Chaos Code/NSC/Cerberus: Difference between revisions
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(added video example for the corner gunloop bnb, removed a combo that was outdated (the corner bnb extension which included a rejump, i asked the discord and they said it was probably an old combo, could not replicated in training mode.)) |
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[[image:profile-cerberus.png|180px|right]] | |||
{{TOClimit|2}} | |||
== Story == | |||
<b>Cerberus Black</b></br>『サーベラス』 <br> | |||
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 | |||
'''<br>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 and both versions activate on projectiles. It's especially good vs projectiles which makes it extra useful in zoning matchups. | |||
'''Dancing Storm''' is the combo extra super, it gives Cerb access to higher damage exceed 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 pretty 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'' | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Normal Moves</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Normal Moves</font> === | |||
====== <font style="visibility:hidden" size="0">cl.A</font> ====== | |||
{{MoveData | |||
|image=CC_CE_clA.png | |||
|name=cl.A | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup= 6f | |||
|active=7f | |||
|recovery=- | |||
|frameadv=+1 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = close version of 5A, slightly faster but not really that different, the main thing is it's hitbox is not good for anti-air. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5A</font> ====== | |||
{{MoveData | |||
|image=CC_CE_5A.png | |||
|name=5A | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup= 7f | |||
|active=3f | |||
|recovery=- | |||
|frameadv=+3 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = Good poke, can Anti-air some jump-ins but will get beat out by a lot. Also good for and applying pressure on standing opponents. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2A</font> ====== | |||
{{MoveData | |||
|image=CC_CE_2A.png | |||
|name=2A | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=8f | |||
|active=- | |||
|recovery=- | |||
|frameadv=+3 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = 2A and 2B are your tools for massive pressure. Both have the same reach and speed, and can combo into each other consistently as long as you're in range. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">cl.B</font> ====== | |||
{{MoveData | |||
|image=CC_CE_clB.png | |||
|name=cl.B | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=7f | |||
|active=5f | |||
|recovery=- | |||
|frameadv=+2 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = You won't really be using cl.B outside of combos. Almost always chained into unless you're starting a link after 6C. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5B</font> ====== | |||
{{MoveData | |||
|image=CC_CE_5B.png | |||
|name=5B | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=9f | |||
|active=5f | |||
|recovery=- | |||
|frameadv=+0 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = Average poke. Best used in corner combos. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2B</font> ====== | |||
{{MoveData | |||
|image=CC_CE_2B.png | |||
|name=2B | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=Low | |||
|startup=8f | |||
|active=- | |||
|recovery=- | |||
|frameadv=+3 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = Similar to 2A, but a low | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">cl.C</font> ====== | |||
{{MoveData | |||
|image=CC_CE_clC.png | |||
|name=cl.C | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=8f, 18f | |||
|active=5f, 6f | |||
|recovery=- | |||
|frameadv=+0 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = cl.C has 2 hits, which can be canceled prematurely for only 1 hit. The second hit also hits mid. Gives you enough time to think about what you're going to do next. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5C</font> ====== | |||
{{MoveData | |||
|image=CC_CE_5C.png | |||
|name=5C | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=9f | |||
|active=7f | |||
|recovery=- | |||
|frameadv=-5 | |||
|cancelable=No | |||
|chprop=- | |||
|description = A slower punch that has above-average reach. It's alright but uncancelable, you get it alot if you misjudge spacing in combos. Good for forcing counter hits. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2C</font> ====== | |||
{{MoveData | |||
|image=CC_CE_2C.png | |||
|name=2C | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=10f | |||
|active=5f | |||
|recovery=- | |||
|frameadv=-1 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = A hook which has great range, decent speed and some anti-air properties. This will be your main high jump cancel tool in your BnBs. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">cl.D</font> ====== | |||
{{MoveData | |||
