Difference between revisions of "Chaos Code/Cerberus"

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(Midscreen)
(214K: I'm actually not confident I read the frame data right, https://twitter.com/y_anarugi/status/1049927309149401088)
 
(3 intermediate revisions by the same user not shown)
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[[image:profile-cerberus.jpg|550px|thumb|right|]]
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[[image:profile-cerberus.png|180px|right]]
 
+
{{TOClimit|2}}
=Story=
 
  
 +
== 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
 
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=
+
== Playstyle ==
Health: 30000 Stun: 100
+
'''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.
 
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.
  
=Run vs Step=
+
=== Mobility (Run vs. Step) ===
 
Picking what you feel comfortable with is the goal of Cerberus. Selecting your Bounce is no exception.
 
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.
  
'''Run'''
+
'''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 ==
  
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.
+
'''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.
  
'''Step'''
+
'''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.
  
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.
+
'''Dancing Storm''' is the combo extra super, it gives Cerb access to higher damage routes including straight up TODs.
  
=Combos=
+
'''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.
  
[https://twitter.com/karisu00/status/797112571228614656 Basic combo tutorial]
+
=== Recommended Sets ===
  
[http://pastebin.com/1L1kJLmJ collection of old cerb combos (may still be useful)]
+
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.
  
==Midscreen==
+
== Move List==
 +
''Click on a header to expand that section of the movelist''
 +
=== <font style="visibility:hidden" size="0">Normal Moves</font> ===
 +
<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">cl.A</font> ======
 +
{{MoveData
 +
|image=CC_CE_clA.png
 +
|caption=
 +
|name=cl.A
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup= 5f
 +
|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.
 +
}}
 +
}}
  
All combos listed below can also follow after a JC, JD, JB>JC or JC>JD jump-in.
+
====== <font style="visibility:hidden" size="0">5A</font> ======
 +
{{MoveData
 +
|image=CC_CE_5A.png
 +
|caption= Caption.Caption.
 +
|name=5A
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup= 6f
 +
|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.
 +
}}
 +
}}
  
'''2A > 2B > 2C > 236B > (236236K)'''
+
====== <font style="visibility:hidden" size="0">2A</font> ======
 +
{{MoveData
 +
|image=CC_CE_2A.png
 +
|caption= Caption.
 +
|name=2A
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=7f
 +
|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.
 +
}}
 +
}}
  
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.
+
====== <font style="visibility:hidden" size="0">cl.B</font> ======
 +
{{MoveData
 +
|image=CC_CE_clB.png
 +
|caption= Caption.
 +
|name=cl.B
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=6f
 +
|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.
 +
}}
 +
}}
  
'''2A > 2B> 2C > 236KK > 6C > 2A > 214A'''
+
====== <font style="visibility:hidden" size="0">5B</font> ======
 +
{{MoveData
 +
|image=CC_CE_5B.png
 +
|caption= Caption.
 +
|name=5B
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=8
 +
|active=5f
 +
|recovery=-
 +
|frameadv=+0
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = Average poke. Best used in corner combos.
 +
}}
 +
}}
  
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.
+
====== <font style="visibility:hidden" size="0">2B</font> ======
 +
{{MoveData
 +
|image=CC_CE_2B.png
 +
|caption= Caption.
 +
|name=2B
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=Low
 +
|startup=7f
 +
|active=-
 +
|recovery=-
 +
|frameadv=+3
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = 2A, but a low
 +
}}
 +
}}
  
'''5A > 5B > cl.C (1) > cl.D > sjc > j.D > j.236D > 214A'''
+
====== <font style="visibility:hidden" size="0">cl.C</font> ======
 +
{{MoveData
 +
|image=CC_CE_clC.png
 +
|caption= Caption.
 +
|name=cl.C
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=7f, 18f
 +
|active=5f, 6f
 +
|recovery=-
 +
|frameadv=-
 +
|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.
 +
}}
 +
}}
  
