##### ##### ##### # # ### # # ##### ##### ##### #### ##### # # # # # # # # ## # # # # # # # # ##### ##### # # ##### # # # # ##### ##### # # ##### # # # # # # # # # ## # # # # # # ##### ##### # # # # # # # # ##### ##### #### ##### # ##### ##### # # # # # # ## # # ##### # # # # # # # # # # ## ##### ##### ##### # # 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 Key: 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 = This attack tech crouches (it can go under high attacks) = This attack puts you into a crouch position = This attack moves you from grounded or crouching to standing = This attack jumps = This attack side steps = This attack back steps Just to clarify, the moves will be set out like this: (attack name)(button input)(attack height){extra 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) Dread Lifter 1aB (M) {3U} Dread Pressure 1aB+K (M) Dread Pressure (Hold) 1a[B+K] (M) {U} Laser Wave 2A or WC A (SL) (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) Gibbering Pressure [1_7]AB (L)(M) 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) Full Sail Anchoring (Hold) WS A[B] (M)(M) (Causes a quake on miss) Aft Soul Wipe BT A (H) Sub Laser Wave BT 2A (L) Soul Wipe Riptide 7_8_9A (H) Deck Dread Wave WL A (L) 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) (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) 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) Devastator WS B (M) Aft Blade Storm BT B (M) Sub Slay Storm BT 2B (M) Spike Anchor Riptide 7_8_9B (M) Deck Lifter WL B (M) III. Kick Attacks Anchor Kick K (M) Anchor Marooned Kick 1K (L) Anchor Bow Kick 2K or WC K (L) (Weaker from crouch) Anchor Middle Kick 3K (M) Anchor Steep Kick 4KK (H)(M) Anchor Knee Kick 6K (M) Galleon Sinker [4]K (M) Anchor Swirl Kick [1_7]K (L) Anchor Side Kick [2_8]K (M) {GI} Head Scratch Kick [3_6_9]K (M) Sliding [6]K (L) (After running two or more steps) Anchor Revive Kick WS K (M) Aft Anchor Kick BT K (M) Sub Anchor Bow Kick BT 2K (L) Cannon Launch Kick 7_8_9K (M) Diving Scratch Kick WL K (M) IV. Simultaneous Attacks Slant Cross A+B (M) Bloody Hoist 1A+B (M) Killer X 2A+B (M) 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) Cross Bone Divider (Hold) [4][A+B] (M) {U} Windmill [1_2_3_6_7_8_9]A+B (M)(H) Iceburg Circular 7_8_9A+B (M) Flying Dutchman WC A+B (M)(M)(M)(M)(M)(M)(M) Flying Dutchman WC A+BB... (M)(M)(M)(M)(M)(M)(M) {GB} (Stronger) Pirate's Tactics B+K {GI}{SP} ({GI} vs high and mid verticals) High Tide Anchoring 2B+K (M) High Tide Anchoring (Hold) 2[B+K] (M) (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) Pressure Astern 7_8_9_[3_9][B+K] (M) (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) Geo Da Ray DC B (M) {3B} Geo Da Ray DC 2_8B (M) (This version is not {3B}) Geo Da Ricochet (during Geo Da Ray) B_[B] (M) (Wall required) Geo Da Ray (Fastest Input) 214:B (M) {3B} (Press B as DC begins) Anchor Whirlpool DC K (L) Dash Flare DC 6B+K (M) {2B}{SP} Tornado Swell DC B+K (M)(M)(M) Tornado Swell (Fastest Input) 214:B+K (M)(M)(M) (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) 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) 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) 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) Flying Dutchman WC A+BB... (M)(M)(M)(M)(M)(M)(M) {GB} (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) High Tide Anchoring (Hold) 2[B+K] (M) (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} Geo Da Ray DC 2_8B (M) (This version is not {3B}) Geo Da Ricochet (during Geo Da Ray) B_[B] (M) (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} (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) Tornado Swell (Fastest Input) 214:B+K (M)(M)(M) (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.