|image=CC_CE_clD.png | |||
|name=cl.D | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=10f | |||
|active=4f | |||
|recovery=- | |||
|frameadv=+1 | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = Similar to close C, but this time instead of being 2 hits there's a target combo. The target combo hits overhead or you can cancel into 236A for a low. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5D</font> ====== | |||
{{MoveData | |||
|image=CC_CE_5D.png | |||
|name=5D | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=12f | |||
|active=7f | |||
|recovery=- | |||
|frameadv=-1 | |||
|cancelable=No | |||
|chprop=- | |||
|description = A spin kick which sends Cerberus forward. A good tool for footsies due to it's reach, but it's slow, so use sparingly. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2D</font> ====== | |||
{{MoveData | |||
|image=CC_CE_2D.png | |||
|name=2D | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=Low | |||
|startup=12f | |||
|active=5f | |||
|recovery=- | |||
|frameadv=-3 | |||
|cancelable=No | |||
|chprop=- | |||
|description = Cerberus's sweep. Does a good chunk of damage and causes a hard knockdown. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.A</font> ====== | |||
{{MoveData | |||
|image=CC_CE_j.A.png | |||
|name=j.A | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High | |||
|startup=6f | |||
|active=19f | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = Mainly a combo normal, although it's useful for it's active frames | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | |||
{{MoveData | |||
|image=CC_CE_j.B.png | |||
|name=j.B | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High | |||
|startup=6f | |||
|active=10f | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = A very good air-to-air and jump-in normal. If using as a jump-in you probably want to cancel into j.C or j.D | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | |||
{{MoveData | |||
|image=CC_CE_j.C.png | |||
|name=j.C | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High | |||
|startup=8f | |||
|active=6f | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = Fast and pretty alright range. Doesn't hit downward as much as j.D and because Cerb swings from such a high place he tends to land before actually hitting crouching opponents, so it's not the most reliable jump-in, although it can work, especially as a cancel option after a j.B | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.D</font> ====== | |||
{{MoveData | |||
|image=CC_CE_j.D.png | |||
|name=j.D | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High | |||
|startup=9f | |||
|active=5f | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=Yes | |||
|chprop=- | |||
|description = The best tool that Cerberus has for jump-ins. Hitbox almost touches the ground if you IAD correctly. Keep in mind that the hitbox is located in the lower section, so you will get hit in any air-to-air situation that involves your opponent either above or in front of you | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Command Moves</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Command Moves</font> === | |||
====== <font style="visibility:hidden" size="0">6C</font> ====== | |||
{{MoveData | |||
|image=CC_CE_6C.png | |||
|name=Sunrise Hush | |||
|input=6C | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=15f | |||
|active=8f | |||
|recovery=- | |||
|frameadv=-5 | |||
|cancelable=No | |||
|chprop= | |||
|description= Cerberus clubs the opponent by twirling his body. Sends him forward. Can be used as a crossup if you're very close. Good on it's own for okizeme and overall approach. Leads to an OTGable knockdown | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CC_CE_clD6D.png | |||
|name=Axe Drop | |||
|input=cl.D > 6D | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High | |||
|startup=18 | |||
|active=8f | |||
|recovery=- | |||
|frameadv=-5 | |||
|cancelable=Yes | |||
|chprop= | |||
|description= Target combo from cl.D, hits overhead and is +3 on hit. | |||
}} | |||
}} | |||
</div> </div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Universal Mechanics</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Universal Mechanics</font> === | |||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | |||
{{MoveData | |||
|image=CC_CE_Throw.png | |||
|name=Throw | |||
|input= 4/5/6AC | |||
|data= | |||
{{AttackData-CC | |||
|damage=- | |||
|guard=- | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|frameadv= | |||
|cancelable=No | |||
|chprop= | |||
|description=Cerb tumbles down with the opponent. Can't combo from this normally, however there is a spacing near the corner where Cerb wont get pushed back and can juggle afterwards. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">6CD</font> ====== | |||
{{MoveData | |||
|image=CC_CE_6CD.png | |||
|name=Guard Break | |||
|input= 6CD | |||
|data= | |||
{{AttackData-CC | |||
|damage=- | |||
|guard=- | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|frameadv= | |||
