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Cerberus Cup: Difference between revisions

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== Walkthrough ==
== Walkthrough ==
'''Round 1:''' The first battle is easy enough. The trick ghosts may get annoying by disappearing, but they don't pose much of a threat
'''Round 1:''' You can easily kill the enemies here by using Air Pirate's Reaction Command. Remember that after hitting the Trick Ghost's for the first time, they will come near you and attack with their torches or start to walk on ground. Be ready to use Reflect magic if needed.


'''Round 2:''' Almost as easy as Round 1. The Drillers aren't much of issue, but the Hammer Frames can do a lot of damage if you're not careful. Just be sure to jump if you see one about to pound its torso into the ground.
'''Round 2:''' The Hammer Frames can do a lot of damage if you're not careful, as their attacks hit a wide area on the ground. Just be sure to jump if you see one about to pound its torso into the ground. Using aerial combos is also useful.


'''Round 3:''' This round can be especially bothersome. The Wight Knights and Tornado Steps spinning attacks can really deplete your HP. If you get caught in one of the Wight Knights mid-air spin attacks, either counter attack or  
'''Round 3:''' The Wight Knights and Tornado Steps spinning attacks can really deplete your HP. If you get caught in one of the Wight Knights mid-air spin attacks, either counter attack or block and then counter attack. Remember to use Tornado Ride Reaction Command, if you have a chance.
block and then counter attack


'''Round 4:''' The Silver Rocks aren't really your main problem. Your main problem this round is the brute force of the Living Bone and the Silver Rocks constantly shooting at you. Take care of the Living Bone first by blocking, dodge rolling, and using the triangle command Rodeo to take out the Silver Rocks.
'''Round 4:''' Lock onto the Living Bone and quickly use the Shift Shot Reaction Command of the Silver Rocks to kill him quickly. If any Silver Rocks survive, evade their attacks until an opening or another RC chance. This way you will kill all enemies easily.  


'''Round 5:''' The Shaman is really just for show, but kill it first just to get out of the way. The Icy Cubes and the Fiery Globes are vulnerable to [[Fire]] and [[Blizzard]] respectively, so be sure to use those. Or you can just spam X and be done with it, it's up to you.
'''Round 5:''' The Shaman is the strongest enemy in this round. Kill him first and quickly, before it starts to turn into the flying mask. The Icy Cubes and the Fiery Globes are vulnerable to [[Fire]] and [[Blizzard]] respectively, so be sure to use those.


'''Round 6:''' The Fortunetellers can be really annoying if you don't know how to deal with them properly. What you do is block their orb attacks so that it returns back to them, and them spam attack them. As for the Aerial Knockers, just go ahead and spam attack them as well.
'''Round 6:''' The Fortunetellers don't get stunned if you hit them while they are shooting at you. So, remember to block it's shoot back ni Guarding or Reflecting it (while locked on). As for the Aerial Knockers, fight them normally, but remember that you can't use it's Reaction Command in Standard From.


'''Round 7:''' This one is especially annoying. The Toy Soldier has a lot of health, and on top of that can deal unprecedented amounts of damage. First, attack the Cannon Guns while staying outside of the targets. The bombs they fire deal A LOT of damage, so make that your #1 priority. After the Cannon Guns are out of the way, carefully get rid of the toy soldier. You are timed, mind you, so don't take too long.
'''Round 7:''' The Toy Soldier has a lot of health and can hit you from a distance. First, attack the Cannon Guns while staying outside of the targets. After that, carefully get rid of the toy soldier. If it turns into a box, watch out for his gun attack. Using magic form a distance is very helpful. Remember that you are timed, so don't take too long.


'''Round 8:''' The remainer of these rounds are in pitch black, and you can only see a small area around you and other certain things. The Luna Bandits aren't very difficult, but be careful since you can't see them very well.
'''Round 8:''' The remainer of these rounds are in pitch black, and you can only see a small area around you and other certain things. The Luna Bandits aren't very difficult, but be careful since you can't see them very well.


'''Round 9:''' The Emerald Blues are just your average flying shooting Heartless, so nothing to worry there; except that there are a lot of them. And there's a Fat Bandit.  Take care of the Emerald Blues first and then take out the Fat Bandit by going behind him when he breathes fire and dodging when he throws a fireball.
'''Round 9:''' The Emerald Blues can attract you with their huge tornado attack. So, kill them quickly before they can use this attack. Take care of the Emerald Blues first and then take out the Fat Bandit by going behind him when he breathes fire and guarding his fireball. This will send the ball back to him,leading to a Full Swing Reaction Command. Hitting him with a Finishing Move also leads to a RC.