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'''
+
====== <font style="visibility:hidden" size="0">5C</font> ======
 +
{{MoveData
 +
|image=CC_CE_5C.png
 +
|caption= Caption.
 +
|name=5C
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=8f
 +
|active=7f
 +
|recovery=-
 +
|frameadv=-5
 +
|cancelable=No
 +
|chprop=-
 +
|description = A slow punch that has above-average reach. It's slow, so don't rely on it too much. Good for forcing counter hits.
 +
}}
 +
}}
  
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]
+
====== <font style="visibility:hidden" size="0">2C</font> ======
 +
{{MoveData
 +
|image=CC_CE_2C.png
 +
|caption= Caption.
 +
|name=2C
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=9f
 +
|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.
 +
}}
 +
}}
  
'''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'''
+
====== <font style="visibility:hidden" size="0">cl.D</font> ======
 +
{{MoveData
 +
|image=CC_CE_clD.png
 +
|caption= Caption.
 +
|name=cl.D
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=9f
 +
|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
 +
}}
 +
}}
  
Alternate easy come easy go arrow combo. [https://twitter.com/kizaki_GAuser/status/1205775243282829312 Video Example]
+
====== <font style="visibility:hidden" size="0">5D</font> ======
 +
{{MoveData
 +
|image=CC_CE_5D.png
 +
|caption= Caption.
 +
|name=5D
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=11f
 +
|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.
 +
}}
 +
}}
  
==Corner==
 
  
'''2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > 214A'''
+
====== <font style="visibility:hidden" size="0">2D</font> ======
 +
{{MoveData
 +
|image=CC_CE_2D.png
 +
|caption= Caption.
 +
|name=2D
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=Low
 +
|startup=11f
 +
|active=5f
 +
|recovery=-
 +
|frameadv=-3
 +
|cancelable=No
 +
|chprop=-
 +
|description = Cerberus's sweep. Does a good chunk of damage and causes a hard knockdown. This should only be used for midscreen okizeme or following up with a Destruction Chaos in the middle of a combo.
 +
}}
 +
}}
  
Meter'd corner combo. Uses up 2 of your bullets but gives pretty good damage and avoids super jump cancels
+
====== <font style="visibility:hidden" size="0">j.A</font> ======
 +
{{MoveData
 +
|image=CC_CE_j.A.png
 +
|caption= Caption.
 +
|name=j.A
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=5f
 +
|active=19f
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = Mainly a combo normal, although it's useful for it's active frames
 +
}}
 +
}}
  
'''2A > 2B > 2C > 236KK > 6C > cl.B > cl.C > sjc > j.B > j.C > j.D > land > 623C > land > 2C > 214A'''
+
====== <font style="visibility:hidden" size="0">j.B</font> ======
 +
{{MoveData
 +
|image=CC_CE_j.B.png
 +
|caption= Caption.
 +
|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
 +
}}
 +
}}
  
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.
+
====== <font style="visibility:hidden" size="0">j.C</font> ======
 +
{{MoveData
 +
|image=CC_CE_j.C.png
 +
|caption= Caption.
 +
|name=j.C
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=7f
 +
|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
 +
}}
 +
}}
  
'''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'''
+
====== <font style="visibility:hidden" size="0">j.D</font> ======
 +
{{MoveData
 +
|image=CC_CE_j.D.png
 +
|caption= Caption.
 +
|name=j.D
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=7f
 +
|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
 +
}}
 +
}}
  
Highly damaging extended corner combo. Uses all 3 bullets but nets ~14.5k damage. The advanced Cerb BnB.
+
</div>
 +
</div>
  
'''Throw > cl.B > cl.C > 236C~C > etc.'''
+
=== <font style="visibility:hidden" size="0">Command Moves</font> ===
 +
<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">6C</font> ======
 +
{{MoveData
 +
|image=CC_CE_6C.png
 +
|caption= Caption.
 +
|name=Sunrise Hush
 +
|input=6C
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=14f
 +
|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
 +
|caption= Caption.
 +
|name=Axe Drop
 +
|input=cl.D > 6D
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=17
 +
|active=8f
 +
|recovery=-
 +
|frameadv=-5
 +
|cancelable=Yes
 +
|chprop=
 +
|description= Target combo from cl.D, hits overhead and is +3 on hit.
 +
}}
 +
}}
  