|cancelable=No | |||
|chprop= | |||
|description=Guard Break. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">CD</font> ====== | |||
{{MoveData | |||
|image=CC_CE_CD.png | |||
|name=Tactical Guard | |||
|input= CD | |||
|data= | |||
{{AttackData-CC | |||
|damage=- | |||
|guard=- | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|frameadv= | |||
|cancelable=No | |||
|chprop= | |||
|description=Pary | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">AB</font> ====== | |||
{{MoveData | |||
|image=CC_CE_AB.png | |||
|name=Roll | |||
|input= AB | |||
|data= | |||
{{AttackData-CC | |||
|damage=- | |||
|guard=- | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|frameadv= | |||
|cancelable=No | |||
|chprop= | |||
|description=Roll | |||
}} | |||
}} | |||
</div></div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special Moves</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Special Moves</font> === | |||
====== <font style="visibility:hidden" size="0">236P</font> ====== | |||
{{MoveData | |||
|image=CC_CE_236P.png | |||
|name=Heavenly Shoot | |||
|input=236P | |||
|data= | |||
{{AttackData-CC | |||
|version=A | |||
|damage= | |||
|guard=Low | |||
|startup=13f | |||
|active=- | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = Low Bullet. Good for catching people trying to run in. Has followups on A for a straight shot and C for an anti-air angle. Uses 1 bullet, the followup doesn't cost any bullets | |||
}} | |||
{{AttackData-CC | |||
|version=C | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=13f | |||
|active=- | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = Straight Bullet. Better than A if you think they might jump as it'll catch early jump frames. Has followups on A for a low shot and C for an anti-air angle. Uses 1 bullet, the followup doesn't cost any bullets | |||
}} | |||
{{AttackData-CC | |||
|version=EX | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=10f,16f,18f,26f,32f,38f,40f,53f | |||
|active=- | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = The EX version has 8 shots. Great for filling the screen with garbage and taking a round by either chip or by tagging any sort of approach. Uses 1 bullet | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">236K</font> ====== | |||
{{MoveData | |||
|image=CC_CE_236K.png | |||
|name=Dual Slicer | |||
|input=236K | |||
|data= | |||
{{AttackData-CC | |||
|version=B | |||
|damage= | |||
|guard=High/Low | |||
|startup=13f,28f | |||
|active=4f,8f | |||
|recovery=- | |||
|frameadv=-9 | |||
|cancelable=- | |||
|chprop=- | |||
|description = Mostly a combo ender, cancel into 236236K for an unscale super to do a bunch of damage, or don't and let them air tech and chase. | |||
}} | |||
{{AttackData-CC | |||
|version=D | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=35f,51f | |||
|active=4f,4f | |||
|recovery=- | |||
|frameadv=-4 | |||
|cancelable=- | |||
|chprop=- | |||
|description = Cerb slides a ways then slashes, can cross-up although it's too slow to really be a mix-up tool. Has either invun or just a low profile and can make some stuff whiff then punish | |||
}} | |||
{{AttackData-CC | |||
|version=EX | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=13f,32f,52f | |||
|active=5f,5f,5f | |||
|recovery=- | |||
|frameadv=-5 | |||
|cancelable=- | |||
|chprop=- | |||
|description = 3 Slashes, third slash pops the opponent up for a combo, a buffered 6C will combo and slam the opponent down for an otg combo | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">214P</font> ====== | |||
{{MoveData | |||
|image=CC_CE_214P.png | |||
|name=Slash Beat | |||
|input=214P | |||
|data= | |||
{{AttackData-CC | |||
|version=A | |||
|damage= | |||
|guard=High/Low | |||
|startup=9f | |||
|active=5f | |||
|recovery=- | |||
|frameadv=-18 | |||
|cancelable=- | |||
|chprop=- | |||
|description = Cerb slashes backwards and on hit goes into a series of slashes that can wallbounce. Common ender near the corner since if the wallbounce can't extend, it'll lead to a hard knockdown extremely close to corner but not fully there so cross-ups are possible | |||
}} | |||
{{AttackData-CC | |||
|version=C | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=16f | |||
|active=3f | |||
|recovery=- | |||
|frameadv=-13 | |||
|cancelable=- | |||
|chprop=- | |||
|description = A slash followed by a forward charge. Causes the opponent to tech out mid-air. | |||
}} | |||
{{AttackData-CC | |||
|version=EX | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=6f | |||
|active=5f | |||
|recovery=- | |||
|frameadv=-14 | |||
|cancelable=- | |||
|chprop=- | |||
|description = A slash followed by gunshots. Doesn't take a bullet and reloads all bullets on hit. Has invun and is Cerb's main reversal. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">623P</font> ====== | |||
{{MoveData | |||
|image=CC_CE_623P.png | |||
|caption=Nice catch! | |||
|name=Air Smash | |||
|input=623P | |||
|data= | |||
