Chaos Code/NSC/Cerberus: Difference between revisions
Crimefighter (talk | contribs) (→Corner: - moving the combo previously listed as an exceed here where it belongs as it was not an exceed.) |
Crimefighter (talk | contribs) (→Corner: - correcting the note I put before because I'm a big dumb dummy. Adding the meter rebuild combo, it was kind of implied via the other routes but may as well make it explicit) |
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=== Corner === | === Corner === | ||
'''Throw > cl.B > cl.C > 236C~C > etc.''' | |||
Cerb isn't supposed to be able to combo off his throw, but he can if he spaces it such that he doesn't get pushed away from the corner. [https://twitter.com/yugetei/status/797131874300661760 video example] | |||
'''2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > 214A''' | '''2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > 214A''' | ||
Metered corner combo. Uses up 2 of your bullets but gives pretty good damage and avoids super jump cancels | |||
'''2A > 2B > 2C > 236KK > 6C > cl.B > cl.C > sjc > j.B > j.C > j.D > 623C > land > 2C > 214A''' | '''2A > 2B > 2C > 236KK > 6C > cl.B > cl.C > sjc > j.B > j.C > j.D > 623C > land > 2C > 214A''' | ||
Corner combo that doesn't use gun loops, tho you can add them in if you want. Does ~10k. Since 236KK will corner carry so far on it's own you can do this from ~half screen distance. The primary Cerb BnB. If you're having trouble with the 2C after 623C try delaying after the j.D a bit. | Corner combo that doesn't use gun loops, tho you can add them in if you want. Does ~10k. Since 236KK will corner carry so far on it's own you can do this from ~half screen distance. The primary Cerb BnB. If you're having trouble with the 2C after 623C try delaying after the j.D a bit. The 2C > 214A ender puts the opponent slightly out of the corner so you can cross-up and it can look tricky. Doing 214A directly instead as ender will cause Cerb to be cornered, this can lead to different oki like running the opponent further out into a range where back throw will allow followups. | ||
''' | '''2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > sjc > j.B > j.C > j.D > 623C > land > 2C > 214A/236B''' | ||
Combination of the above two. If you end with 236B instead of 214A you should build back the meter you spent on 236KK (it depends on how many hits were pre-236KK, 0-3 should rebuild it) and can potentially go into an exceed for big boy damage. | |||
'''2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > sjc > j.B > j.C > j.D > land > cl.A > regular jump > j.A > j.C > j.D > double jump > j.C > j.D > 623C > land > 214A''' | '''2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > sjc > j.B > j.C > j.D > land > cl.A > regular jump > j.A > j.C > j.D > double jump > j.C > j.D > 623C > land > 214A''' |
Revision as of 04:06, 5 January 2021
Story
Cerberus Black
『サーベラス』
Cerberus is a world renown treasure hunter and adventurer who accidentally turned his best friend pit into a hat. He fights with his magical sword-hands and magical bullet-gun while searching for the Chaos Code to use it's unlimited power to save Pit so the two of them can go back to adventuring/ignoring their children
Playstyle
Health: 30000
Stun: 100
Cerberus is a character with strong tools for pretty much any situation. His mix-up can leave a lot to be desired with no command grab and no standing overhead outside of the very telegraphed followup to close D, but Cerb has pretty high damage and does a good job taking advantage of system mechanics. Jack of all trades, master of a few.
Mobility (Run vs. Step)
Picking what you feel comfortable with is the goal of Cerberus. Selecting your Bounce is no exception. Run: Running gives Cerberus an edge in most of his matchups. Running into a high jump helps because it lets him cover a lot of distance and gives him a chance to properly Smashdown Arrow or Air Smash when needed.
Step: Choosing step with Cerberus isn't anything out of the ordinary, but most players favor run for high jump benefits. Step has it's positives as well. Dash canceling during pressure strings can easily force your opponent to make the wrong move.
Extra Move Selection
Smashdown Arrow is a divekick and is very useful for mobility as well as a combo piece. It also has a cross-up hitbox which is nice since none of cerb's air normals are very good for cross-ups.
Sweet Trap is a counter that has 2 versions, one for highs/mids and one for lows. Sweet trap activates on projectiles, which makes it a little more versitile than TG, and doesn't cost meter. It's use is pretty matchup dependent though since sometimes Cerb doesn't really need to counter anything.
Dancing Storm is the combo extra super, it gives Cerb access to higher damage routes including straight up TODs.
Easy Come, Easy Go is also a combo super, but of a different sort. Easy come lets cerb confirm/punish some things that are otherwise awkward, and by chaos shifting in the middle do a lot of damage for 2 bars.
Recommended Sets
Cerb basically always wants Smashdown Arrow, you could play him without it if you really wanted to but it's not recommended. Past that all of his other moves are very good, so you can pick whichever you personally like or feel is the best for the matchup.
