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- 1 Story
- 2 Playstyle
- 3 Extra Move Selection
- 4 Move List
- 4.1 Normal Moves
- 4.2 Command Moves
- 4.3 Special Moves
- 4.4 Extra Special Moves
- 4.5 Ultimate Chaos Moves
- 4.6 Extra Ultimate Chaos Moves
- 4.7 Destruction Chaos
- 5 Strategy
- 6 Combos
- 7 Colors
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
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.
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.
Click on a header to expand that section of the movelist
All combos listed below can also follow after a JC, JD, JB>JC or JC>JD jump-in.
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.
2A > 2B> 2C > 236KK > 6C > 2A > 214A
Meter'd combo. Depending on your distance to the corner you may or may not be able to follow up the 214A, it should always carry far enough to get you a knockdown however. If you'd rather be further from your opponent you can do 236B instead of 214A.
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
2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > 214A
Meter'd 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 > land > 623C > land > 2C > 214A
Corner combo that doesn't use gun loops. 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.
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 > 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.
- 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.