{{AttackData-CC | |||
|version=A | |||
|damage= | |||
|guard=High/Low | |||
|startup=8f(ground), 5f(air) | |||
|active=11f | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = Anti-air grab, but more of a combo piece/ender than an actual anti-air. A version doesn't go as far as the C version but doesn't consume a bullet. Not super useful, more of something you do when you're worried about bullet gauge. | |||
}} | |||
{{AttackData-CC | |||
|version=C | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=8f(ground), 5f(air) | |||
|active=12f | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description= Goes further than A version and uses a bullet. Has a lot more hitstun which lets cerb either combo further on landing when done fairly low, or apply pressure on the knockdown. | |||
}} | |||
{{AttackData-CC | |||
|version=EX | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=8f(ground), 5f(air) | |||
|active=12f | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = The EX version hits 4 times, and wall bounces from anywhere. Cerb recovers in the air so he can followup with a smashdown arrow or something. Invincible startup. Doesn't use a bullet | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Special Moves</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Extra Special Moves</font> === | |||
====== <font style="visibility:hidden" size="0">j.236K</font> ====== | |||
{{MoveData | |||
|image=CC_CE_j236k.png | |||
|caption= Obah Zher | |||
|name=Smashdown Arrow | |||
|input=j.236K | |||
|data= | |||
{{AttackData-CC | |||
|version=B | |||
|damage= | |||
|guard=High/Low | |||
|startup=13f | |||
|active=- | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = Dive kick, one of Cerb's best tools, can send him half screen if done high up which helps him escape tech chases. The entire lower portion is a hitbox and this move can cross-up. Very useful in exceeds as well. | |||
}} | |||
{{AttackData-CC | |||
|version=D | |||
|header=no | |||
|damage= | |||
|guard=High/Low | |||
|startup=13f | |||
|active=- | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = Basically the same as B version except there's a second hit on the ground. Depending on how this is spaced it can be followed up for a combo. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">214K</font> ====== | |||
{{MoveData | |||
|image=CC_CE_214K.png | |||
|caption= | |||
|name=Sweet Trap | |||
|input=214K | |||
|data= | |||
{{AttackData-CC | |||
|version=B | |||
|damage= | |||
|guard=- | |||
|startup= | |||
|active= | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = Counters highs and mids | |||
}} | |||
{{AttackData-CC | |||
|version=D | |||
|damage= | |||
|guard=- | |||
|startup= | |||
|active= | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = counters lows | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Ultimate Chaos Moves</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Ultimate Chaos Moves</font> === | |||
====== <font style="visibility:hidden" size="0">236236K</font> ====== | |||
{{MoveData | |||
|image=CC_CE_236236K.png | |||
|caption= Fever! | |||
|name=Shall we dance | |||
|input=236236K | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=1+4f | |||
|active=- | |||
|recovery=- | |||
|frameadv=-66 | |||
|cancelable=- | |||
|chprop=- | |||
|description = Cerberus spins up vertically and slashes continuously. The final hit causes a hard knockdown. Can be Chaos Shifted into either a Smashdown Arrow or a well timed j.D. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">236236P</font> ====== | |||
{{MoveData | |||
|image=CC_CE_236236P.png | |||
|caption= | |||
|name=Passionate Slicer | |||
|input=236236P | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=1+3f | |||
|active=- | |||
|recovery=- | |||
|frameadv=-17 | |||
|cancelable=- | |||
|chprop=- | |||
|description = A 5 hit combo with some slashes followed by a burst from Cerberus's gun. Good for ground Exceed combos and a corner ender if you lack Easy Come, Easy Go or don't want to spend for an Exceed. | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Ultimate Chaos Moves</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Extra Ultimate Chaos Moves</font> === | |||
====== <font style="visibility:hidden" size="0">214214K</font>====== | |||
{{MoveData | |||
|image=CC_CE_214214K.png | |||
|name=Dancing Storm | |||
|input=214214K | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=1+1f(ground), 1+6f(air) | |||
|active=- | |||
|recovery=- | |||
|frameadv=- | |||
|cancelable=- | |||
|chprop=- | |||
|description = Cerberus spins in the air, firing multiple shots below. Pressing K rapidly lets him shoot longer; causing him to fall to the ground in a comedic fashion. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Easy Come, Easy Go</font> ====== | |||
{{MoveData | |||
|image=CC_CE_2141236K.png | |||
|caption=Come here | |||
|name=Easy Come, Easy Go | |||
|input=2363214K | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=High/Low | |||