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]
+
====== <font style="visibility:hidden" size="0">Throw</font> ======
 +
{{MoveData
 +
|image=CC_CE_Throw.png
 +
|caption= Caption.
 +
|name=Throw
 +
|input= 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.
 +
}}
 +
}}
 +
</div>
 +
</div>
  
==Exceed Combos==
+
=== <font style="visibility:hidden" size="0">Special Moves</font> ===
 +
<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">236P</font> ======
 +
{{MoveData
 +
|image=CC_CE_236P.png
 +
|caption= Caption.
 +
|name=Special Move Name
 +
|input=236P
 +
|data=
 +
{{AttackData-CC
 +
|version=A
 +
|damage=
 +
|guard=Low
 +
|startup=12f
 +
|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=12
 +
|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=9f,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
 +
}}
 +
}}
  
'''236+B(1)>EC>236+B(1)>236236+P(3)>CS>2C>236+B(1)>236236+P>CS>2C>236+B>214214+K>JD>5A>2C>hjc>JB>JC>JD>J623+P'''
 
  
An Exceed combo which uses Dancing Storm. Cerberus's best ground Exceed combo.
+
====== <font style="visibility:hidden" size="0">236K</font> ======
 +
{{MoveData
 +
|image=CC_CE_236K.png
 +
|caption= Caption.
 +
|name=Dual Slicer
 +
|input=236K
 +
|data=
 +
{{AttackData-CC
 +
|version=B
 +
|damage=
 +
|guard=High/Low
 +
|startup=12f,28f
 +
|active=4f,8f
 +
|recovery=-
 +
|frameadv=-10
 +
|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=12f,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
 +
}}
 +
}}
  
'''236+B(1)>EC>236+B(1)>236236+P(3)>CS>2C>236+B(1)>236236+P>CS>5C>2D>236236+K'''
+
====== <font style="visibility:hidden" size="0">214P</font> ======
 +
{{MoveData
 +
|image=CC_CE_214P.png
 +
|caption=
 +
|name=Slash Beat
 +
|input=214P
 +
|data=
 +
{{AttackData-CC
 +
|version=A
 +
|damage=
 +
|guard=High/Low
 +
|startup=8f
 +
|active=5f
 +
|recovery=-
 +
|frameadv=-19
 +
|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=15f
 +
|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=5f
 +
|active=5f
 +
|recovery=-
 +
|frameadv=-21
 +
|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.
 +
}}
 +
}}
  
Similar to the combo above, only difference is the ender during the last Chaos Shift, which uses Shall We Dance. Less damage, but is useful if you don't have Dancing Storm or if you are unable to get your opponent to the corner for the previous combo.
+
====== <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=7f
 +
|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=7f
 +
|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=7f
 +
|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>
  
'''EX236+K>6C>5B>2A>2A>5B[5A]>2C>hjc>JB>JC>JD>J623+P>EC>J236+K>214214+K>JD>J236+K>214214+K[x3]>JD>5A>2C>hjc>JB>JC>JD>623+P'''
+
=== <font style="visibility:hidden" size="0">Extra Special Moves</font> ===
 +
<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">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=12f
 +
|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=12f
 +
|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.
 +
}}
 +
}}
  
The Arrow Storm. This is Cerberus's highest damaging Exceed combo. As it's nickname suggests, it utilizes Smashdown Arrow and Dancing Storm. This combo is basically a ToD on most of the cast; specifically the ones with low to moderate health.
+
====== <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>
  
'''5A>5C(1)>5D(2)>hjc>JD>J236+K(2 hits)>EC>7>[J236+K(1 hit)>214214+K]x4>JD>5A>2C>hjc>JB>JC>JD>J623+P'''
+
=== <font style="visibility:hidden" size="0">Ultimate Chaos Moves</font> ===
 +
<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">
  
