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    Cervantes by d33n

    Updated: 04/06/06 | Printable Version | Search Guide | Bookmark Guide

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    Table Of Contents:
    1. Legal
    2. About This Guide
    3. Cervantes's Weapons
    4. Cervantes's Moves
    5. Basic Tips/Tactics
    6. Cervantes's Combos
    7. Cervantes's Tech Traps
    8. Acknowledgements
    1. Legal
    Copyright 2006 Dean Richer
    I'm just going to say that if you want to use my guide then e-mail me and ask.
    My current e-mail address is rbatemanmotorcycles@blueyonder.co.uk.  Please do
    not use my guide without asking me, and give me credit for it when using all or
    part of it.  Thanks.
    Soul Calibur, Soul Calibur II and Soul Calibur III are trademarks of NAMCO LTD.
    2. About This Guide
    This is my second guide for Soul Calibur's Cervantes De Leon.  I'd also like to
    think that it's better then the last.  This guide covers several aspects of
    fighting as Cervantes in game (for those of you who want to do it in real life,
    sorry but you'll have to go elsewhere - try a search engine).  It doesn't focus
    on any information for Cervantes that isn't combat related, so don't expect to
    see his profile, his background information or his summer hobbies anywhere in
    the following text.  That aside, I hope this guide proves useful to those who
    read it.
    3. Cervantes Weapon's
    I'm going to set out the weapons in the following format:
    (number down list)(name)
    (weapon assessment)
    (effect influence - positive(+), negative(-) or neutral(n))(weapon effects)
    I got the weapon effect percentages shown by using the Practice mode, and the
    life drain of Soul Edge from the first battle of Cervantes's Tale of Souls.
    Okay, here we go:
    I.    Soul Edge And Nirvana
    Once again they slice.  They dice.  They, uh, slice some more.  They wake you
    up early on Monday morning and cook your breakfast.  Okay, they don't do that,
    but you get the idea.  They're better then the complete form of Soul Edge at
    any rate.  Ironic, eh?  When they say that Soul Edge is losing it's power
    they're not kidding.
    (n) They provide no bonuses or penalties.
    II.   Styx (And Nirvana)
    Personally, my favourite weapon for Cervantes.  They increase your attack power
    and don't generate any negative effects.  That's good enough for me.  They also
    guard impact attacks for you from time to time, which is nice, but is obviously
    unreliable and seems to occur very rarely.
    (+) Damage dealt + 20%
    (+) Automatically guard impacts when you block some attacks
    III.  Erlang's Blade (And Nirvana)
    Well, it's better then nothing I guess.  You occasionally get free guard breaks
    from your attacks, but again, unreliable.  They come out more often then the
    Styx auto guard impacts, but they still don't occur that often.  As for making
    guard impacts easier, it couldn't hurt but I doubt it makes much difference.
    (+) Guard impacts become easier to perform
    (+) Some attacks will become guard breaks when blocked
    IV.   Phlegethon (And Nirvana)
    Free counter hits.  That pretty much sums up the Phlegethon.  It's handy to get
    a counter hit from a normal hit on most attacks.  It's really handy to get a
    counter hit from a normal hit on some of Cervantes's attacks, like Cannonball
    Lifter.  This also damages through your opponent's guard, which could make the
    difference between victory or defeat.  Although it probably won't.
    (+) Some of your normal hits become counter hits
    (+) Your attacks deal 10% damage when blocked
    V.    Soul Edge
    Argh, not again.  Soul Edge (Complete) sucked for Cervantes in Soul Calibur II
    because it drained his health.  And now, Soul Edge sucks for Cervantes in Soul
    Calibur III because it drains his health.  But now you can't even get it back
    by inflicting damage.  Sigh.  Besides this, it increases your attack power -
    but only 10% more then the Styx.  It does get you out of some counter hits.
    Quite a few, in fact, if you test it in the practice mode. And it gives you
    extra reach, if you like the idea of that.  But none of the other weapons have
    penalties, so Personally I'd use one of them instead.