|startup=1+2f | |||
|active=8f | |||
|recovery=- | |||
|frameadv=-20 | |||
|cancelable=- | |||
|chprop=- | |||
|description = Cerberus throws energy wires forward and pulls the opponent towards him, followed by a series of stylish kicks and 4 shots. Always leaves you and your opponent separated at fullscreen. Very useful as a mid-range punish. | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Destruction Chaos</b></font></center></div> | |||
<div class="mw-collapsible-content"> | |||
=== <font style="visibility:hidden" size="0">Destruction Chaos</font> === | |||
====== <font style="visibility:hidden" size="0">2141236PP</font> ====== | |||
{{MoveData | |||
|image=CC_CE_5A.png | |||
|name=The End | |||
|input=2141236AC | |||
|data= | |||
{{AttackData-CC | |||
|damage= | |||
|guard=- | |||
|startup=1+7f | |||
|active=- | |||
|recovery=- | |||
|frameadv= | |||
|chprop= | |||
|description = Cerberus materializes a giant gun with wings. When he smashes the ground, a giant wave of energy comes out and travels fullscreen. Can combo off of it if far from the corner. How punishable it is depends on how much screen space you have in front of you when you do it. Not especially useful, since exceeds have higher damage potential for 3 bars. | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
== Strategy == | |||
=== Neutral === | |||
== Combos == | |||
[https://twitter.com/karisu00/status/797112571228614656 Basic combo tutorial] | |||
[http://pastebin.com/1L1kJLmJ 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. [https://youtu.be/Qm9PYEQZf6k Video Example] | |||
'''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. [https://twitter.com/kizaki_GAuser/status/1205774456674639873 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. [https://twitter.com/kizaki_GAuser/status/1205775243282829312 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. [https://twitter.com/yugetei/status/797131874300661760 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. [https://youtu.be/el6ixXhhinE Video Example] | |||
=== 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(2) > 236236K > chaos shift > j.236D(1) > 236236K > chaos shift > j.236D(1) > 236236K''' | |||
Variation on the above that uses shall we dance instead, does more damage but weirder to execute. If you're midscreen your divekicks will side-swap so make sure you pay attention and input the super on the correct side. You can get a bit more damage by doing 2 hits of 236B before the exceed, then 1 after because of the way the scaling works, it makes it more likely to drop but it's not too bad, do whichever you feel comfortable with. | |||
'''2B > 2C > 236B(1) > exceed > 236B(1) > 236236K(1) > chaos shift > guard break > 214A(1) > 236236P(5) > 236B(1) > 236236K''' | |||
More complicated exceed, does a lot of stun damage | |||
'''0-3 hit confirm > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > sjc > j.B > j.C > j.D > 623C > land > 2C > 236B(2) > exceed > 236C (whiff) > 236236K(10) > chaos shift > j.236D(1) > 236236K(10) > chaos shift > j.236D(1) > 236236K''' | |||
Extended corner combo into exceed. Needs smashdown arrow and 3 bullets but very useful route. If you have a 4 hit confirm you cam makeup some extra meter by doing cl.B > cl.C(2) after the first 6C instead, but this makes the combo harder/less stable as you need a slight delay, but too much will cause later hits to whiff due to the extra pushback. This is not quite a TOD but it does a good grip. | |||
'''Stuff > low corner 623C > 2C > 236B(2) > exceed > 9j.C > j.623C > j.214214K (lvl 2) > j.214B > j.214214K (lvl 2) > j.214B > j.214214K (lvl 3)''' | |||
Corner combo using dancing storm and smashdown arrow. Doesn't work on regular Hikaru (but does on MG) for whatever reason. Higher damage than the above route but requires dancing storm [https://youtu.be/VTZa0KJCSiE Video Example] | |||
== 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. | |||
{{ColorGallery | filePrefix=Cerberus | textHeights=3.2em | colors= | |||
{{ColorGallery/Color|A| text= A Button }} | |||
{{ColorGallery/Color|B| text= B Button<hr>{{Small|Dante/Ragna The Bloodedge<hr>(Devil May Cry/Blazblue)}} }} | |||
{{ColorGallery/Color|C| text= C Button<hr>{{Small|Vergil<hr>(Devil May Cry)}} }} | |||
{{ColorGallery/Color|D| text= D Button<hr>{{Small|Ky Kiske<hr>Guilty Gear)}} }} | |||
}} | |||
{{ColorGallery | filePrefix=Cerberus | textHeights=3.2em | colors= | |||
{{ColorGallery/Color|SA| text= R1 + A Button }} | |||
{{ColorGallery/Color|SB| text= R1 + B Button }} | |||
{{ColorGallery/Color|SC| text= R1 + C Button }} | |||
{{ColorGallery/Color|SD| text= R1 + D Button<hr>{{Small|Jotaro<hr>(JoJo's Bizarre Adventure)}} }} | |||
}} | |||
{{Navbox-CC}} | |||
[[Category: Chaos Code]] | |||
[[Category: Cerberus]] |
Latest revision as of 19:54, 30 August 2023
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 and both versions activate on projectiles. It's especially good vs projectiles which makes it extra useful in zoning matchups.