Midscreen Arrow Storm which requires a forward jump into Smashdown Arrow as a starter. Not as much damage as the corner version, but it is arguably his second most damaging.  
+
====== <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.
 +
}}
 +
}}
  
*The input for Dancing Storm must be 236236 due to Smashdown Arrow placing you in the opposite direction. If you're not ending up on the other side, it is being done incorrectly.
+
====== <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>
  
'''214A(1 hit) EC > 2D hjc9 j.D [j.236K j.214214K]x4 etc'''
+
=== <font style="visibility:hidden" size="0">Extra Ultimate Chaos Moves</font> ===
 +
<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">214214K</font>======
 +
{{MoveData
 +
|image=CC_CE_214214K.png
 +
|caption= Caption.
 +
|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.
 +
}}
 +
}}
  
Alternate ground combo starter
+
====== <font style="visibility:hidden" size="0">Easy Come, Easy Go</font> ======
 +
{{MoveData
 +
|image=CC_CE_2141236K.png
 +
|caption= Come here!
 +
|name=Super Move Name
 +
|input=Input.
 +
|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>
  
'''214P(1 hit) EC > j.9 [j.236K j.214214K]x4 etc'''
+
=== <font style="visibility:hidden" size="0">Destruction Chaos</font> ===
 +
<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">2141236PP</font> ======
 +
{{MoveData
 +
|image=CC_CE_5A.png
 +
|caption= Caption.
 +
|name=Move Name
 +
|input=Input.
 +
|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>
  
Anti-air starter
+
== Strategy ==
  
= Move List =
 
  
==Normal Moves==
+
=== Neutral ===
  
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' Mid. Cancelable.
 
  
Good poke for catching terrible jump-ins and applying pressure on standing opponents.
+
== Combos ==
  
|-
+
[https://twitter.com/karisu00/status/797112571228614656 Basic combo tutorial]
| width="" | ''' <font size = "3">2A - </font>  ''' Low. Cancelable.
 
  
2A and 2B are your tools for massive pressure. Both have the same reach and speed, and can cancel into each other consistently as long as you're in range.  
+
[http://pastebin.com/1L1kJLmJ collection of old cerb combos (may still be useful)]
  
|-
 
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.B - </font>  ''' Mid. Cancelable.
 
  
You won't really be using cl.B outside of combos. Almost always chained into unless you're starting a link after 6C.
+
=== Midscreen ===
  
|-
+
All combos listed below can also follow after a JC, JD, JB>JC or JC>JD jump-in.
| width="" | ''' <font size = "3">5B - </font>  ''' Mid. Cancelable.
 
  
Average poke. Best used in corner combos.
+
'''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.
| width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font>  ''' Low. Cancelable.
 
  
Same description as 2A.
+
'''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.
| width="" | ''' <font size = "3">cl.C - </font>  ''' Mid. 2 hits. Cancelable.
 
  
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.
+
'''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.
| width="" style="background:#E8E8E8;"|''' <font size = "3">5C - </font>  '''  Mid. Not cancelable.
 
  
A slow punch that has above-average reach. It's slow, so don't rely on it too much. Good for forcing counter hits.
+
'''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]
| width="" | ''' <font size = "3">2C - </font>  ''' Mid. Cancelable.
 
  
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.
+
'''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]
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.D - </font>  ''' Mid. 2 hits. Cancelable.
 
  
Like cl.C, it is also 2 hits and can be canceled prematurely for only 1 hit. Second hit also hits mid.
+
=== Corner ===
  
|-
+
'''2A > 2B > 2C > 236KK > 6C > 2A > 2C > 236C~C > 2A > 2C > 236C~C > 2A > 2C > 214A'''
| width="" | ''' <font size = "3">5D - </font> ''' Mid.  Not cancelable.
 