    (+) Increased weapon reach
    (+) Damage dealt + 30%
    (+) Some of your opponent's counter hits become normal hits
    (-) Health decreases gradually (roughly 5% every 3 seconds)
    VI.   Imitation Sword
    Heh, it's actually better.  The wooden swords are back, and this time you can
    actually use them without giving your opponent a running head start.  The
    decreased pushback does really mess up Cervantes's Cannonball Lifter and other
    launchers, but it's better then suffering minus 20% on attack and defense.  In
    return, you get a stupid sound when your attacks connect.  Yay!  ..........
    Hey, don't knock it.
    (n) Your attacks have a different sound effect when they hit
    (-) Decreased attack pushback force
    VII.  The Ancient
    Wow.  This game has fewer weapons then it's predecessor and they still decided
    to make one of them devoid of abilities.  From a weapon ability perspective
    this thing is pointless.  What a waste.  From an aesthetic point of view it
    does look kinda cool, despite being a rip off of the Firangi from SCII.  Use as
    an alternative to Soul Edge And Nirvana.
    (n) It provides no bonuses or penalties.
    4. Cervantes's Moves
    A = Horizontal Attack (square button)
    B = Vertical Attack   (triangle button)
    K = Kick              (circle button)
    G = Guard             (cross button)
    1 = Up Backwards
    2 = Up
    3 = Up Forwards
    4 = Backwards
    5 = Neutral
    6 = Forwards
    7 = Down Backwards
    8 = Down
    9 = Down Forwards
    To explain why this system is used, and since it is helpful to see, the
    directions are mapped like this (with 5 being neutral - i.e. no input):
    				7  8  9
    				4  5  6
    				1  2  3
    This is the same layout as the number pad on your keyboard, so you can use that
    for reference if you have trouble remembering.
    aB - Press the buttons listed in rapid succession, in this case A followed by B
    A+B - Press the buttons listed simultaneously, in this case A and B
    [A+B] - Hold down the button(s) shown inside the [], in this case A+B
    A:B - Indicates a just input, which means that input timing must be precise
    _ = Or, e.g. 7_8_9A means 7A or 8A or 9A
    ... - Repeat input, e.g. B... means press B repeatedly
    WC - Input the move while crouching
    WS - Input the move while getting up off the floor or standing from crouch
    WL - Input the move while landing ([G]7 or [G]8 or [G]9 followed by input)
    BT - Input the move with your back turned (back facing enemy)
    DC - Unique to Cervantes.  Input the move during Dread Charge (see moves list)
    Note 1: All inputs listed assume that you are facing right.  If you are facing
            left then you need to substitute 6 with 4, 3 with 1 and 9 with 7
    Note 2: Double tapping a direction is the equivalent to holding it, so an input
            of [6] could also be achieved by inputting 66, or 6[6]
    Note 3: When a direction is given adjacent to an attack button they need to be
            input simultaneously, so 1A would be input 1+A, and 66A would be 66+A
    (H) = This attack hits high
    (M) = This attack hits mid
    (L) = This attack hits low
    (SM)= This attack hits mid, but can be blocked crouching
    (SL)= This attack hits low, but can be blocked standing 
    {T} = This attack is a throw (throws hit high)
