Cervantes Combo Discussion

doc I like that... lol I play a lot of cervy and I always randomly get a lot of meter but I never knew why. Now I do, thanks to you!
 
i too use 8B+K, iGDR, aB combo for 2 reasons, firstly if i mess up the igdr i still have the 8B+K damage and secondly my hands arn't always ready to do a igdr after a 3B so this gives me a little more time to get situated. also it's badass to shoot people out of the sky.
 
Small information:

When people always tech backwards after a b2, CE is a "tech trap". It hits people who tech backwards.

After 3B, iGDR, B2 CE gives 122 DMG
After iGDR, b2 CE gives 107 DMG.

Pretty good, you might get a few 2A+Bs once they ate this.
 
in that case you might aswell do 3B, 8B+K, iGDR, CE, 9B+K for 120 guarenteed damage with no techroll guessing involved.
 
Small information:

When people always tech backwards after a b2, CE is a "tech trap". It hits people who tech backwards.

After 3B, iGDR, B2 CE gives 122 DMG
After iGDR, b2 CE gives 107 DMG.

Pretty good, you might get a few 2A+Bs once they ate this.


That's somewhat nice but betting a whole meter on a guess is bad. I already make them fall for 2A+B by mixing my post-B2 options which are far more damaging and cost way less than a CE. Good find nonetheless though.
 
bK W! (standing to left of opponent) 3B 8B+K 6/2 B2 W! 3A+B BBB.

no meter high damage combo. Several variations exist. Have fun :).
 
You have to be fairly close to the wall for this to work. If you got bK W! and 3B w! happens then you where not close enought to wall. Whenever you put the oposition into the wall and you are to their left and the wall is behind you, you have to tap either 6 or 2 then do B2 quickly. The timeing is less strict or you dont need to take the quarter step if you are close enough to oposition.

If you want to simplify try taking out the 8B+K or if you want to figure it out

in training step to the side of oposition 3B 8B+K B2 will hit if you are close enough, you have to hit them on the side for this to work. If you're to far away add a slight tap of 6 after 8B+K.

This is not an easy combo.....
 
It sounds like you can replace the 8B+K with an iGDR in that combo.

Yes you can use igdr then B2 W! but landing the combo is going to depend entirly on your position. You need to have your back to the wall for B2 to wall slam etc.

edit: one thing I should note. If you use 3B igdr B2 its possible to mess up your positioning for this combo because of igdr placing the eoposition behind you insread, not a horrible thing but it raises the chances of screwing it up.


3B igdr B2 w! 3B W! 3B etc. - standard wall igdr combo
3B igdr B2 w! 3B 8B+K 6(quarter step) B2 W! 3A+B BBB - Great combo with great wake up position, with oposition with back to wall.

edit of the gods: bK w! 3B 8B+K 6(QS) B2 W! 3B 8B+K 6(QS) B2 105~108 dmg is possible as well, I think this combo holds the record for how many times you can shoot someone in soul calibur.
 
If they don't tech you can CEx2 afterwards, too.

I've also found that, since I've been able to get iGDR consistently, 4B BE become mostly useless to me. (That, and my opponents have figured out how to deal with the frame trap that has gotten me so much damage before.) I pretty much only use meter on GIs these days, but I try to keep at least 100% stocked so I can do a CE if needed. As for the CE itself, I try to only ever use it if it will:

* Give me that extra damage to ensure the K.O.
* Ring Out
* Wall Splat
* If I somehow manage to land 6B+K

In any other case I find the damage output of the CE to be to too low for the amount of meter it spends. I could spend 100% meter for an extra 35 damage on the end of a combo, or spend 50% meter on a GI and possibly do 100+ with a iGDR combo.
 
...... I think this combo holds the record for how many times you can shoot someone in soul calibur.
44[A+B], 8B+K, 8B+K, (can get a third 8B+K if positioned just right on larger characters) CE, w!, 3B, 8B+K, CE, w!, 3B 8B+K, iGDR, aB
 
Small information:

When people always tech backwards after a b2, CE is a "tech trap". It hits people who tech backwards.

After 3B, iGDR, B2 CE gives 122 DMG
After iGDR, b2 CE gives 107 DMG.

Pretty good, you might get a few 2A+Bs once they ate this.

Yeah been using that for a while now, it also works if they don't tech. If they tech left/right you can catch with 3A. I think 1ab works too on one side but not the other.

DC A/33A, 33B, GDRC/CE/4BE - Can be teched right though after the 33A.
 
I don't know if somebody already brought this up but CH 2A+B, RCC 2A+B/2B+K/44K does 58/58/67. 44K will not combo on BT opponents. You can also do
close CH 2A+B, 66, b2 for 62.
Tested on pyrrha but I'm tired so might've messed something up.
I'm also aware you can iGDR into aB or CE but there are times I don't feel like pushing my luck timing iGDR if I can't buffer it. That's where these come in. I also know 66A does the same amount of damage as the first 2 but they have the added bonus of sticking your opponent on the ground right at your feet rather than floating off with AC leaving you to chase them down.
 
why not just CH 2a+b>wra+b for 69 if facing them? it seems like against your opponent;s side of BT they can AC out of it, but not head on. i may be wrong there, idk
 
I found a neat combo but timing is strict with the double iGDR(too late and the 2nd iGDR wont launch). Its a 4A+B starter.

4A+B>8B+K>iGDR>iGDR>CE>CE=202 with UA starter no clean hits
You can substitute the CEx2 with aB if you dont have meter

A couple of other combos I found:
8A+B>DC B>CE>9B+K=110 DAM (127 if they try to tech anywhere)

DC B (or 6b BE)>GTurn iGDR>CE>(when grounded closely) 7B+K= 134Dam (148 if they try to tech anywhere)
 
Ive noticed some good things you can do when you hit people with DC A or 33_99A. Once you hit the opponent with this move you can do multiple thing depending on your opponents reaction.

33_99A/DC A>3B is the guaranteed combo follow up on hit. Does 55 Dam in total

33_99A/DC A>33B, should be used the least but does a lot of DAM when opponent doesnt't tech Left or right.
Does 70 DAM on hit or 88 DAM as Front/Back tech trap.

33_99A/DC A>2[B+K], This a guaranteed tech trap quake stun after hit and allows you to do a damaging follow up afterwards.
Doesnt however work on people who dont tech but many high level players will.

follow ups from 33_99A/DC A>2[B+K]:
>iGDR x3 110 DAM

(3B whiffs on back tech)
>3B>8b+K>2A+B 87 DAM
>3B>iGDR>b2 103 DAM
>3B>8B+K>iGDR>aB 101 DAM
>3B>8B+K>iGDR>CE>9B+K 137 DAM (149 if teched anywhere)
 
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