  
A spin kick which sends Cerberus forward. A good tool for footsies due to it's reach, but it's slow, so use sparingly.
+
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'''
| width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font> ''' Low. Not cancelable.
 
  
Cerberus's sweep. Does a good chunk of damage and causes a hard knockdown. This should only be used for midscreen okizeme or following up with a Destruction Chaos in the middle of a combo.
+
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.'''
| width="" | ''' <font size = "3">j.A - </font> ''' High. Cancelable.
 
  
Cerberus's j.A should only be used in combos. It has terrible reach and can't really do much in air-to-air situations.
+
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]
  
|-
+
=== Exceed ===
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font>  ''' High. Cancelable.
 
  
A very good air-to-air and jump-in normal. If you're jumping in on your opponent, it would be wise for you to follow up with either a j.C or j.D afterwards.
+
'''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.
| width="" | ''' <font size = "3">j.C - </font>  ''' High. Cancelable.
 
 
 
Average range, but very fast. As far as air-to-air is concerned, you'll probably end up using this if j.B isn't working for you. It's also a decent substitute for if you can't properly confirm off a j.D jump-in.
 
 
 
|-
 
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.D - </font>  ''' High. Cancelable.
 
 
 
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.
 
 
 
|-
 
|}
 
 
 
==Command Normals==
 
 
 
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#E8E8E8;"|''' <font size = "3">Sunrise Hush - 6C</font>  ''' Mid. Not cancelable.
 
 
 
Cerberus clubs the opponent by twirling his body. Sends him forward. Can be used as a crossup. Good on it's own for okizeme and overall approach. Leads to an OTGable knockdown
 
 
 
|-
 
|}
 
 
 
==Special Moves==
 
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Heavenly Shoot - 236+P>A for low, 236+P>C for anti-air</font>  '''
 
Cerberus shoots magical bullets from his gun which has two different followups. If A is pressed, he shoots again, firing low. The second shot must be blocked low by the opponent. If C is pressed, he shoots a second shot in the air. Good for predicting jumps.
 
 
 
*'''236+PP (EX)'''
 
 
 
The EX version has 6 shots, 1 of them low, and 5 mid.
 
 
 
*Cerberus has a Bullet Gauge which has a max of 3 bullets, but refills after use. Each input takes 1 bullet (followups do not take a bullet). Ex version only takes 1 version.
 
 
 
|-
 
| width="" | ''' <font size = "3">Dual Slicer - 236+K</font>  '''
 
 
 
*'''236+B'''
 
Two slashes to the front. Hits mid. Mostly used for a combo ender, but can also be used as an Exceed starter and punish tool.
 
 
 
*'''236+D'''
 
Cerberus slides and slashes twice, both hits are mid. Crosses up midscreen. A good Exceed combo starter on an opponent who has their guard down.
 
 
 
*'''236+KK (EX)'''
 
Three consecutive slashes. The third hit sends the opponent into a freefall state, and can be followed up with a combo of your choice; something as simple as 6C.
 
 
 
|-
 
| width="" style="background:#E8E8E8;"|''' <font size = "3">Slash Beat - 214+P</font>  '''
 
 
 
*'''214+A'''
 
A series of stylish slashes. The first slash propels him backward. Only the first slash comes out if it gets blocked or it whiffs. A slightly decent substitute if you don't want to commit to Dual Slicer.
 
 
 
*'''214+C'''
 
A slash followed by a forward charge. Causes the opponent to tech out mid-air.
 
 
 
*'''214+AC'''
 
Ex version, A slash followed by a series of shots which doesn't consume a bullet from the Bullet Gauge. Same as the A version, it propels him backward and you won't get all of the hits on whiff or block. This is the go-to reversal. Excellent anti-air with upper body invulnerability on startup. Will reload on hit which restores all 3 bullets.
 