    {AT}= This attack can throw an opponent, but is blockable
    {SP}= This attack is/has a special effect
    {GI}= This attack can perform a guard impact
    {GB}= This attack is a guard break
    {U} = This attack is unblockable
    {2B}= This attack is a guard break if executed with a level 2 soul charge
    {3B}= This attack is a guard break if executed with a level 3 soul charge
    {3U}= This attack is unblockable if executed with a level 3 soul charge
    <TC>= This attack tech crouches (it can go under high attacks)
    <C> = This attack puts you into a crouch position
    <S> = This attack moves you from grounded or crouching to standing
    <J> = This attack jumps
    <SS>= This attack side steps
    <BS>= This attack back steps
    Just to clarify, the moves will be set out like this:
    (attack name)(button input)(attack height){extra effects}<evasive effects>
    Now for the lists:
    I.   Horizontal Attacks
    II.  Vertical Attacks
    III. Kick Attacks
    IV.  Simultaneous Attacks
    V.   Throws
    VI.  Other Attacks
    I.   Horizontal Attacks
    Soul Swing  AA  (H)(H)
    Dread Wave  1A  (L)  <C>
    Dread Lifter  1aB (M)  {3U}  <TC>
    Dread Pressure  1aB+K  (M)
    Dread Pressure (Hold)  1a[B+K]  (M)  {U}
    Laser Wave  2A or WC A  (SL)  <C>  (Weaker from crouch)
    Scissor Lifter  3AB  (L)(M)
    Scissor Lifter (Just)  3A:B  (L)(M)(H)  {U}  (Press B as 3A hits)
    Crush Keel  4A (H)
    Gentle Wave  6A  (H)
    Merciless Wave  [4]A  (H)
    Cannonball Split  [4]aB  (M)  {AT}
    Merciless Needle  [4]aBB  (M)(M)  (First hit must fail to {AT})
    Merciless Needle (Delay)  [4]aB B  (M)(M)  (See above)  (Delay second B)
    Gibbering Torpedo  [1_7]AA  (L)(L)  <TC>
    Gibbering Pressure  [1_7]AB  (L)(M)  <TC>
    Tornado Slice  [8]A  (H)(M)
    Bridgette Slice  [2]A  (M)(H)
    Dishonest Wave  [3]A or [9]A  (H)  {GI}
    Lagging Wave  [6]A  (H)
    Pirate's Cross  aB  (H)(M)
    Anchor Gusty Kick  aK  (H)
    Full Sail Anchoring  WS AB  (M)(M)  <TC><S>
    Full Sail Anchoring (Hold)  WS A[B]  (M)(M)  <TC><S>  (Causes a quake on miss)
    Aft Soul Wipe  BT A  (H)
    Sub Laser Wave  BT 2A  (L)  <C>
    Soul Wipe Riptide  7_8_9A  (H)  <J>
    Deck Dread Wave  WL A  (L)  <TC>
    II.  Vertical Attacks
    Wild Storm  BBB  (M)(M)(M)
    Storm Flare  BB4B+K  (M)(M)(M)  {SP}
    Storm Generate  b2  (M)  {AT}  ({AT} on airborne opponents)
    Spike Anchor  1B  (M)
    Slay Storm  2B or WC B  (M)  <C>  (Weaker from crouch)
    Cannonball Lifter  3_[3_9]B  (M)
    Cannonball Lifter (Counter)  3_[3_9]BB  (M)(M)  (First hit must be a counter)
    Bloody Hilt Kick  4BK  (M)(H)
    Sail Nautilus  6BB  (M)(M)
    Sail Nautilus (Hold)  6[B]B  (M)(M)
    Bow Breaker  [4]B  (M)  <BS>
    Riot Storm  [1_7]B  (M)
    Storm Nest  [2_8]B  (L)  {AT}  ({AT} on down opponents)
    Bile Lunges  [6]B  (M)  {AT}  ({AT} if both swords are in range)
    Surprise Wave  bA  (H)  {GI}
    Head Snap Kick  bK  (M)  <J>
    Devastator  WS B  (M)  <S>
    Aft Blade Storm  BT B  (M)
    Sub Slay Storm  BT 2B  (M)  <C>
    Spike Anchor Riptide  7_8_9B  (M)  <J>
    Deck Lifter  WL B  (M)
    III. Kick Attacks
    Anchor Kick  K  (M)
    Anchor Marooned Kick  1K  (L)  <C>
    Anchor Bow Kick  2K or WC K  (L)  <C>  (Weaker from crouch)
    Anchor Middle Kick  3K  (M)
    Anchor Steep Kick  4KK  (H)(M)
