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    Cervantes by STam

    Version: 1.9 | Updated: 12/02/99 | Search Guide | Bookmark Guide

                                   Soul Calibur
                                Cervantes Move List
                                   version 1.9
                     written by Sherwin Tam (sct8@cornell.edu)
    Version Changes
    Move List
      A Moves
      B Moves
      K Moves
      A+B Moves
      A+K Moves
      B+K Moves
      8-Way Run Moves
      Dread Charge Moves
    Here's a move list for everyone's favorite cheezball pirate in Soul
    Calibur for the Dreamcast, Cervantes.  Read about his new moves and quake
    in your boots in fear...
    1.9 (12/2/99): Minor change in the B<B Storm attacks.  Also some new info
    on his Storm Generate linked throw that makes it even more evil that the
    supreme evil it already is.
    1.8 (11/10/99): Minor change of move properties to distinguish a Spinning
    Stun from normal turns.  Added more special properties I missed the first
    time and information about guaranteed hits.  Cervantes truly has a
    sickening number of special effects to go with his attacks...
    1.71 (11/6/99): Formatting.  I swear I'm going to learn this editor...
    1.7 (11/5/99): Added new input for Dread Charge.
    1.61 (10/31/99): And a few more typos.  Not worth a whole version anymore.
    1.6 (10/23/99): Smashed a few more bugs in my code.  Wait, wrong subject.
    They call them typos here.  I need to get away from the computer...
    1.5 (10/22/99): I decided to save some space by making the move list more
    concise.  Yes, that's right, the move list is shorter, although it
    contains the same amount of information.  To counteract this strange
    shrinking occurrence, the convention section has gotten larger.  Also
    added some neat observations about Cervantes carrying firepower, courtesy
    of DeathCom5.  Lastly, I added stats for the undocumented jumping attacks,
    with plausible names.
    1.0 (10/9/99): First version.
    --Movement Conventions--
    f    tap forward                 [f]    hold forward
    b    tap back                    [b]    hold back
    d    tap down                    [d]    hold down
    u    tap up                      [u]    hold up
    d/f  tap down + forward          [d/f]  hold down + forward
    d/b  tap down + back             [d/b]  hold down + back
    u/f  tap up + forward            [u/f]  hold up + forward
    u/b  tap up + back               [u/b]  hold up + back
    N    "neutral"; (no direction pressed on joystick)
    QCF  "quarter circle forward" (d,d/f,f)
    QCB  "quarter circle back" (d,d/b,b)
    8WR  during 8-Way Run
    --Position Conventions--
    WS  while rising from a crouch   FU  while lying down, facing up
    FC  while fully crouching        FD  while lying down, facing down
    BK  while facing backward        DN  while lying down
    Some positions can be combined.  For instance, FC/BK means "fully crouched
    while facing backward."
    --Button Conventions--
    G  tap guard button              [G]  hold guard button
    A  tap A slash button            [A]  hold A slash button
    B  tap B slash button            [B]  hold B slash button
    K  tap kick button               [K]  hold kick button
    Note that these are the arcade button conventions.  The Dreamcast
    equivalents for the default settings are:
    G->A   B->Y   A->X   K->B
    I happen to be more comfortable with the arcade settings, so those are the
    button notations I will use.
