Aug 17, 2008 10:00
This is my analysis of Cervy's movelist. It's sort of long and depressing. He has a lot of bad moves and only a few really good ones.
Also: Xianghua is a bitch. I realize this now but she is almost fucking impossible to combo. Some combos like 3B, iTS (like 76 dmg) don't work on her unless she's against a wall, but do work on most other characters. Fuck Xianghua. Fortunately, most of Cassandra's nasty combos work on her. I think the likelihood that I get scrubbed out by a bad X is pretty low, as she has a lot of bad moves. I think if I lose to one, it'll be at least close to my skill level.
Another side note: Xianghua's 2A is fucking slow. I think it's i14. No lie. I 6K (+1) and a 3K (i14) beats it cleanly. No wonder I hate playing Xianghua.
AA: This move is interesting for an AA. It's slower (i13, according to the Cerv boards; my testing suggests it's i12) but pushes back a good ways on block, and is only at very slight disadvantage. It pushes back pretty far on hit, and leaves Cerv at a pretty big advantage (at least +4; less than +6). Overall very solid.
aB: UNSAFE ON BLOCK (-14 or worse). This is essentially a ghetto way of giving Cerv an i12 move that hits mid without actually giving him an i12 mid. It will hit fast enough to be scary (first hit is i12 afterall) and the second hit follows very shortly thereafter, hitting mid. As stated above this is really unsafe on block. However, because it is fairly good reach and is decently damaging, it serves as an easy i12 punisher. Obviously, iGDR is a better punisher if you can get it consistent.
aK: This is mainly useful for backturning. It backturns Cerv, and is safe on block (doesn't look like it; feel free to GI if it gets blocked). On hit, it is odd; the opponent can attack much sooner than one might think. It is still at least +3 on hit. The opponent does not enter tech crouch, either; even though it looks like they do. Overall this is okay, if only to produce GI bait. Remember though, it's high; you have way better things you could be doing in the 14 frames this move takes up.
6A: A fairly neat high horizontal with decent step coverage. It's slightly slower than AA (i14), but the draw is that it's exactly +8 on normal hit, making it a decent poke. It is fairly safe on block, as well (-3? something like that). Considering it is still fairly fast, it could be used in poking/CH situations or as a go-to for step coverage. Pretty good overall.
3AB: Counter-Cerv pretty much relies on being able to read this move, and it is hella ambiguous. It sets up into BT mixups and guarantees BT 2K (16% damage). Both hits are unsafe on block (at least -18!) giving your opponent a free throw on block. It's also a free combo of choice for most characters. Still, it's an ambiguous low and its virtues should not be ignored. The JF version sets up for a good bit more damage (20%) by juggling with 8A+K, AA. I don't think the JF version is needed to play Cerv (compared to iGDR, which is), since BT 2K is super easy to do and does 12 less damage, but the JF combo puts them in a worse situation (knocked down) whereas they can Ukemi after the 2K and stand up in a near-neutral situation.
2A: An i14 special low tech crouching horizontal that is slightly disadvantaged on block, slightly advantaged on hit - like every other 2A in the game (except some are faster). Cerv's is kinda slow, but for Cerv, it's not too bad. Upon review, apparently Cerv gets mad +advantage on hit (+7 according to my testing which may not be 100% accurate).
1A: This somewhat universal low is moderate speed, tech crouch, and knocks down. On the scale of 1As this one isn't too bad; it's clearly better than Cassandra's, for instance. It's disadvantaged on block; this is particularly troublesome for characters with a crouch throw, who can get a free crouch throw afterwards unless Cerv stands himself up using a command move or RCC.
4A: Yet another step covering high. Disadvantaged on block (like -8 or something) and +7 on hit (my throw trades with Xianghua's AA) it is probably not as good as 6A. The held version sets up a stun (insert combo here), but is pretty slow. If this move counter hits, it also sets up a stun. Very valuable, I suppose, in the step countering business. I'm not sure if I'd rather use this or 6A; this move probably has a better hitbox. Surely Cerv has a better step covering attack (other than AA).