    Anchor Knee Kick  6K  (M)
    Galleon Sinker  [4]K  (M)  <C><J>
    Anchor Swirl Kick  [1_7]K  (L)  <C>
    Anchor Side Kick  [2_8]K  (M)  {GI}
    Head Scratch Kick  [3_6_9]K  (M)
    Sliding  [6]K  (L)  <TC>  (After running two or more steps)
    Anchor Revive Kick  WS K  (M)  <S>
    Aft Anchor Kick  BT K  (M)
    Sub Anchor Bow Kick  BT 2K  (L)  <C>
    Cannon Launch Kick  7_8_9K  (M)  <J>
    Diving Scratch Kick  WL K  (M)
    IV.  Simultaneous Attacks
    Slant Cross  A+B  (M)  <TC>
    Bloody Hoist  1A+B  (M)  <TC><SS>
    Killer X  2A+B  (M)  <C>
    Scissor Wave  3A+B  (M)(M)
    Eternal Curse  4A+B  (M)  {U}  (Press G to cancel)
    Gale Slash  6A+BB  (M)(M)
    Gale Slash (Just)  6A+B:B  (M)(M)(M)  (Press B as 6A+B hits)
    Cross Bone Divider  [4]A+B  (M)  <BS>
    Cross Bone Divider (Hold)  [4][A+B]  (M)  {U}  <BS>
    Windmill  [1_2_3_6_7_8_9]A+B  (M)(H)
    Iceburg Circular  7_8_9A+B  (M)  <TC>
    Flying Dutchman  WC A+B  (M)(M)(M)(M)(M)(M)(M)  <S>
    Flying Dutchman  WC A+BB...  (M)(M)(M)(M)(M)(M)(M)  {GB}  <S>  (Stronger)
    Pirate's Tactics  B+K  {GI}{SP}  ({GI} vs high and mid verticals)
    High Tide Anchoring  2B+K  (M)  <TC>
    High Tide Anchoring (Hold)  2[B+K]  (M)  <TC>  (Causes a quake on miss)
    Shadow Flare  4B+K  (M)  {2B}{SP}  (Press G to cancel)
    Night Raid  6B+K  (M)
    Night Raid (Hold)  6[B+K]  (M)(M)(M)  {GB}
    Killer X Crawler  7_8_9_[3_9]B+K  (M)  <J>
    Pressure Astern  7_8_9_[3_9][B+K]  (M)  <J>  (Jump over opponent)
    Aft Dread Pressure  BT B+K  (M)
    Pirate's Scheme  A+K  {GI}{SP}  ({GI} vs high, mid and low horizontals)
    Anchor Bow Heel  4A+K  (M)  {GI}
    Genocidal Culverin  6A+K  (H)  {U}
    Bloody Culverin  8A+K  (H)  {U}
    Taunt  K+G  {SP}
    V.   Throws
    Sadistic Cross  A+G  {T}
    Turbulence lift ~ Dread Charge  B+G  {T}{SP}  (DC has different properties)
    Figurehead Break  (from the left) A+G or B+G  {T}
    Jolly Roger Hoist  (from the right) A+G or B+G  {T}
    Flush Flood  (from behind)  A+G or B+G  {T}
    Phantasm Fleet  236236B+G  {T}
    Cannonball Split  [4]aB  (M)  {AT}
    Storm Generate  b2  (M)  {AT}  ({AT} on airborne opponents)
    Storm Nest  [2_8]B  (L)  {AT}  ({AT} on down opponents)
    Bile Lunges  [6]B  (M)  {AT}  ({AT} if both swords are in range)
    VI.  Other Attacks
    Dread Charge  214  {SP}  (Press G to cancel)
    Dread Slash  DC A  (H)  {U}
    Sadistic Archmage  DC A+KA  (L)(L)  <C>
    Geo Da Ray  DC B  (M)  {3B}  <TC>
    Geo Da Ray  DC 2_8B  (M)  <TC>  (This version is not {3B})
    Geo Da Ricochet  (during Geo Da Ray) B_[B]  (M)  <TC>  (Wall required)
    Geo Da Ray (Fastest Input)  214:B  (M)  {3B}  <TC>  (Press B as DC begins)
    Anchor Whirlpool  DC K  (L)  <TC>
    Dash Flare  DC 6B+K  (M)  {2B}{SP}
    Tornado Swell  DC B+K  (M)(M)(M)  <TC>
    Tornado Swell (Fastest Input)  214:B+K  (M)(M)(M)  <TC>  (B+K as DC begins)
    5. Basic Tips/Tactics
    This section is just some basic advice on some of Cervantes's moves (mostly his
    better ones).  This time round I've been frequenting some Soul Calibur boards,
    so I have a slightly better idea of what I'm talking about.  Speaking of which,
    I'd like to take a minute to explain the meaning of 'saftey on block.'  Of
    course, if you already know what it means then you don't really need to read
    the following paragraph.