Move List
Click on a header to expand that section of the movelist
Normal Moves
cl.A
cl.A
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5A
5A
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2A
2A
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cl.B
cl.B
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5B
5B
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2B
2B
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cl.C
cl.C
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5C
5C
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2C
2C
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cl.D
cl.D
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5D
5D
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2D
2D
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.D
j.D
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Command Moves
6C
Sunrise Hush
6C |
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Axe Drop
cl.D > 6D |
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Throw
Throw
5/6AC |
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Special Moves
236P
Special Move Name
236P |
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236K
Dual Slicer
236K |
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214P
Slash Beat
214P |
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623P
Air Smash
623P |
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Extra Special Moves
j.236K
Smashdown Arrow
j.236K |
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214K
Sweet Trap
214K |
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Ultimate Chaos Moves
236236K
Shall we dance
236236K |
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236236P
Passionate Slicer
236236P |
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Extra Ultimate Chaos Moves
214214K
Dancing Storm
214214K |
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Easy Come, Easy Go
Super Move Name
Input. |
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Strategy
Neutral
Combos
collection of old cerb combos (may still be useful)
Midscreen
2A > 2B > 2C > 236B > (236236K)
Basic combo. Works anywhere on screen. You can omit the 236B and go right into super if you don't want to spend the extra bar. You can also sub out 236B for a 214P if you'd rather. After a 236B if your opponent is in the corner you can hold 9A to meaty with j.A. Off of that you can either confirm a hit if they pressed buttons and do an air combo into 623C or divekick, or if they blocked attempt to keep them in blockstun for an air unblockable reset when you land.
2A > 2B> 2C > 236KK > 6C > 2A > 2C > sjc > j.B > j.C > j.D > j.623C > 2C > 214A
Metered combo. Requires you be at ~ the midpoint of the screen of closer to the corner. If you're not quite there you wont be able to follow up with the super jump. To get the proper spacing for the 2C after j.623C you need to grab the opponent when they're at the right height, the range for this is pretty lenient and as long as you delay a bit after the j.D you should get it. This is the core of a lot of Cerb's BnBs and there's a lot of ways you can vary it.
2A > 2B> 2C > 236KK > 6C > 2A > 214A > 6C > 2A > 2C > sjc > j.B > j.C > j.D > j.623C > 2C > 214A
Alternate version for when you're further away from the corner. This can work even if you're mostly cornered, although in that case you'll need to microdash after the first 6C and before the 2A to ensure the 214A wall bounces. If you're having trouble landing the 2A after the first 6C try doing cl.B instead, it can be easier especially when doing it out of a microdash.
5A > 5B > cl.C (1) > cl.D > sjc > j.D > j.236D > 214A
A combo which requires a super jump cancel and Smashdown Arrow. Only works on standing opponents. Make sure you neutral super jump, otherwise you likely wont hit with j.D. You also need to be at a pretty specific distance to get the 214A to combo afterwards.
2C > 2363214K(3) > A+B > jump back air dash towards > j.C > j.D > cl.C > cl.D > sjc > j.D > j.236D > 214C > 6C > cl.B > cl.C > 236C~C > 5B > 2C > 236C~C > 5A > 5B > 2C > sjc > j.B > j.C > j.D > j.623C > 2C > 236B > 236236K
Easy come easy go smash down arrow combo. The super resets positioning which helps setup for some extensions. The super at the end is optional but leads to really big damage. A good alternative to exceed combos if you either aren't confident that it'll kill and don't want to be in overheat, don't think you'll need the full 3 bars to kill, or just want to do a much cooler looking combo. Video Example
2C > 2363214K(9) > A+B > j.A > j.B > j.C > j.D > microdash > cl.C > cl.D > 5A > 2C > sjc > j.D > j.236B > 5A > 2C > 236C~C > 5A > 2C > 236C~C > 5A > 5B > 2C > sjc > j.B > j.C > j.D > j.623C > 2C > 236B
Alternate easy come easy go arrow combo. Video Example
Corner
Throw > cl.B > cl.C > 236C~C > etc.
Cerb isn't supposed to be able to combo off his throw, but he can if he spaces it such that he doesn't get pushed away from the corner. video example
2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > 214A
Metered corner combo. Uses up 2 of your bullets but gives pretty good damage and avoids super jump cancels
2A > 2B > 2C > 236KK > 6C > cl.B > cl.C > sjc > j.B > j.C > j.D > 623C > land > 2C > 214A
Corner combo that doesn't use gun loops, tho you can add them in if you want. Does ~10k. Since 236KK will corner carry so far on it's own you can do this from ~half screen distance. The primary Cerb BnB. If you're having trouble with the 2C after 623C try delaying after the j.D a bit. The 2C > 214A ender puts the opponent slightly out of the corner so you can cross-up and it can look tricky. Doing 214A directly instead as ender will cause Cerb to be cornered, this can lead to different oki like running the opponent further out into a range where back throw will allow followups.
2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > sjc > j.B > j.C > j.D > 623C > land > 2C > 214A/236B
Combination of the above two. If you end with 236B instead of 214A you should build back the meter you spent on 236KK (it depends on how many hits were pre-236KK, 0-3 should rebuild it) and can potentially go into an exceed for big boy damage.
2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > sjc > j.B > j.C > j.D > land > cl.A > regular jump > j.A > j.C > j.D > double jump > j.C > j.D > 623C > land > 214A
Highly damaging extended corner combo. Uses all 3 bullets but nets ~14.5k damage. The advanced Cerb BnB.
Exceed
2B > 2C > 236B(1) > exceed > 236B(1) > 236236P(3) > chaos shift > 236B(1) > 236236P(3) > chaos shift > 236B(1) > 236236P
Fairly easy exceed combo that still does a lot of damage, makes cerb scary at 3 bars.
2B > 2C > 236B(1) > exceed > 236B(1) > 236236K(1) > chaos shift > guard break > 214A(1) > 236236P(5) > 236B(1) > 236236K
More complicated but more damaging exceed
Colors
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
Dante/Ragna The Bloodedge
(Devil May Cry/Blazblue)
Vergil
(Devil May Cry)
Ky Kiske
Guilty Gear)