WS A: A wide angle step-covering mid that sets up into a spin stun on normal hit. The stun seems to be pretty short (about 14 frames). An iGDR will combo after it but I couldn't find anything else good that did (eg. 3B does not). This is not safe on block (-18 or worse; free throw). Risky, but if you're expecting to CH them, you can probably combo into 3B for some really sick damage.
BBB: This move is interesting. On normal hit, you want to omit the third hit (it doesn't combo), but on block, you want to do the third hit (second hit is unsafe; like -16 or so; free launcher) unless it will whiff or your opponent is a sidestep fiend (meaning, it will whiff). The third hit is pretty disadvantageous. This move is probably best for its pushback; even though its frame data is on the bad side, it pushes most opponents back beyond the realm of punishment. If you are playing against a ballsy Cassandra, do the third hit, block the deathfist, and punish her for it with an iGDR into combo (eg. don't try to punish this move; frame trap afterwards). On hit, this move is pretty bad unless you counter hit; the second hit leaves Cerv in a neutral situation, although the third hit rings out and knocks down/back. Meh.
BB4B+K: This ends in a 4B+K guard crush, which is a guaranteed teleport on block. Unfortunately if your opponent walks forward or sidesteps you are basically fucked. I don't think this is a good move; I think counter-Cerv pretty much obsoletes the BB strings because the third hit can be sidestepped in either case. The held version is just as bad; even a half awake opponent will sidestep you.
bA: This reasonably quick high (okay, it's like i15, meh) covers step and is at huge frame advantage on hit (like +11 or something crazy) meaning it's a free mixup if you hit. The weird part: Cerv auto-GIs horizontals afterwards, making this move crazy on block. It's still probably -11, -12 (not really sure) but the auto-GI horizontals for a free teleport and an advantageous situation makes this a pretty sweet deal. If you snag the auto-GI after an A, you'll be at pretty big advantage, but nothing is guaranteed. Unfortunately this move is probably -11 as I could not get moves I figured were i12 (X's 2A) to trigger the auto-GI. So pretty much only Taki, X, Cass, Sophie doing their extremely fast AAs can trigger it. This move is pretty tricky, and only good against people like me. Do not fall for the trap and hit him with BB if he uses this move. This move is unlikely to be seen in tournament play, as it is extremely awkward to execute, even on a stick.
bK: This zany move is a slow executing tech jump kick, which works great in getting in. It is at advantage on block, although its slow speed only allows it to set up frame traps, not continue them. It may have sidestep. In fact, I'm pretty sure it does. This move may be too good for midrange. Oh, it knocks down on hit! Right.
6BB: Two big linear mids that reach pretty far, but don't combo. Both hits are unsafe, but the first hit is relatively unpunishable (-11) due to its pushback. The second hit is deathfistable if you don't hold the button. The held versions are far better, even if slower. First hit sets up a stun (might be mashable; combos into 2B+K for 20%). Second hit held makes it safe, but sidesteppable. If they were a sidestep fiend, they could sidestep the first hit too, though. The second held hit also leads into to 2B+K (crazy good damge; 35%) on normal hit, but it is unlikely to hit. This move is okay, I guess, but people will probably sidestep the charged hit. Note: First hit is i13! It suddenly got a lot better in my mind.
3B: The typical SC launcher. It is not tech crouch, and is not completely safe on block (-11) but can't be punished with big damage (does give your opponent free mixup if they want to dump the small damage, but it's a damn free AA, which is free pressure strings). On hit this leads to about 20% damage (8A+K into a billion different followups is guaranteed for almost the same damage). On counter hit, you can land a 214B+K for about 30%. Pretty sweet. I'm fairly certain you can get bigger damage than this, actually, but knowing this is worth 20% at least is good enough for me.
2B: This move is fast, mid, and hits grounded. It is not safe on block (-11? -12?) but is hard to punish as it has tech crouch frames, rising only at the very end of the animation. It should be used to milk damage out of a sleeping opponent, as the damage on it is pretty high. Don't use it when actually fighting.
1B: Built-in sidestep plus a slight bit of tech crouch makes this move deceptively good. There is really no counter to it, other than fast 2As. It's a decently fast mid, but is unsafe on block (-11; you know the drill). Pushback is bad enough that you will eat AAs. It's sort of a desperate move, but it beats a lot of stuff.