    If a move is said to be 'safe on block' or 'safe' then, so long as it is
    blocked, it is normally possible for the user of the move to guard before any
    type of attack can hit them, regardless of it's speed (although walls and arena
    edges can sometimes affect move safety).  Therefore, a move which is unsafe
    leaves the user defenceless against certain attacks (usually quite fast ones)
    should it be blocked.  Examples of both would be Head Snap Kick and Scissor
    Lifter.  Head Snap Kick is a move which is obviously safe on block.  The stun
    it inflicts on whoever blocks it lasts for so long that Cervantes recovers from
    the move before they do (which in fact makes it more then just safe on block -
    but more on that later).  Scissor Lifter is a move which is unsafe on block.
    Once your opponent blocks the second hit they recover from the stun while
    Cervantes is still holding his longsword along the length of his back, and can
    hit him with even medium speed moves before he recovers.
    One more thing I would like to mention before I start is the meaning of a few
    abbreviations I'll be using, for those of you who don't already know what they
    stand for.
    CH   = Counter Hit
    NH   = Normal Hit (i.e. not a counter hit)
    GDR  = Geo Da Ray
    iGDR = instant Geo Da Ray
    GB   = Guard Break
    GI   = Guard Impact
    JF   = Just Frame
    RO   = Ring Out
    Okay, lets begin:
    Soul Swing  AA  (H)(H)
    Cervantes's quick jabs.  Not bad for poking your opponent.  They are normally
    safe on block, but due to the pushback of the first hit the second one is quite
    prone to missing, giving your opponent a chance for free attacks.  Therefore it
    is in fact safer to just use the first hit and leave out the second.
    Scissor Lifter  3AB  (L)(M)
    Scissor Lifter (Just)  3A:B  (L)(M)(H)  {U}  (Press B as 3A hits)
    One of Cervantes's new just frames.  It's first hit is low and it combos on NH,
    which is just as well as it's horribly unsafe even with the JF pushback.  You
    only get the third hit of the JF version if the second hit is successful.  The
    third hit ROs quite well, but if you're after damage you can cancel it by using
    most moves or double tapping any direction.
    Lagging Wave  [6]A  (H)
    One of my favourites.  This is fast, has reasonable reach, hits steppers/8 way
    runners, knocks down and ROs.  It's not safe, but as far as unsafe moves go it
    is one of the safest.  The AI has a tendency to duck this, but I don't think
    human opponents will as long as you don't abuse it.
    Pirate's Cross  aB  (H)(M)
    Fast.  Good damage.  Unfortunately it's unsafe, and it also puts you at
    disadvantage even on hit.  But it is great for interrupting your opponent's
    attacks, and has better damage and range then Cervantes's pokes.  It also hits
    both horizontal and vertical, so it hits steppers and grounded opponents too.
    Wild Storm  BBB  (M)(M)(M)
    I like this better now then I did in the last version.  At first I was upset
    because they took away the option of having 1A as the last hit (actually, I'm
    still kinda upset about that), but now the third hit of this will combo if you
    get a CH with either of the first two.  This is even better then it sounds,
    since the second hit is safe whereas the third is not - so you can just use the
    first two hits, and you have enough time to only add the third one if the first
    gets a CH.  Now that's useful.
    Storm Generate  b2  (M)  {AT}  ({AT} on airborne opponents only)
    Oh dear.  I really like this move, but it's been watered down quite a lot since
    the last game.  It's still not bad for catching airborne opponents, but you can
    normally inflict at least the same amount of damage with other moves, and in
    most cases a fair bit more.
    Cannonball Lifter  3_[3_9]B  (M)
    Cervantes's staple launcher.  It's unsafe, but it's at it's most punishable on
    deep hit - further away it is all but safe.  Damage potential is good on NH and
    great on CH.  After NH you can try and nail iGDR for the most damage at 76, or
    you can go for something else in which case it's pretty much up in the air.