 
 
|-
 
| width="" | ''' <font size = "3">Air Smash - 623+P (Air OK) </font>
 
 
 
"Nice catch da!" An anti-air with throw properties similar to Rose's Soul Throw. C version goes further in the air than the A version on the ground and consumes a bullet. A version doesn't use a bullet and has a different animation, with Cerb hitting the opponent with the butt of his gun.
 
 
 
*'''623+PP'''
 
 
 
The EX version hits 4 times, and wall bounces from anywhere. If you're in the corner, you can follow up with a Smashdown Arrow if you wish. Does not use a bullet.
 
|-
 
|}
 
 
 
==Extra Specials==
 
{| border="0" cellspacing="5" width="100%"
 
| width="" style="background:#E8E8E8;" | ''' <font size = "3">Smashdown Arrow - J236+K</font>  '''
 
 
 
"Over there! Game Set da!"
 
 
 
A divekick. One of Cerberus's best tools. It can send Cerberus halfscreen if done at a maximum jump height, which makes it a perfect option for escaping the corner. The entire lower area is the hitbox. It can crossup as well. The second hit almost always sends you in the back to the side where you started. If your opponent is trying to find a punish, they must choose wisely.
 
 
 
|-
 
| width="" |''' <font size = "3">Sweet Trap - 214+K</font>  '''
 
 
 
"Zannen Trap da!"
 
 
 
Counter move which sends your opponent flying. A version for high and mid attacks, C version for low. Both inputs have different animations.
 
|}
 
 
 
==Ultimate Chaos==
 
 
 
{| border="0" cellspacing="5" width="100%"
 
| width=""" style="background:#E8E8E8;" | ''' <font size = "3">Shall We Dance - 236236+K</font>  '''
 
 
 
"Fever!" 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.
 
 
 
|-
 
| width="" |''' <font size = "3">Passionate Slicer - 236236+P</font> '''
 
 
 
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.
 
|-
 
|}
 
 
 
==Extra Ultimate Chaos==
 
 
 
{| border="0" cellspacing="5" width="100%"
 
| ''' <font size = "3">Dancing Storm - 214214+K (K rapid input)</font>'''
 
 
 
"Let's dance!" 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.
 
|-
 
 
 
| width="" |''' <font size = "3">Easy Come, Easy Go - 21441236+K</font> '''
 
 
 
"Come here! Yo Yo Yo Yo Yo! Bingo!" Cerberus throws energy wires forward and pulls the opponent towards him, followed by a series of stylish kicks and 4 shots. This Extra Ultimate Chaos always leaves you and your opponent separated at fullscreen. Very useful as a mid-range punish. Can be used in all of Cerberus's non-EX Air Smash corner combos.
 
|-
 
|}
 
 
 
==Destruction Chaos==
 
 
 
 
 
{| border="0" cellspacing="5" width="100%"
 
| ''' <font size = "3">The End - 21441236+PP</font>  '''
 
  
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. Only useful for punishes and 2D combos.
+
== Colors ==
|-
 
|}
 
  
=Colors=
 
Notes:
 
*PS3 Version:    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.
 
 
{{CCColors
 
{{CCColors
 
|Character= Cerberus
 
|Character= Cerberus

Latest revision as of 22:18, 28 December 2019

Profile-cerberus.png

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

Normal Moves
cl.A
cl.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 5f 7f - +1 Yes -

close version of 5A, slightly faster but not really that different, the main thing is it's hitbox is not good for anti-air.

5A
5A Caption.Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 6f 3f - +3 Yes -

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.

2A
2A Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 7f - - +3 Yes -

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.

cl.B
cl.B Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 6f 5f - +2 Yes -

You won't really be using cl.B outside of combos. Almost always chained into unless you're starting a link after 6C.

5B
5B Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 8 5f - +0 Yes -

Average poke. Best used in corner combos.

2B
2B Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 7f - - +3 Yes -

2A, but a low

cl.C
cl.C Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 7f, 18f 5f, 6f - - Yes -

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.


5C
5C Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 8f 7f - -5 No -

A slow punch that has above-average reach. It's slow, so don't rely on it too much. Good for forcing counter hits.