Dancing Storm is the combo extra super, it gives Cerb access to higher damage exceed 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 pretty 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
|
---|
5A
5A
|
---|
2A
2A
|
---|
cl.B
cl.B
|
---|
5B
5B
|
---|
2B
2B
|
---|
cl.C
cl.C
|
---|
5C
5C
|
---|
2C
2C
|
---|
cl.D
cl.D
|
---|
5D
5D
|
---|
2D
2D
|
---|
j.A
j.A
|
---|
j.B
j.B
|
---|
j.C
j.C
|
---|
j.D
j.D
|
---|
Universal Mechanics
Throw
Throw
4/5/6AC |
---|
6CD
Guard Break
6CD |
---|
CD
Tactical Guard
CD |
---|
AB
Roll
AB |
---|
Special Moves
236P
Heavenly Shoot
236P |
---|
236K
Dual Slicer
236K |
---|
214P
Slash Beat
214P |
---|
623P
Air Smash
623P |
---|
Extra Special Moves
j.236K
Smashdown Arrow
j.236K |
---|
214K
Sweet Trap
214K |
---|
Ultimate Chaos Moves
236236K
Shall we dance
236236K |
---|
236236P
Passionate Slicer
236236P |
---|
Extra Ultimate Chaos Moves
214214K
Dancing Storm
214214K |
---|
Easy Come, Easy Go
Easy Come, Easy Go
2363214K |
---|
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. Video Example
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. Video Example
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(2) > 236236K > chaos shift > j.236D(1) > 236236K > chaos shift > j.236D(1) > 236236K
Variation on the above that uses shall we dance instead, does more damage but weirder to execute. If you're midscreen your divekicks will side-swap so make sure you pay attention and input the super on the correct side. You can get a bit more damage by doing 2 hits of 236B before the exceed, then 1 after because of the way the scaling works, it makes it more likely to drop but it's not too bad, do whichever you feel comfortable with.
2B > 2C > 236B(1) > exceed > 236B(1) > 236236K(1) > chaos shift > guard break > 214A(1) > 236236P(5) > 236B(1) > 236236K
More complicated exceed, does a lot of stun damage
0-3 hit confirm > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > sjc > j.B > j.C > j.D > 623C > land > 2C > 236B(2) > exceed > 236C (whiff) > 236236K(10) > chaos shift > j.236D(1) > 236236K(10) > chaos shift > j.236D(1) > 236236K
Extended corner combo into exceed. Needs smashdown arrow and 3 bullets but very useful route. If you have a 4 hit confirm you cam makeup some extra meter by doing cl.B > cl.C(2) after the first 6C instead, but this makes the combo harder/less stable as you need a slight delay, but too much will cause later hits to whiff due to the extra pushback. This is not quite a TOD but it does a good grip.
Stuff > low corner 623C > 2C > 236B(2) > exceed > 9j.C > j.623C > j.214214K (lvl 2) > j.214B > j.214214K (lvl 2) > j.214B > j.214214K (lvl 3)
Corner combo using dancing storm and smashdown arrow. Doesn't work on regular Hikaru (but does on MG) for whatever reason. Higher damage than the above route but requires dancing storm Video Example
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)