    Cannonball Lifter (Counter)  3_[3_9]BB  (M)(M)  (First hit must be a counter)
    Now this is just stupid.  Tagging on the extra hit actually does less damage
    then catching them with b2, so avoid it if you can.  2[B+K] gives better damage
    after this, or if you're up to scratch 214:B+K gives around 100 damage.  Now
    that's more like it.
    Bow Breaker  [4]B  (M)  <BS>
    Another one of my personal favourites, the backstep dodges attacks and then the
    follow up floors your opponent.  Great at stopping your opponent in their
    tracks if you know you've got time.  But, as you may have spotted, long range
    attacks easily hit you out of this, and as a result it's less advisable against
    some characters then others.
    Surprise Wave  bA  (H)  {GI}
    Unsafe, but it has serious damage potential on CH.  With a shallow hit A+B can
    combo off of it, and that opens up quite a few combos.  There is one combo that
    only works after getting A+B in this way, which is CH bA A+B A+G (or B+G).  The
    throw at the end should connect with your opponent's back, preventing an escape
    (except against Voldo - the cheating freak) and not to mention giving a combo
    that does 109 damage.  Ouch.
    Head Snap Kick  bK  (M)  <J>
    Now this gives serious advantage on block.  What's more, it's not that fast but
    hits mid, so it's quite likely to be blocked - although it can be stepped.
    After this is blocked you can use all sorts of attacks (preferably not slow
    ones), and if you're opponent tries anything then they'll probably end up
    eating a CH.  This is something you could try 236236B+G after, since I know
    you're all itching to.
    Anchor Middle Kick  3K  (M)
    I'm not sure what this was like in SCII, but in this version it's good.  It's
    fast, hits mid, has good range and tracks.  This is usually my poke of choice,
    although something like A or 6A might fare better against steppers.
    Slant Cross  A+B  (M)  <TC>
    Although this tech crouches, it doesn't do so until just before the attack is
    launched, so using it to deliberately duck under highs is risky.  It gives good
    potential for combos, and on NH too.  The only problem is that it's unsafe, but
    it does combo from CH bA, BT B+K and 2[B+K]'s quake stun.
    Scissor Wave  3A+B  (M)(M)
    A great close range attack.  It's mid, reasonably fast, hits steppers and is
    safe on block.  It pushes back on NH and stuns on CH, giving combo opportunity.
    It is somewhat short ranged though, and if the second hit fails to connect you
    don't get the pushback on top of the miss.
    Flying Dutchman  WC A+B  (M)(M)(M)(M)(M)(M)(M)  <S>
    Flying Dutchman  WC A+BB...  (M)(M)(M)(M)(M)(M)(M)  {GB}  <S>  (Stronger)
    Cervantes's fastest guard break, although not that that means much since he
    only has two.  However, it's also probably the fastest one in the game, and he
    recovers quick enough to hit the opponent during the resulting stun should they
    block it.  To make it easier to get the guard break, set one of the shoulder
    triggers to A+B or B+K (default A+B is L2) and mash it along with B.
    Pirate's Tactics  B+K  {GI}{SP}  ({GI} vs high and mid verticals)
    Pirate's Scheme  A+K  {GI}{SP}  ({GI} vs high, mid and low horizontals)
    The auto GIs are back, and this time they can also repel throws.  If you GI an
    attack with one of these then Cervantes instantly follows up with a mid hitting
    attack, which is normally guaranteed (your opponent might be able to avoid it
    if they use the VC glitch).  Post GI, B+K combos into [1_7]B and A+K (close
    range) can RO to Cervantes's back - though only just.
    High Tide Anchoring  2B+K  (M)  <TC>
    High Tide Anchoring (Hold)  2[B+K]  (M)  <TC>  (Causes a quake on miss)
    Cervantes's quake attack.  This tech crouches as it hits, so the only way to
    go under a high and hit at the same time is with the quake.  Since only 2[B+K]
    causes the quake, I wouldn't recommend trying to do so.  This attack gives both
    guaranteed ground hits and quake stuns in the right situations.  2[B+K] is
    still guaranteed after GDR, and it does nasty damage.  But the best move to
    follow up with 2[B+K] is CH 4A.  After CH 4A connects 2[B+K] will either hit or
    inflict quake stun, so you can't lose.