4BK: The K in this move is the exact same move as aK. This requires a counterhit to combo. Fortunately, 4B is a relatively fast mid that is excellent for this sort of work, and is probably Cervy's best tool to beat tech crouch. It has a pretty small hitbox, so getting hit out of the backturn kick is an issue. 4B is -11 on block; the K is obviously safe. The K beats sidestep, so slow sidestepping moves or just a random step will probably hit a stepper, but it is not guaranteed.
FC 2B: What if I told you this was Cervy's best mid? :< It wouldn't be too far from the truth. It's fast and is great for poking. Unfortunately, you only get this in FC :/ It's at disadvantage on block but is otherwise safe; I wouldn't be surprised if it was -11, but i12 moves seem to be blockable afterwards.
WS BB: This move is likely to be used by every Cervy noob. The bad news: It's not deathfistable on block (/sadpanda). It's about -12 or so, making retaliation hard. The move does almost 20% damage and is a natural combo; if the second hit counterhits, Cervy can score 25% or more if he reacts in time. No move can interrupt the two hits, either. This move is pretty darn good. It also has massive reach, moving Cervy way far forward. I'm not sure but I think this move is too good. :D
Jump B: I'm not sure what to make of it on hit; I can't seem to get any good moves to combo. 2B seems to combo for okay damage, but the game engine seems to tell me it won't work. Maybe they can guard after they hit the ground despite the computer not doing it against me? Either way this move is horribly unsafe on block; roughly -16 or so; possibly as much as -17. It doesn't quite give a free throw.
6K: I'm assuming you will always use this move instead of K. This move is i13 and hits mid. It has a healthy bit of disadvantage on block, but what else is new, heh. Unfortunately since this move is so close range, that's an issue. Still, it's Cervy's fastest mid and one of the faster mids in the game. On hit, this is exactly +1; not so great (due to the close reach, Cervy won't be winning many frame wars with this). It's hella fast and beats TC, making it overall better than the alternatives (eg. 4B). Still, unless it counter hits, followups can be risky. If you're not scrapping with a strong close range character (not X, Amy, Taki, the sisters, a good Hilde) it puts you in a decently favorable position on hit. A lot of his game is likely working off advantage this move brings from countering TC crap.
3K: This move is long reaching for a kick, and is mid. It gives decent advantage on hit (+3), meaning it will CH most As if it is done again (it's i14; it trades with the i11 type As). As an i14 move that is mid with good reach, it is otherwise fairly unremarkable. Like most of Cervy's movelist it is fairly disadvantaged on block (no idea; pretty bad though).
2K: Pretty bad (like -1, -2 on HIT)
1K: This is, like most of his stuff, disadvantaged on block. Nonetheless it is pretty crucial to generating frame advantage in close. It is pretty beastly on hit (+8? nearly combo stuff) so getting the opponent to guard high so this can land is pretty important. This is one of Cervy's most valuable moves, as it is one of the faster low-hitting moves available (i17; hard to tell).
4KK: Combo filler
421K: The M. Bison slide. It has the zany properties that Bison's slide does in SF; it's safe (at advantage!) at long distances and unsafe if done in close (even on hit). Unlike Bison's slide, it won't knock down, even in close. On block, it's always at a disadvantage, but a lot of moves whiff if done at the proper range (it's easy to tell; they get pushed pretty far away if you did it right, and you eat deathfists if you did it wrong). It's an interesting way to advance, at the least. I'm not sure how strong the move actually is. On hit, the slide version (421kBB) is pretty mean, but the B slide is always unsafe and the followup will whiff, allowing free launcher punishments. I must expect bad Cervy to abuse this move and must guard low at mid distance. This move hurts on hit, and is absolutely joyful if blocked. Also a side note: the game's combo indicator does not light up for the final hit. I think there may be a way to Ukemi out of the last gunshot. (revised: you can crouch it, even on normal hit).
WS K: Mid, tech crouch, huge frame advantage on hit. It has a large hitbox, but pushes enemies back, making it only so-so. Still, it's a fast WS option that pushes back, which is a great boon against rushdown characters. Against non-rush characters you'll probably want to do an FC move or command grab.
