CERBERUS Description: This extremely stylized fighting-style is based on three powerful branches of Jeet Kun Do, Cerberus emphasizes extreme-speed and unorthodox movements to overwhelm and eliminate perceived threats. It is said the original purpose of this style's creation was to guard a path or gateway. SHOP IMAGE COMBO LIST STANCE Stance is same as Slash's.. Slash and Jeet Kun Do styled scrolls have a strong emphasis in this scroll, Cerberus, as the scroll description suggests. FRONT GRAB Front grab is also from Slash.. A powerful knock up throwing the foe over yourself, finishing with a knock back punch. 1 HIT COMBO 280 DAMAGE TOTAL AVERAGE KNOCK BACK COUNTER Mauy Boran counter.. Due to the speed of Cerberus, quickly anticipate the foe's attack, block and perform a high roundhouse kick, knocking the foe on their back. The raising of the knee before the counter in the original counter will be removed in Cerberus. 1 HIT COMBO 220 DAMAGE TOTAL SHORT KNOCK BACK
PUNCH COMBOS A quick four hit punch combo. The first hit is same as Dragon's but in Cerberus it is performed faster, about 1.3x faster than the original. Like Dragon, this combo has quick reset, strong delay and is performed quickly for an average to far knock back. The angling capabilities is average, not great but not bad either. 4 HIT COMBO 80 - 90 - 105 - 140 440 DAMAGE TOTAL AVERAGE TO FAR KNOCK BACK Quick Left Jab > Right Low Punch (to stomach) > Left Low Punch (to chest) > Powerful Left Back-fist (farther than average knock back). A quick four hit, punch/kick fencer combo. First two hits are indicated as above followed by two quick right then left foot kicks. The first kick knocks up while the second knocks the foe up even more, resulting in low and high fencing capabilities. Decent angling, great reset and edging capabilities. 4 HIT COMBO 80 - 90 - 110 - 130 410 DAMAGE TOTAL SHORT KNOCK BACK AND FENCER Quick Left Jab > Right Low Punch (to stomach) > Right Rising Kick (knock up) > Left Rising Kick (knocks up farther and knock back) A quick two hit combo. Average knock back with a slightly above average distance, average delay and decent angling capabilities, very good if positioned properly. 2 HIT COMBO 80 - 130 220 DAMAGE TOTAL AVERAGE KNOCK BACK Quick Left Jab > Spinning Right-foot Roundhouse (average knock back).
KICK COMBOS An extremely powerful and quick five hit combo. This combo is extremely fast and has decent delay and good reset capabilities. 5 HIT COMBO 90 - 95 - 110 - 125 - 150 570 DAMAGE TOTAL AVERAGE TO FAR KNOCK BACK Spinning Right-foot Reverse-Roundhouse > Right Low Kick > Right High Kick > Spinning Right-foot High Reverse-Roundhouse (knocks foe airborne) > Powerful Left T-Kick (far knock back). A long and powerful kick/punch, with a powerful knock back at the end. This combo is fast for the amount of damage it puts out, the delay capabilities are extremely good while the reset capabilities are average at best. This combo is similar to Dragon's long combo, input wise and the final hit being from the combo itself. 5 HIT COMBO 90 - 95 - 110 - 130 - 160 585 DAMAGE TOTAL LAUNCHER OR FAR KNOCK BACK Spinning Right-foot Reverse-Roundhouse > Right Low Kick > Left Hook (downward) into a Right Hook (upwards) > Spinning Roundhouse T-Kick (far knock back). A quick short, three hit launcher. Quick speed, with overall good angling, reset and delay capabilities. The launching kick launches foes higher than normal, like a Stalker counter. 3 HIT COMBO 90 - 95 - 130 315 DAMAGE TOTAL LAUNCHER Spinning Right-foot Reverse-Roundhouse > Right Low Kick > Right Rising Axe-kick (high launcher). A running trip launch combo with an added knock back kick at the end. This dash launches the foe on hit, but height of the launch is shorter than normal allowing the second kick to hit the launched foe and work as a dash fencer as well as a launcher. The delay between the two kicks is extremely good, allowing the user to confuse and get surprise knock backs on unblocked foes. 2 HIT COMBO 130 - 150 280 DAMAGE TOTAL LAUNCHER OR AVERAGE TO FAR KNOCK BACK/FENCER [Dash] Tripping Left-foot Kick (knocks for airborne)(works as a ground hit as well) > Powerful Left T-Kick (far knock back). That is it for now, thanks for reading if you got this far. Thoughts and opinions are appreciated!
Simple and clean combos, has a lot of potential. My only issue is the animations used for KKPKK is a little weird looking, I would recommend making it a KKPPKK, but other than that I support!
that scroll image is on crack wtf. i think you should use a custom stance for this kkk+g is unnecessary because you already have another kick-based launcher. if you want to have a kkk+g input though, you can have kkkkk not fence edge and make kkk+g a fence edger like rage
Thanks for the input, I actually really like the kkg+k but I see your point, also with the kkpkk being kkppkk. How does turning the kkg+k into a 2 hit kg+k launcher and removing the final hit from the kkppkk to make it a long launcher sound?
Three variants of the Long kick/punch combo KKPKK, KKPPKK and KKPPK. Thoughts on which is better or match the scroll more is appreciated! Making it just a long combo instead of a launcher combo is starting to sound better to me as well.