Cervy Openers & Combos Discussion

Theres nothing wrong about going for Wakeup, but i suggest:

From Mid to closerange, which Includes punishing:

iGDR~4A+K~1K for 59 Damage. If they tech, it leaves you at +1. Not great, but its an easy, tournament-Combo.

Dont forget, iDGR 22B 8A+K iDGR 28B is LESS Damage, 58 Damage, for eneourmous Effort.

From Long Range:

Now the Effort is worth the Combo. iDGR 22B 8A+K iDGR 28B from Long Range is 80 Damage. If they tech, they're screwed. And i hit a lot iGDR from Long Range, people seem to be too careless and underestimate iGDRs speed, not to mention, TCs under Highs.

Dont do 4A+K from Max Range, only 45 Damage.

And the Combo is not that hard, if you once get the feeling for the 8A+K recovery.
iGDR is easy with practice, and now i love the 360 Analog-Stick, great for iGDR.
 
Dont do 4A+K from Max Range, only 45 Damage.

And the Combo is not that hard, if you once get the feeling for the 8A+K recovery.
iGDR is easy with practice, and now i love the 360 Analog-Stick, great for iGDR.

4A+K is the GDR wannabe right? Like, the one where he teleports backwards then GDRs? Does it have less risk of self ring-out than normal GDR? Like, since you teleport backwards and all.
 
could someone double check this combo...I set the practice dummy to second action guard all and i tested every tech direction. just wanna be sure im not being stupid or something....

CH 3B iTP B+K 22B 8A+K iGDR 28B (98 damage if they dont tech)

CH 3B iTP B+K 22B 66A (80 damage)
If you do the 22B fast enough they SHOULDNT be able to tech. You will catch them and you'll get the full 22B damage


CH 3B iTP B+K 2[B+K] (75 damage) (this combo is from feiwong which gave me the idea of the combo above)

The 2[B+K] seems to tech trap all directions. In some cases the 2[B+K] will just hit them (if they tech left for example) and in other instances the tremor will hit them (tech right or backward) in which you get free damage.

from my testing it seems like these combos only work head on. If you land a CH 3B on the side or back it wont work.
 
Hey, when i go for iTP, i just get a Tech Trap Hit for 22B when they tech to the Left, no attack Throw.

When i do 8A+B:B+K instead of iTP, they can escape comlpletely by teching left. The Damage is awesome, but i think you can escape.

Checked on Kilik and Asta. Buffered 22B, dont think im too slow with it, but maybe with iTP? iTP is not one of my advanced Skills :)
 
Docvizzo- I tested it on Kilik and you're right he can escape by teching left. It still works on Asta though. There is a certain timing where if they tech left you still get the attack throw.

I was thinking...even if you can't get the 22B consistently or if the character can escape it...just start mixing up with the 2[B+K] ender. If they start teching thinking they can escape 22B then 2[B+K] tech traps them and in certain directions the tremor will hit them giving you more damage(when kilik techs left he gets hit by the tremor). If they start lying down thats when you start doing 22B ^_^

If I have enough sense to start iTP when I see a CH 3B launch this may be my staple combo. Admittedly, I rarely land CH 3B 8A+K,8A+K, 8A+K, iGDR 28B :/
 
Can you guys test this out for me and confirm if this is true. I did a CH3B:B just frame. After the gun shot I can connect with 11_77B or 44K. I think 44K gives you good wake-ups.
 
Hey, i know that 11B works and normally 44K should work too, same as for ch 6K.

I also use 44K after ch 66K, leaves you in FC and gives great FC A+BBBB and Command Throw Wakeup.

Some additional Infos:

When you buffer 44K into ch 66K you land in Front of your Opponent which gives the FC A+BBB/ Throw Mixup.

If you wait a tiny bit, you land behind you opponent which gives the BT B+K/ BT 2K Mixup.

Another Point why i absolutely think FC A+BBB is his best Move by far:

-On Hit, which already gives 66 Damage, you get Tech Traps for every directions.

A+B for example covers every direction. if you follow by BBB or whatever thats already 130 Damage for both. If they trigger like Champs yiou can go for the instant Command Throw which i showed in a crappy Vid. IF they get scared, which they should anddont tech at all you always get the free 33B, which is ok too. If they Block you got +13 and can go for 66B, 11A, 11AA, iTP etcetc..

BTW i checked the Damage for 11AA once again, on ch with the iGDR~28B Followup 83 Damage, even if the first A whiffs more than 70 Damage.

On Normal Hit about 65. Since you can cancel after the first A, Asta dont even get a free 6K from that Range.
 
Added CH 421K, 11b to the list. Just in case, I'm trying a bunch of things I initially discarded based on pure frame data. I'm gonna see if I can use this kick again, and the full string whiffs on smalls, and doesn't do as much damage as this one anyway.
 
Does anyone know the specifics of when aK is guaranteed after WS A and when it isn't? CH 2a+b, WS A, aK works but is tighter than WS A alone, and CH 4a, 2a+b, WS A, aK I can't get to work at all.
 
When you hit WS A from Max Range, some Moves just wont connect, but others with the same speed will. So its like i14~i15 Range AND Movedepending.