    --Command Notation--
    ,     "then"; input the first command, then the second
    +     "and"; input the first and second commands at the same time
    ~     quickly input the second command immediately following the first
    { _ } "or"; for example, {f_b} means tap forward or back on the joystick
    <     the second input can be delayed slightly after the first
    =     the next command in a sequence; the previous part of the sequence is
            the first preceding command with one less level of indentation
    --Range Conventions--
    H         high attack (can be guarded while standing or crouched under)
    M         mid-level attack (can be guarded while standing; cannot be
                guarded while crouching)
    L         low attack (can be guarded while crouching; cannot be guarded
                while standing)
    SM        special mid-level (can be guarded while either standing or
    Special   this command is a special movement and not an attack
    Stance    this command is a stance change and not an attack
    Cancel    this command cancels the previous attack (previous attack does
                not finish execution)
    Throw     standard throw (performed on a standing opponent)
    LS Throw  left side throw (performed from a standing opponent's left side)
    RS Throw  right side throw (performed from a standing opponent's right
    BK Throw  back throw (performed from behind a standing opponent)
    LK Throw  linked throw (performed after the previous move in sequence)
    --Range Modifiers--
    U     the indicated attack cannot be guarded, repelled, or parried
    ( )   indicates a modified range for a delayed/charged attack
    ( *)  indicates a modified range as a result of maximum delay/charge
    --Special Property Conventions--
    GS       move briefly stuns opponent when guarded (hit)
    PDS      Pin Down Stagger leaves opponent in a crouch (hit)
    LS       Lift Stagger lifts your opponent your opponent slightly (hit)
    FAS      Forced Axis Stagger turns the opponent (hit)
    ST       move briefly stuns opponent in some fashion (hit)
    T        move turns opponent; also covers spins (hit) [# degrees]
    KD       move knocks opponent down (hit)
    FL       move floats opponent (hit)
    RO       move can ring out opponent (throws only)
    DOS      Double Over Stun causes opponent to double-over and fall (hit)
    CS       Crumple Stun causes opponent to crumple to the ground (hit)
    LCS      Lift Crumple Stun lifts your opponent your opponent slightly and
               they slump to the ground (hit)
    BS       Bound Stun bounces opponent off the ground, into the air (hit)
    FBS      Fall Back Stun causes opponent to stagger and fall back (hit)
    SS       Spin Stun causes opponent to quickly spin in place (hit)
    SSS      Super Spin Stun (sorry, couldn't think of a better name) causes
               opponent to spin multiple times in place (hit)
    GI       move can Guard Impact attacks (hit, repel/parry/counter,
               H/M/L horz/vert)
    {A}      throw can be escaped by hitting A.  X indicates the escape
               depends on the throw input being used.
    Note that all staggers inherently imply a guard stun, while moves that
    float or do a special stun also imply a knock down.
    GC       move can be canceled by hitting G during the attack motion (hit)
    SCU      move becomes unblockable during a spirit charge (A+B+K,G)
    RC       move recovers crouching
    c        effect only works on counterhit
    nc       effect only works with no counterhit
    1->5     given that hit #1 connects, hits up to #5 of the move are
    --Move List--
    Format is as follows:
    Move Name (Input) / (Other Input) / ...
    Hit Level / Damage / Special Properties
    --A Moves---
    Soul Swing (A,A)
    H,H / 14,15 / 1->2
    Crush Keel (A~f)
    H / 18 / GS, Tnc[180], CSc
    Merciless Wave (A~b or A~G~A)
    H / 58 / KD, SCU
    Merciless Needle (A~b,B<B or A~G~A,B<B)
    M,M / 10,30 / 1->2
    Pirate's Cross (A~B)
    H,M / 14,21 / ST(2)
    Gentle Wave (f+A)
    H / 15 / Tc[120]
    Lagging Wave (f,f+A)
    H / 45 / GS, KD
    Scissor Wave (d/f+A)
    M,M / 10,10 / GS(2), STnc(2), CSc(2), 1->2
    Scissor Lifter (d/f+A~B)
    L,SM / 15,20 / GS(2), FL(2), SCU(2), 1->2
    Comments: Tosses enemy behind back if it connects.
    Laser Wave (d+A)
    L / 15 / RC
    Dread Wave (d/b+A) / (d/b+[A])
    L / 40(60*) / MD, GS, KD, RC
    Dread/Kraken Pressure (d/b+A~B) / (d/b+A~[B])
    M(UM) / 35(50*) / MD, GS, CS
    Comments: I've found that rolling the A~B usually produces d/b+A+B, so
      there is actually a tiny pause between the two button presses.
    Dread Lifter (d/b+A,B) / (d/b+[A],B)
    M / 40 / MD, FL
    Bridgette Wave (b+A)
    M / 14 / GS, DOSc
    Bridgette Slice (b+A~A)
    M,H / 16,25 / GS(1), SSnc(1), KDnc(2), DOSc(2), Tc(2)[90]
    Comments: This move is somewhat strange in that the second hit requires
      the first to hit for any of its special properties.  Also, the two
      listings for effects on counterhit work as follows: normally the first
      hit will start turning the opponent and the second will stun, leaving
      the opponent in DOS while turned 90 degrees counterclockwise.  However,
      if you do this move on the opponent's right side, the turn from the
      first hit results in the second hit instead turning the opponent so that
      their back faces you (thus another 90 degrees).
    Tornado Slice (b,b+A)
    H,M / 16,24 /  GS(2), KD(2) 1->2
    Diving Wave (WL,A)
    L / 30 / GS, KD
    Flying Wave ({u/b_u_u/f+A} or Hold [G],{u/b_u_u/f+A})
    H / 24
    Full Sail Anchoring/Tide (WS,A,B) / (WS,A,[B])
    M,M / 35,40(60*) / GS(1,2), KD(2,MD only), DOSc(1), SCU(2,MD only)
    Comments: MD second hit shakes ground.
    --B Moves--
    Wild Storm (B<B,B)
    M,M,M / 21,19,30 / GS, KD(3), 1->2, 1c->3
    Bloody Storm (B<B,d+A)
    M,M,L / 21,19,30 / GS, KD(3), 1->2
    Storm Flare (B<B,b+B)
    M,M,M / 21,19,60 / KD(3), 1->2
    Storm Generate (B~d)
    M,LK Throw / 15,35 / FBSnc(front), CSnc(side), KD(back), ROc(front,side)
    Comments: Throw only comes out if first hit connects on counterhit or in
      the air.  Also, the effect of the first hit depends on the position of
      the opponent; it will stun in various ways or throw on counterhit if it
      connects on the front or to either side of the opponent, but it will only
      knock down if it's done on the back of the opponent.  Apparently there's
      a small gun attached to Cervantes's right sword, so the strange movement
      he's doing when he does the linked throw is actually him shooting his
      opponent twice in the gut.  Ouch!
    Quick Wild Storm (B~G~B,B)
    M,M / 19,30 / GS, KD(2), 1c->2
    Quick Bloody Storm (B~G~B,d+A)
    M,L / 19,30 / GS, KD(2)
    Quick Storm Flare (B~G~B,b+B)
    M,M / 19,60 / KD(2)
    Surprise Wave (B~A)
    H / 18 / SSnc, SSSc
    Sail Nautilus (f+B,B) / (f+[B],B)
    M,M / 20(24),26 / MD(1), GS(2), KD(2)
    Bile Lunges (f,f+B)
    M,LK Throw / close:0,30, far:40 / close:GS, RO, far:KD
    Comments: Will automatically throw if it connects at close range.
    Cannon Flare (d/f+B,B)
    M,M / close:35,60, far:20 / close:FL(1), KD(2), 1->2, far:FBSc
    Comments: Second hit only comes out if uppercut connects on counterhit at
      close range.
    Spike Anchor (d+B)
    M / 30 / RC
    Slay Storm (d/b+B)
    M / 18 / RC
    Bloody Hilt (b+B)
    M / 15 / STc
    Bow Breaker (b,b+B)
    M / 35 / close:KD
    Annihilator (WL,B)
    M / 35 / FL
    Spike Anchor ({u/b_u_u/f+B} or Hold [G],{u/b_u_u/f+B})
    M / 30 / RC
    Devastator (WS,B)
    M / 28 / GS, FL
    --K Moves--
    Anchor Kick (K)
    H / 15
    Anchor Gusty Kick (K~f)
    H / 20 / GS, KD
    Head Snap Kick (K~B or f+K~B or f,f+K~B)
    H / 50 / GS, KD
    Anchor Knee Kick (f+K)
    M / 15 / ST
    Head Scratch Kick (f,f+K)
    M / 28 / STnc, KDc
    Anchor Middle Kick (d/f+K)
    M / 18
    Anchor Bow Kick (d+K)
    L / 16 / RC
    Anchor Bow Heel (d+K~B)
    M / 35 / PDS, KDnc, BSc
    Anchor Marooned Kick (d/b+K)
    L / 18 / ST, RC
    Anchor Steep Kick (b+K,K)
    H,M / 20,18 / KD(2), 1c->2
    Galleon Sinker (b,b+K)
    M / 44 / GS, KD, RC
    Head Scrape Kick (WL,K)
    M / 24 / ST
    Head Graze Kick ({u/b_u_u/f+K} or Hold [G],{u/b_u_u/f+K})
    M / 24
    Anchor Revive Kick (WS,K)
    M / 25 / STnc, STc
    Comments: Stun is a larger, lifting stun if move connects on counterhit.
    --A+B Moves--
    Galleon Eraser (A+B)
    M,M / 20,30 / 1->2
      = Eraser Wave (A)
        L / 40 / GS, KD
      = Armada Eraser (B)
        M,M / 15,30 / GS(2), KD(2), 1->2
    Gale Slash (f+A+B,B)
    M,M / 20,35 / GS(2), KD(2), 1->2
    Slant Cross (d/f+A+B)
    M / 20 / STnc, SSSc
    Killer X (d+A+B)
    M / 40 / PDS, KDnc, BSc, RC
    Eternal Curse (d/b+A+B)
    UM / 80 / GC, KD
    Bloody Hoist (b+A+B)
    M / 21 / ST
    Comments: Sidesteps to right.
    Cross Bone Divider/Splitter (b,b+A+B) / (b,b+[A]+[B])
    M(UM) / 60(85*) / MD, LS, FL
    Iceburg Circular ({u/b_u}+A+B)
    M / 50 / GS, FL, SCU
    Killer X Crawler (u/f+A+B)
    M / 45 / GS, KD, SCU
    Flying Dutchman (FC,A+B)
    M,M,M,M,M,M,M / 6,6,6,6,6,6,24 / CS(7), any->7
    Comments: The seventh hit is guaranteed from any of the previous hits only
      if the opponent is still in range.
    Dread Pressure Aft (BK,A+B)
    M / 30 / GS, CS
    --A+K Moves--
    Pirate's Scheme (A+K)
    Special / close:40 / close:GI(counter horz), RO, far:GI(repel horz)
    Anchor Whirlpool (d/b+A+K or FC,A+K)
    L / 30 / GS, KD
    --B+K Moves--
    Pirate's Tactics (B+K)
    Special / close:40 / close:GI(counter vert), RO, far:GI(repel vert)
    Comments: Cervantes retaliates by _shooting_ his opponent with the gun
      hidden in his right sword.
    Fang Cross (f+B+K)
    M,M / 15,20 / PDS(2), ST(2), 1->2
    Grand/High Tide Anchoring (d+B+K) / (d+[B]+[K])
    M / 40(60*) / GS, KD(MD only), SCU(MD only)
    Comments: MD shakes ground.
    Night/Merciless Raid (d/b+B+K) / (d/b+[B]+[K])
    M / close:26(55), far:20(40) / GS, close:KD, far:KD(MD only)
    Shadow Flare (b+B+K)
    M / 60 / GC, KD
    Comments: Has limited homing ability (up to about half the ring).
    --8-Way Run Moves--
    Lagging Wave (8WR,f+A)
    H / 45 / GS, KD
    Dishonest Wave (8WR,{d/f_u/f}+A)
    H / 38 / GS, KD, GI(repel H/M)
    Comments: Can Guard Impact any high or medium attack as Cervantes raises
      his first sword.
    Gibbering Wave (8WR,{d_u}+A)
    L / 15 / ST
      = Gibbering Torpedo (A)
        L / 30 / GS, KD
      = Gibbering Pressure (B)
        M / 20 / CS
    Tornado Slice (8WR,{d/b_b_u/b}+A)
    H,M / 16,24 / GS(2), KD(2), SCU(d/b and u/b only), 1->2
    Bile Lunges (8WR,f+B)
    M,LK Throw / close:0,30, far:40 / close:GS, RO, far:KD
    Comments: Will automatically throw if it connects at close range.