'''Round 10:''' This one is the most difficult. From a distance, you can only see its teeth. If you have it, be sure to have MP Rage. This will allow to restore MP when you get hit, meaning you don't have to heavily rely on elixers and whatnot. You should only really attack the side heads; attacking the middle head is too dangerous. Attack the two outer heads in between bites. Dodge his other attacks by dodge rolling and/or gliding, and you should be fine. Just be ready for a fairly intense battle. Note:Wisdom and Master Forms really help finish Cerberus quickly.
'''Round 10:''' This one is the most difficult. From a distance, you can only see its teeth. If you have it, be sure to have MP Rage. This will allow to restore MP when you get hit, meaning you don't have to heavily rely on items. You should only really attack the side heads; attacking the middle head is too dangerous. Attack the two outer heads in between bites. Watch out for his jumping attack. After you take out enough HP, he will start to do an attack using the three heads at the same time. Jump in the middle of the heads in the right time to lead to a series of Reaction Commands, leaving Cerberus open for attacks. Repeat this tactic two or three times to quickly finish him. Wisdom and Master Forms are very useful in this battle
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Revision as of 20:46, 18 December 2012

Template:KHIIColiseum

The Cerberus Cup (ケルベロスカップ Keruberosu Kappu?) is the second cup of Kingdom Hearts II, selectable only in the Underdrome. It is so-named because its final seed is a battle against the three-headed Cerberus. It unlocks after Pride Land.

Although the player is alone, Sora can use Drive Forms without any ally's help. Also, the Drive Gauge fills up much faster than it normally does. The match is timed, and time, though very little, is rewarded for completing each match.

The cup can be unlocked after clearing Agrabah, Halloween Town, and Pride Lands for the first time and, upon completion of the cup, the player receives the Rising Dragon staff for Donald, and a Protect Belt accessory.

Walkthrough

Round 1: You can easily kill the enemies here by using Air Pirate's Reaction Command. Remember that after hitting the Trick Ghost's for the first time, they will come near you and attack with their torches or start to walk on ground. Be ready to use Reflect magic if needed.

Round 2: The Hammer Frames can do a lot of damage if you're not careful, as their attacks hit a wide area on the ground. Just be sure to jump if you see one about to pound its torso into the ground. Using aerial combos is also useful.

Round 3: The Wight Knights and Tornado Steps spinning attacks can really deplete your HP. If you get caught in one of the Wight Knights mid-air spin attacks, either counter attack or block and then counter attack. Remember to use Tornado Ride Reaction Command, if you have a chance.

Round 4: Lock onto the Living Bone and quickly use the Shift Shot Reaction Command of the Silver Rocks to kill him quickly. If any Silver Rocks survive, evade their attacks until an opening or another RC chance. This way you will kill all enemies easily.

Round 5: The Shaman is the strongest enemy in this round. Kill him first and quickly, before it starts to turn into the flying mask. The Icy Cubes and the Fiery Globes are vulnerable to Fire and Blizzard respectively, so be sure to use those.

Round 6: The Fortunetellers don't get stunned if you hit them while they are shooting at you. So, remember to block it's shoot back ni Guarding or Reflecting it (while locked on). As for the Aerial Knockers, fight them normally, but remember that you can't use it's Reaction Command in Standard From.

Round 7: The Toy Soldier has a lot of health and can hit you from a distance. First, attack the Cannon Guns while staying outside of the targets. After that, carefully get rid of the toy soldier. If it turns into a box, watch out for his gun attack. Using magic form a distance is very helpful. Remember that you are timed, so don't take too long.

Round 8: The remainer of these rounds are in pitch black, and you can only see a small area around you and other certain things. The Luna Bandits aren't very difficult, but be careful since you can't see them very well.

Round 9: The Emerald Blues can attract you with their huge tornado attack. So, kill them quickly before they can use this attack. Take care of the Emerald Blues first and then take out the Fat Bandit by going behind him when he breathes fire and guarding his fireball. This will send the ball back to him,leading to a Full Swing Reaction Command. Hitting him with a Finishing Move also leads to a RC.

Round 10: This one is the most difficult. From a distance, you can only see its teeth. If you have it, be sure to have MP Rage. This will allow to restore MP when you get hit, meaning you don't have to heavily rely on items. You should only really attack the side heads; attacking the middle head is too dangerous. Attack the two outer heads in between bites. Watch out for his jumping attack. After you take out enough HP, he will start to do an attack using the three heads at the same time. Jump in the middle of the heads in the right time to lead to a series of Reaction Commands, leaving Cerberus open for attacks. Repeat this tactic two or three times to quickly finish him. Wisdom and Master Forms are very useful in this battle

Enemies

Heartless

Other