A+B: A wide angle mid horizontal with a stun on normal hit. Very unsafe on block (-20?). Combos into 2A+B on hit (into WS A into 4KK, sweet damage) or iGDR (into whatever, also sweet damage). Really, like WS A this is a very situational move. If you land a sidestep counter you can really clean house (3B into dual gunshots into 3A+B). This is at best a very risky but very rewarding move, and at worst a really terrible move
6A+BB: A pair of linear mids. Like most of Cerv's linear mids the whole string is unsafe. The first hit is safe, however. The entire string natural combos for 34 damage. Not much else to say here. Appears to be about i16 or so; not too great. JF version combos for 44 damage, still not that great unless there is some other followup afterwards.
3A+B: Tech crouching horizontal mid, comes out very fast (i13). Safe on block, too (large disadvantage; -8 or more). Pretty solid move overall with a lot of pushback. Very good for getting close fighters further out when at advantage.
2A+B: Linear mid. Covers sidestep to Cervy's left, but has wacky hitbox errors if the opponent is even slightly off center to the right side. This move is an absolute beast on counter hit, setting up his bread and butter stun combo. This move is i14 (iirc) so it is not so good at fishing out CH and is mainly good for combo filler.
1A+B: Linear mid unblockable. Slow, deals kind of bad damage.
4A+B: Guard crushing GDR into dread charge. Safe if blocked, and leads into mixups galore as it's at hefty frame advantage (throw is uninterruptable; I can't find a way to get a combo after it, though) Sidesteppable, but Cerv tends to fly far past the enemy in most cases. This move is a noob pwner.
8A+B: This move is tech crouch and mid, but sort of slow. It is absurdly good at generating damage on counter hit; it combos into 22B, 8A+K into iGDR (or just let them fall and get some wakeup options). It is also absurdly unsafe. Like many of Cerv's moves, it's wonderful if it hits, but in this case it has to be counter hit. It knocks down and has some wakeup options on normal hit, though.
FC A+B: Technically not a WS move but it stands Cerv up, hitting with a huge bout of linear mids. Supposedly there is a JF on the last hit ending in a guard crush; but I can't get it to ever fire. The whole thing hits for 56 damage. On block it is horribly unsafe, necessitating the guard crush. This move would probably be too good post-GC.
2B+K: A big, very high damage mid that hits grounded. That last part is key. This move is pretty much his best option against a grounded opponent. If they roll, hold it down for splash damage and a big stun. It's safe on block (although you're at pretty big disadvantage). The charged version is at a lot less disadvantage on block (-3?) so you can throw out bA, 2A, or other moves with evasion afterwards if you think they'll attack. If the charged version hits at far distance (hits low!), iGDR > hax is guaranteed.
4B+K: This move is awesome but very telegraphed. It is one of the best moves against people who whiff at mid to long range, or against overly aggressive enemies. Against better players it will just get sidestepped. Against noobs, you may get it guarded; it forces crouch and puts the opponent at a lot of disadvantage. The held version tends to whiff as most opponents move forward.
8B+K: Cerv leaps forward and does a cross slash. Tech jump at the beginning and tech crouch at the end. Puts opponent in FC but is not safe on block. A decent move to get in but don't do it against an opponent with a fast WS game. This might only be -12 or so; still, it is probably deathfistable. Knocks down on hit for 38 damage, but it is kind of slow so scoring a hit is unlikely unless you jump a low or dodge a throw. Held version can jump over a croucher; this is almost useless in practice.
BT B+K: Probably his fastest or second fastest BT option, and does a good chunk of damage. Absolutely brutal on CH (combos into 3A+B into iGDR into hax, or just 4KK if you're looking for cake damage). Unsafe on block, but only fast moves can beat it.
6A+K: I pretend this move doesn't exist.
4A+K: Auto-GIs horizontals early in its animation and hits mid. Great as a mixup in pressure games but sort of a niche tool. Ends opponent in FC and is safe on block (disadvantage, etc.) Pretty strong move.
8A+K: This move needs no explanation.
66A: High horizontal, unsafe. Meh.