2C
2C Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f 5f - -1 Yes -

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.

cl.D
cl.D Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f 4f - +1 Yes -

Similar to close C, but this time instead of being 2 hits there's a target combo

5D
5D Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 11f 7f - -1 No -

A spin kick which sends Cerberus forward. A good tool for footsies due to it's reach, but it's slow, so use sparingly.


2D
2D Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 11f 5f - -3 No -

Cerberus's sweep. Does a good chunk of damage and causes a hard knockdown. This should only be used for midscreen okizeme or following up with a Destruction Chaos in the middle of a combo.

j.A
j.A Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 5f 19f - - Yes -

Mainly a combo normal, although it's useful for it's active frames

j.B
j.B Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 6f 10f - - Yes -

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

j.C
j.C Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 7f 6f - - Yes -

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

j.D
j.D Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 7f 5f - - Yes -

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

Command Moves

Command Moves
6C
Sunrise Hush
6C Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 14f 8f - -5 No -

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

Axe Drop
cl.D > 6D Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 17 8f - -5 Yes -

Target combo from cl.D, hits overhead and is +3 on hit.

Throw
Throw
5/6AC Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - - No -

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.

Special Moves

Special Moves
236P
Special Move Name
236P Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - Low 12f - - - - -

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

C - - High/Low 12 - - - - -

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

EX - - High/Low 9f,16f,18f,26f,32f,38f,40f,53f - - - - -

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


236K
Dual Slicer
236K Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 12f,28f 4f,8f - -10 - -

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.

D - - High/Low 35f,51f 4f,4f - -4 - -

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

EX - - High/Low 12f,32f,52f 5f,5f,5f - -5 - -

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

214P
Slash Beat
214P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 8f 5f - -19 - -

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

C - - High/Low 15f 3f - -13 - -

A slash followed by a forward charge. Causes the opponent to tech out mid-air.

EX - - High/Low 5f 5f - -21 - -

A slash followed by gunshots. Doesn't take a bullet and reloads all bullets on hit. Has invun and is Cerb's main reversal.

623P
Air Smash
623P Nice catch!
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 7f 11f - - - -

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.

C - - High/Low 7f 12f - - - -

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.

EX - - High/Low 7f 12f - - - -

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

Extra Special Moves

Extra Special Moves
j.236K
Smashdown Arrow
j.236K Obah Zher
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 12f - - - - -

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.

D - - High/Low 12f - - - - -

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.

214K
Sweet Trap
214K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - - - - - - - -

Counters highs and mids

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - - - - - - - -

counters lows

Ultimate Chaos Moves

Ultimate Chaos Moves
236236K
Shall we dance
236236K Fever!
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 1+4f - - -66 - -

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.

236236P
Passionate Slicer
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 1+3f - - -17 - -

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.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves
214214K
Dancing Storm
214214K Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 1+1f(ground), 1+6f(air) - - - - -

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.

Easy Come, Easy Go
Super Move Name
Input. Come here!
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 1+2f 8f - -20 - -

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.

Destruction Chaos

Destruction Chaos
2141236PP
Move Name
Input. Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - 1+7f - - - - -

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.

Strategy

Neutral

Combos

Basic combo tutorial

collection of old cerb combos (may still be useful)


Midscreen

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

Corner

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

Exceed

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.

Colors

A Button B Button C Button D Button
CerberusA.png
CerberusB.png
CerberusC.png
CerberusD.png
R1 + A Button R1 + B Button R1 + C Button R1 + D Button
CerberusSA.png
CerberusSB.png
CerberusSC.png
CerberusSD.png
  • A Button: Normal version
  • B Button: Dante (Devil May Cry) / Ragna The Bloodedge (Blazblue)
  • C Button: Vergil (Devil May Cry)
  • D Button: Ky Kiske (Guilty Gear)
  • R1+D Buttons: Jotaro (JoJo's Bizarre Adventure)
Chaos Code -New Sign of Catastrophe-
General
Controls
Tiers
FAQ
System
HUD
Trophies
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus