Dread Charge

AM64

[09] Warrior
I just started picking up Cervy recently, and I'm impressed by what I see so far. I was playing around in training this weekend, trying to get my timing down for iGDR, and I noticed that the start up animation for Dread Charge can be different. The red lighting effect with Dread Charge can vary in intensity from bright to no light at all. I could be wrong, but it seemed like the sound effect of the Charge could vary, as well.

Does anyone know if there is a difference between these Dread Charges in regard to performance? As far as I can tell, it seems that less lighting comes as you get closer to iGDR timing. Perhaps this is some kind of reward by the programmers to make Dread Charge telegraph itself less as you get closer to JF timing. (Because, you know, it's so easy to sneak in a random Dread Charge without your opponent knowing.) I couldn't see any performance differences in the different versions, but like I said, I'm by no means a Cervy master.
 
I haven't notice the lightning intensity before, but I can assure you that there are at least 3 different timing versions of dread charge to something else.

- The long one, when you see everything telegraphed (lightning and stuff)
- The JF one, instant stuff
- And one that becomes noticeable by me when I do iTS (there is no DC animation but its still slower than iTS, you can see a little twitch when Cervantes ducks).

If you're going for a normal GDR there is no way that your opponent won't notice what are you doing even if there was no effects at all.
Only way to catch them off guard with normal GDR is to do it after DC the animation is over, there's still a small time frame where Cervy is not in the DC stance but he can still GDR.
 
Yeah, I realize that anything out of Dread Charge is going to be incredibly obvious. Sadly, I most people I play don't even fall for the GDR after the start-up animation ends. At least for me, that trick hasn't worked since my scrubby days of SC2.

I'm assuming iTS is the instant teleport?
 
As Neon said iTS is the move where he ducks first and then he does a spining jump upwards.

My experience says that you can hit normal GDR on any opponent...
It requires timing and lots of fakes, but yeah you can hit it, I will never stop using that move.
 
I still throw regular GDR in against some people when I knock them away after something like 1a, 33b. More like go into DC, and see if they throw an attack out, and then reprimand them for it lol. If they get up and guard you can try to move in with DC K, if they guard that it's neutral, and most people will not know this, so BT B+K away.

Someone's gotta say it though, GDR is now just as punishable as iGDR. No more -13 and half life combos.
 
DC can help alot if you change it up I mean against a total noob who blocks you have DC A to slap them with, DC A+K to stop annoying highs in which Neon mentioned above with the really quick animation into iTS. Besides I say be as annoying as ever with the Dread Pirate xD Also I swear to god NEVER use 4A+B in battle it is sooo useless against anybody who knows what they're doing it's not even funny lol. It may get you into a small DC moment after the hit but it's really stupid to use when anybody can just GI it or even sidestep and possibly punish you lolz. I highly say nay to that move -.- 4B+K can be useful too btw only on a CH when your opponent is halfway throw a punishable combo lolz. I'm going a bit off topic I guess now xD Oh well I might as well then. A:B is very useful too for easy connection after an unsafe move. I've seen that when I use it 80% of the time after A+B or even 3B it keeps them away for a bit and even helps out of tight situations cuz it comes out so damn fast lolz
 
You might also consider DC A+K as an occasional round ender, since nobody ever sees it. They'll just go wtf Lizardman? Lizardpirate? lolwut?
 
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