    Flare Storm  BB4B+K  (M)(M)(M)  {SP}
    Shadow Flare  4B+K  (M)  {2B}{SP}  (Press G to cancel)
    Dash Flare  DC 6B+K  (M)  {2B}{SP}
    Apparently not one of Cervantes's signature moves, although I disagree.  It's
    taken a hit since the last game (along with a score of Cervantes's other moves)
    and is now weaker and harder to charge to GB - although it still can, which I
    guess is something.  It's quite easy to see coming - but not quite so easy as
    it is to step.  So you're best bet is to use it when your opponent can't move,
    which will likely also be when they are unable to block.  Convenient, eh?
    Genocidal Culverin  6A+K  (H)  {U}
    Bloody Culverin  8A+K  (H)  {U}
    Gun attacks - it's about time.  For the last two games Cervantes has only been
    able to use his gun after getting a GI with B+K.  But now that's changed, and
    for the better.  6A+K isn't bad - it has infinite range, is unblockable, has
    good power and isn't that slow - but 8A+K is better.  It ROs quite well when
    used in juggles, but better yet it will hit most opponents in the face if you
    are close enough.  That's a quick high unblockable with quick recovery, not to
    mention that it also ROs.  However, the AI will duck this nearly every time,
    so as a general rule it's good against human competition only.
    Sadistic Cross  A+G  {T}
    Turbulence lift ~ Dread Charge  B+G  {T}{SP}  (DC has different properties)
    Phantasm Fleet  236236B+G  {T}
    Cervantes's throw game has skyrocketed since SCII.  A+G now ROs like crazy, B+G
    (DC B+K) does great damage for a front throw and also ROs, and as if that
    wasn't enough he now has a command throw, which deals the highest damage of all
    and also looks pretty cool (these things matter, you know).  After using B+G,
    B+K will execute instantly when input during the resulting DC, but you'll need
    to delay it a little if you want maximum damage.  B+K after B+G can also RO -
    but it can also RO Cervantes so it's a good idea to be careful near the ring
    edges.  Finally, the DC after B+G can still be cancelled with G, and the
    strongest move after doing so is 2[B+K], which gives only 2 points less then a
    well timed DC B+K as well as being easier, but of course it can't RO.
    Geo Da Ray  DC B  (M)  {3B}  <TC>
    Geo Da Ray  DC 2_8B  (M)  <TC>  (This version is not {3B})
    Geo Da Ricochet  (during Geo Da Ray) B_[B]  (M)  <TC>  (Wall required)
    Dah dada da dah da daa!  So we've finally reached Geo Da Ray, which is one of
    Cervantes's best moves, as well as probably his most famous - and not without
    reason.  It's extremely long ranged, goes under highs and launches on hit, with
    added impact damage upon landing.  You get a free 2[B+K] after hit (make sure
    you turn around first) which overall sets your opponent back by 107 damage at
    the least.  Of course, the main problem with getting it to hit is the DC charge
    up time, so you either need to be creative or wait for an appropriate opening.
    However, you don't always have to wait for the DC...
    Geo Da Ray (Fastest Input)  214:B  (M)  {3B}  <TC>  (Press B as DC begins)
    Better known as instant Geo Da Ray, this version of GDR is... well, instant.
    It has a much shorter range then it's regular counterpart, as well as being
    slightly weaker.  It also finishes with a reverse roll, which makes it a lot
    unsafer on block.  However, it also means that it can hit opponents when they
    are down, and it leaves you facing the right way on hit.  This move is quite
    hard to pull off consistently, but if you can master it then iGDR can take
    advantage of much briefer openings then regular GDR.  Not to mention that it
    can connect after most launchers and it usually does more damage then any other
    option.  Additionally, due to it's roll, the GB from a soul charged iGDR gives
    you enough time to hit with BT B+K.  If you can ever get a maxed soul charge.