So ch 2A+B~WS A from Tip Range into aK wont work, same with 3A+B, but 4KK will always connect, all the same speed.

4[A] always leaves you at Max Range after WS A, which guarantees 4KK, but not 3A+B or aK.

From closerange you can go for every i15 Move except iGDR, from Far Range you have to go for 4BK or 4KK.
 
Er... A+B seems like a convenient setup for 2A+B, although the stun is recoverable. If they don't escape it, then A+B acts like CH 4A/ 4[A] except faster.

Also, against a wall, 2A+B, WS A, 4KK seems to be garunteed, but the subsequent 3B doesn't act as a CH because the opponent crumples to the floor too fast on the 4KK. This seems to be because 2A+B appears to have a slight knockback effect which causes a wallstun prior to the 4KK. What I wanna know is whether 3B is garunteed to launch the opponent when used to follow up Against Wall, 2A+B, WS A, 4KK. It's like as though the 3B hits when the opponent is getting up, launching them.

Also, GDR, BT B+K deals more damage (61 dmg) if you wait abit before performing the BT B+K segment. This is because the GDR deals damage when the opponent hits the floor, and bounces the opponent a little for the BT B+K to hit. If you perform BT B+K too soon, then the opponent's floor damage is cushioned, and he eats 41 damage instead.

Does anyone know of a good follow up to GDR, BT B+K? Thanks
 
Best Followup for GDR is still iGDR~28 B, about 80 Damage. If you go for BT B+K, there is no guaranteed Followup, cause it can be Air controlled.

If you Hit your opponent against a Wall, you have several Options, you could even go for another 2A+B~WS A~4KK or anything similar.
 
Er... A+B seems like a convenient setup for 2A+B, although the stun is recoverable. If they don't escape it, then A+B acts like CH 4A/ 4[A] except faster.

Also, against a wall, 2A+B, WS A, 4KK seems to be garunteed, but the subsequent 3B doesn't act as a CH because the opponent crumples to the floor too fast on the 4KK. This seems to be because 2A+B appears to have a slight knockback effect which causes a wallstun prior to the 4KK. What I wanna know is whether 3B is garunteed to launch the opponent when used to follow up Against Wall, 2A+B, WS A, 4KK. It's like as though the 3B hits when the opponent is getting up, launching them.

Also, GDR, BT B+K deals more damage (61 dmg) if you wait abit before performing the BT B+K segment. This is because the GDR deals damage when the opponent hits the floor, and bounces the opponent a little for the BT B+K to hit. If you perform BT B+K too soon, then the opponent's floor damage is cushioned, and he eats 41 damage instead.

Does anyone know of a good follow up to GDR, BT B+K? Thanks

Nothing guaranteed after that, I don't believe. Also people I play shake the A+B stun consistently, still good to force a mixup afterwards. For TC I go to iWS A more than this, though.
 
Best Followup for GDR is still iGDR~28 B, about 80 Damage. If you go for BT B+K, there is no guaranteed Followup, cause it can be Air controlled.

If you Hit your opponent against a Wall, you have several Options, you could even go for another 2A+B~WS A~4KK or anything similar.

Wait. Sorry... Somthing I don't get there... How do you follow up GDR with iGDR? As in, are there anough frames to turn around and execute an iGDR after a GDR?
 
Yes there are enough Frames, you will also get the iGDR Relaunch.

Make sure first to turn and then to do iGDR. I think you have to hit him after he first bounced up from the floor....
 
yep doc is right on that one. I can do that follow up as well.

Another thing I want to note is that after I do the regular 3A B (not just frame B), the opponent flies behind me and sometimes I can hit the opponent with BT B+K b4 he/she hits the ground. I'm not sure if there are situations where I can connect with BT B+K, but this is the part where I need more research on it.

Also whenever I hit an opponent with CH 11_77B or CH 4A+K I end up doing iGDR 28B as a follow-up. Is there any better follow-ups than iGDR 28B? and the damage for both is 80 and 68.
 
yep doc is right on that one. I can do that follow up as well.

Another thing I want to note is that after I do the regular 3A B (not just frame B), the opponent flies behind me and sometimes I can hit the opponent with BT B+K b4 he/she hits the ground. I'm not sure if there are situations where I can connect with BT B+K, but this is the part where I need more research on it.

Also whenever I hit an opponent with CH 11_77B or CH 4A+K I end up doing iGDR 28B as a follow-up. Is there any better follow-ups than iGDR 28B? and the damage for both is 80 and 68.


those 2 cause a mini bounce,

you can do :2::2:_:8::8:B ~ :8::A:+:K: then finish up with iGDR and the 2*B follow up but am no sure how much dmg that is

You can try :6::B::B: cause it tracks sidestep and air control ( except Backward right, correct me if am wrong)
 
Two things: First regards 28B. I'm not very clear on the input for it... So there's something I clearly am missing. When I input 28B, I get 8B instead. Any advice on this issue on what the attack animation is supposed to be like and how to go about inputting it properly?

Second regards the following: 1A, WS BB. Is it garunteed? Sometimes, the last B seems to whiff. Also, any suggestions about better follow-ups to 1A? Thanks alot in advance.
 
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