33_99A: Pretty much the same move as bA; probably the same speed, but with no autoGI at the end; instead it has it at the beginning, autoGI-ing horizontals instead. Unsafe on block, so use wisely if at all. Hits for very mean damage (35) and rings out to Cervy's right side.
22_88A (right side): A mid-high horizontal; also unsafe on block. 36 damage + knockdown on hit.
22_88A (left side): A high-mid horizontal; not unsafe on block. Also 36 damage + knockdown on hit. Much better than the right version.
11AA: A double low. First hit is safe; not sure about the second (very hard to test; assume it's unsafe). B2 combos afterward for ~50 damage but is pretty hard to do. I assume iGDR combos. This game's buffering sucks so bad though, that I can't find out what else does. AA does!
11AB: A mixup, I guess. Delays, hits mid and stuns. 2B+K combos afterward. Since this hit is roughly the same as BT B+K (except with a stun?) it is probably safe on block.
44A: A much better midrange high horizontal with built in sidestep. Very good step counter. Knocks down and rings out to Cervy's left, deals almost 40 damage on hit ! Safe on block.
44aBB: A sidestepping mid, hits into AT for 43 damage. Probably good against a tech crouching/rolling Taki but is otherwise not so good. Very unsafe on block (either hit).
66B: Fast linear mid that confirms into an AT on a deep hit for good damage. Unsafe on block.
99_33B: The same move as 3B
88_22B: This move also needs no explanation
11_33B: A slowish linear mid that tech crouches late in its animation. Beastly on counter hit, knocks down on normal hit. A pretty good move just to do some soul crush gauge damage :D
44B : A backstep followed by Cerv's longest reaching move. Slow to come out but evades through most of the attack and again, the reach is massive. Unsafe on block, but only jabs can punish it (no deathfists).
66K: A fastish, close range mid kick. Seems obsoleted by 3K but knocks down on CH and pushes back a bit, so it is alright as a dashing in mid option that is reasonably safe. +3 on hit.
88_22K: A fast mid kick that auto-GIs horizontals. This move is full of win and sex. Safe on block.
44K: A leaping mid kick that ends in tech crouch. Puts the opponent in FC on block, and is safe. This is surprisingly good.
66A+B: A nasty launcher that puts the opponent as high up as a CH 3B. Horribly unsafe on block. Don't use.
44A+B: Another nasty launcher that can be held for a mid unblockable. Has some built in sidestep. Safe on block (wtf?).
DC A: High unblockable. If anyone knows anything about Cerv, this will get crouched and punished.
DC B: GDR. JF version better known as iGDR; unsurprisingly this move is not safe on block (use 4A+B version for a safe on block)
DC K: The exact same move as 44K but with some additional sidestep. Very awesome.
DC B+K: TS. JF version better known as iTS; it's very similar to 66A+B and is suck except as combo filler.
DC A+K: A low out of DC. Too bad it's kind of slow. Unsafe on block, knocks down on hit.
DC 6: Awesome fake out of DC. JFable. Don't do the B+K followup; it whiffs on a blocking opponent (wtf?)
BEST MOVES
AA - poke
aB - punisher @ close
3AB - low launcher
2A - it's always good
1A - good, but people will read it
4A - if you read a linear move in close, this move is free money
bA - autoGI horizontals, teleports
bK - midrange tech jump kick, +1 on block ! ! !
3B/33B - damage machine
WS BB - huge reach, knockdown, 2nd hit launches if it hits a standing opponent, almost safe on block
1K - insanely good low due to his awesome FC/WS options
2A+B - tech crouch, rape at midrange, combos on CH
4A+B - okay, everyone will step it, but you'll find a way to use it
2B+K - it does too much damage, charged version nasty on wakeup
4B+K - see 4A+B
4A+K - auto-GI is messed up and this thing puts them in FC
44A - mean in midrange sidestep games.
11_33B - really mean pressuring mid; worth it just to get the soul gauge damage
44B - longest move Cervy has, therefore good
66K - only real safe mid he has when moving forward
22K - insanely good, abuse abuse abuse
44K - buffer in a punisher after this move for epic lulz
44A+B - unblockableszzz
iGDR - nuff said
DC 6 - also nuff said