    Tornado Swell  DC B+K  (M)(M)(M)  <TC>
    Tornado Swell (Fastest Input)  214:B+K  (M)(M)(M)  <TC>  (B+K as DC begins)
    Another new move.  Initially it seems of little value, only being useful after
    B+G, but that's before you discover the JF version.  This instant variation can
    be used to combo after iGDR and CH 3B, and in both cases the damage reaches
    triple figures.  It may not be easy, but it certainly hurts.  It can also be
    made to connect after either version of [4]A+B, but you have to be quick, and
    it normally won't hit with all three, er... hits.
    6. Cervantes's Combos
    Here's are some of Cervantes's combos.  These were all tested using PAL 60
    display.  For those of you with PAL versions of this game, be aware that some
    sequences which combo in PAL 50 display will not combo in PAL 60.
    Move String:                     Damage:            Notes:
    iGDR    --> 214:B+K                 110
    GDR     --> 2[B+K]                  107
    44aB    --> 22B                      82
    44A+B   --> 11B                      76
    3B      --> iGDR                     76
    3A:B    --> b2                       75
    66A+B   --> AA                       71
    A+B     --> 66K --> 11B              70             (A+B must hit mid/shallow)
    1aB     --> 11B                      65
    WS B    --> 66A                      60
    33A     --> 11B                      59
    8A+K    --> 2B+K                     58
    2A+B    --> WS B                     54
    1a[B+K] --> 2K                       50
    CH bA   --> A+B --> A+G             109             (bA must hit mid/shallow)
    CH A+B  --> 2[B+K]                  106
    CH 3B   --> 214:B+K                 100
    CH 11B  --> 11B                      88
    CH 2A+B --> 8A+B                     74
    CH 11AA --> 3K                       64
    CH 22B  --> 8A+B                     64
    CH 1A+B --> 2B+K                     64
    CH 4A+K --> 11B                      61
    CH 3A+B --> 2K                       40
    BT B+K  --> A+B --> 66K --> 11B      86             (BT B+K must hit mid)
    7. Cervantes's Tech Traps
    I thought I'd include a few of Cervantes's tech traps.  For those of you who
    don't know, a tech trap is a sequence of moves that will hit opponents trying
    to ukemi (or 'tech') in specific directions after being knocked down during the
    sequence.  Some tech traps can hit opponents regardless of which direction they
    tech, or even if they don't tech at all.  Incidentally, all of the tech traps
    listed below will hit opponents even if they decide not to tech.  Once again,
    all of these have been tested in PAL 60 display.
    Note: Most of the tech traps given below require a certain degree of delay to
          achieve maximum damage.  If you want to know how much then try them out
    Move String:            Can Be Escaped By Teching:      Notes:
    GDR   --> iGDR          n/a                             *
    GDR   --> 2[B+K]        n/a
    iGDR  --> iGDR          n/a                             *
    iGDR  --> 2[B+K]        n/a
    1aB+K --> iGDR          Right                           *
    1aB+K --> 3B            Left
    6[B]B --> 11B           Right
    6[B]B --> 1A            Neutral/Backwards
    2A+B  --> iGDR          n/a                             *
    2A+B  --> 2B+K          n/a
    2A+B  --> 3B            Left                            *
    2A+B  --> 1B            Right
    4B+K  --> iGDR          n/a                             * 4B+K must hit deep
    4B+K  --> 3B            Left                            * 4B+K must hit shallow
    4B+K  --> 1B            Right                             4B+K must hit shallow
    CH 4A   --> 2[B+K]      n/a
    CH 1A+B --> iGDR        n/a                             *
    CH 1A+B --> 2B+K        n/a
    CH 3A+B --> iGDR        Right                           *
    CH 3A+B --> 3B          Left
    CH 6BB  --> 11B         Right
    CH 6BB  --> 1A          Neutral/Backwards
    * = Can relaunch opponent
    8. Acknowledgements
    I'd like to thank all the people who posted in the Cervantes Soul Arena on
    soulcalibur.com, as I wouldn't have learnt as much as I have about Cervantes -
    or even Soul Calibur III for that matter - without browsing that forum
    I also guess I'd like to thank Namco for making this game in the first place
    And lastly GameFAQs, both for publishing this guide and for having a truly vast
    collection of (useful) computer game related information.