagine me or slade have already posted that, but we both know that it is. Yeah that is a pretty good tech trap, as you can't go wrong. Its only slightly less damagin than CH 3A+B>BBB aswell, but without the clean hit chance though, but who relies on those? Usefull for wall combos, in case someone decided its a good idea to ukemi near the end of the combo, onnly to get hit by a stun allowing another combo.
 
Also, this has probably been mentioned but CH 1A,B , 44K catches everything but left, including grounded. Useful if your iGDR execution isn't on point or your facing the edge and don't want to risk it. Cervy sure is a phenomenal character, specially when u can iGDR consistently.
 
huh, I wonder why it took me this long to realize that bA>CE combo's.

Infact, I'll list every move that can combo into CE

3B
iGDR
b2 AT
B+K (only against tech)
tip A+B
CH 2A+B
6A+B
DC A (block or hit)
33_99A
22_88A BE (block on 2nd or hit)
bA
WR B
 
huh, I wonder why it took me this long to realize that bA>CE combo's.

Infact, I'll list every move that can combo into CE
Dafuq Fixd? How did you not know this by now? Lol
Also you for got that terrible move that is WR A+B BE on block. Not sure about hit thouh. Move is too bad to use.
 
Dafuq Fixd? How did you not know this by now? Lol
Also you for got that terrible move that is WR A+B BE on block. Not sure about hit thouh. Move is too bad to use.

Oh god it CE combos on block but not hit. What a POS.

Also I remember knowing bA>CE before but I forgot.
 
Not sure if known but I will not be searching the whole thread for it lol:

Consistent Character-dependent Wall combos (Aeon, Astaroth, Nightmare, Voldo)

1.) 66B, W!1, *66B, W!2, BBB = 106+ dmg
2.) 66B, W!1, *66B, W!2, 3A+B, BBB = 127+ dmg

*Depending axis the second 66B will turn into his back throw, if so then proceed with #2. Otherwise, combo 1. You should have plenty of time to confirm the option.

It is also possible to 2A-Reset the combo after second 66B if it turns into his back throw.

Here's a little video:
 
Can someone confirm if this is a genuine setup or if im being stupid here.
For the sake of consistency with my own findings, i have been doing 3b, igdr, b2, incase this is a factor in the setup.

After the b2 AT, 2A+B will combo if the opponent does not tech, or stays down, where 4b BE will hit them if they try to tech out of the 2A+B?

Seems that way from what i have found, though sometimes the opponent will be able to tech and block 4b BE. Is this my timing, or hitbox dependant, or some other factor?
 
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