    Cannonball Flare (8WR,{d/f_u/f}+B,B)
    M,M / close:35,60, far:20 / close:FL(1), KD(2), 1->2, far:FBSc
    Comments: Second hit only comes out if uppercut connects on counterhit at
      close range.
    Port Side Needle (8WR,u+B)
    M,M,M / 10,10,10 / GS(3), 1->3
    Starboard Side Needle (8WR,d+B)
    M,M,M / 10,10,10 / GS(3), 1->3
    Riot Storm (8WR,{d/b_u/b}+B)
    M / 60 / PDS, KDnc, BSc
    Bow Breaker (8WR,b+B)
    M / 35 / close:KD
    Sliding (8WR,f+K)
    L / 30 / KD
    Head Scratch Kick (8WR,{d/f_u/f}+K)
    M / 28 / STnc, KDc
    Anchor Starboard Kick (8WR,d+K)
    M / 18 / GI(repel horz)
    Anchor Port Side Kick (8WR,u+K)
    M / 18 / GI(repel horz)
    Anchor Swirl Kick (8WR,{d/b_u/b}+K)
    L / 32 / ST, RC
    Galleon Sinker (8WR,b+K)
    M / 44 / GS, KD, RC
    Windmill (8WR,{d_f_u}+A+B)
    M,M / close:20,30, far:20 / GS(2), KD(1), FL(2)
    Comments: second hit will only connect at close range and at certain
    Killer X Crawler (8WR,{d/f_u/f}+A+B)
    M / 45 / GS, KD, SCU
    Dread Charge (8WR,{d/b_u/b}+A+B)
    Stance / (none) / GC
    Cross Bone Divider/Spitter (8WR,b+A+B) / (8WR,b+[A]+[B])
    M(UM) / 60(85*) / MD, GS, FL
    Pirate's Scheme (8WR,{Any Direction}+A+K)
    Special / close:40 / close:GI(counter horz), RO, far:GI(repel horz)
    Pirate's Tactics (8WR,{Any Direction}+B+K)
    Special / close:40 / close:GI(counter vert), far:GI(repel vert)
    Sadistic Cross (G+A)
    Throw / 60 / {A}, RO
    Cannonball Split (G+B)
    Throw / 50 / {B}
    Figurehead Break (Any Throw)
    LS Throw / 50 / {X}
    Jolly Roger Hoist (Any Throw)
    RS Throw / 40 / {X}
    Flash Flood (Any Throw)
    BK Throw / 55 / {X}
    --Moves from Dread Charge Stance--
    Dread Charge (QCB) / (FC,d/b,b) / (8WR,{d/b_u/b}+A+B)
    Stance / (none) / GC
    Dread Dash (While in Dread Charge,f)
    Special / (none)
    Dread Slash (While in Dread Charge,A)
    UM / 70 / GC, KD
    Sadistic Archmage (While in Dread Charge,d+A,A)
    L,L / 12,15 / RC, 1->2
    Geo Da Ray (While in Dread Charge,B)
    M / 52 / GS, FL
    Comments: Will float behind back if it connects.
    Sadistic Sweep (While in Dread Charge,K)
    L / 18 / RC
    (c)1999 Sherwin Tam
    This is my personal handiwork, and I took a lot of effort to write it.
    Please do not use this commercially or alter it in any way.  Also, please
    ask me if you plan to feature it on a web site or something of that nature,
    as I'd rather not come across it one day and go, "Hey, how did that get
    Namco, for making the best fighting game of them all.
    The people at the official Soul Calibur web site (www.soulcalibur.com) for
      making a great site to support the best fighting game.
    GameFAQs (www.gamefaqs.com) for being a repository for a huge amount of
      gaming information.
    Justin Pierce aka Wind-X, a great fighting game aficionado and webmaster
      of the excellent Soul Calibur Network at www.luminpro.com/soulcalibur.  I
      got most of my notation conventions from his highly informative move
    DeathCom5 for some comments regarding Cervantes he made on the Soul
      Calibur forum.

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