Kingdom Hearts II
Kingdom Hearts II Final Mix

Cerberus Cup: Difference between revisions

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{{game|KH2|FM2}}
{{game|KH2|FM2}}
{{tab|o-info|360px}}
{{tab|Cerberus Cup}}
{{Coliseum
{{Coliseum
  |name=Cerberus Cup
  |name=Cerberus Cup
  |katakana=ケルベロスカップ
  |katakana=ケルベロスカップ
  |romaji=Keruberosu Kappu
  |romaji=Keruberosu Kappu
  |image=[[File:Cerberus Cup Trophy.png|150px]]
  |image=[[File:Cerberus Cup Trophy KHII.png|300px]]
  |seeds=10
  |rounds=10
  |time=
  |level=28{{KHII}}<br>30{{FMII}}
  |reward=[[Rising Dragon]] <br> [[Protect Belt]]
  |reward=[[Rising Dragon]]<ref>[[Genji Shield]] in the original Japanese version.</ref><br>[[Protect Belt]]<ref>[[Skillful Ring]] in the original Japanese version.</ref>{{KHII}}<br>[[Serenity Crystal]]{{FMII}}
  |unlock=Clear [[Agrabah]], [[Halloween Town]], and [[Pride Lands]] for the first time.
  |unlock=Clear [[Agrabah]], [[Halloween Town]], and [[Pride Lands]] for the first time.
  |seed1=1
  |rules=A solo fight using Sora.<br>The Drive Gauge fills faster than usual and Sora can use Drives alone.<br><br>No experience is gained.
  |team1=
|missions=Give it a try.<br>Win with a score of 1000 or more.
  |round1=1
  |enem1=Air Pirate x 2<br>Trick Ghost x 2
  |enem1=Air Pirate x 2<br>Trick Ghost x 2
  |seed2=2
  |round2=2
|team2=
  |enem2=Driller Mole x 3<br>Hammer Frame x 3
  |enem2=Driller Mole x 3<br>Hammer Frame x 3
  |seed3=3
  |round3=3
|team3=
  |enem3=Tornado Step x 3<br>Wight Knight x 3
  |enem3=Tornado Step x 3<br>Wight Knight x 3
  |seed4=4
  |round4=4
|team4=
  |enem4=Silver Rock x 4<br>Living Bone x 1
  |enem4=Silver Rock x 4<br>Living Bone x 1
  |seed5=5
  |round5=5
|team5=
  |enem5=Icy Cube x 5<br>Shaman x 1<br>Fiery Globe x 5
  |enem5=Icy Cube x 5<br>Shaman x 1<br>Fiery Globe x 5
  |seed6=6
  |round6=6
|team6=
  |enem6=Fortuneteller x 2<br>Aerial Knocker x 2
  |enem6=Fortuneteller x 2<br>Aerial Knocker x 2
  |seed7=7
  |round7=7
|team7=
  |enem7=Cannon Gun x 3<br> Toy Soldier x 1
  |enem7=Cannon Gun x 3<br> Toy Soldier x 1
  |seed8=8
  |round8=8
|team8=Match is fought in the dark.
  |enem8=Luna Bandit x 5
  |enem8=Luna Bandit x 5
  |seed9=9
  |round9=9
|team9=Match is fought in the dark.
  |enem9=Emerald Blues x 4<br>Fat Bandit x 1
  |enem9=Emerald Blue x 4<br>Fat Bandit x 1
  |round10=10
  |seed10=10
|team10=Match is fought in the dark.
  |enem10=Cerberus
  |enem10=Cerberus
}}
|style=kh2
 
}}{{tab|c}}
The {{nihongo|'''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]].
{{tab|Paradox Cup}}
{{Coliseum
|name=Cerberus Paradox Cup
|katakana=裏ケルベロスカップ
|romaji=Ura Keruberosu Kappu
|image=[[File:Cerberus Cup Trophy KHII.png|300px]]
|rounds=10
|level=70
|reward=
|unlock= Reach Level 5 with all forms except Final Form and unlock the [[Pain and Panic Paradox Cup]].
|rules=A solo fight using Sora.<br>The Drive Gauge fills faster than usual and Sora can use Drives alone.<br><br>No experience is gained.
|missions=Give it a try<br>Win with a score of 1300 or more.
|round1=1
|enem1=Air Pirate x 2<br>Trick Ghost x 2
|round2=2
|enem2=Driller Mole x 3<br>Hammer Frame x 3
|round3=3
|enem3=Tornado Step x 3<br>Wight Knight x 3
|round4=4
|enem4=Silver Rock x 4<br>Living Bone x 1
|round5=5
|enem5=Icy Cube x 5<br>Shaman x 1<br>Fiery Globe x 5
|round6=6
|enem6=Fortuneteller x 2<br>Aerial Knocker x 2
|round7=7
|enem7=Cannon Gun x 3<br> Toy Soldier x 1
|round8=8
|enem8=Luna Bandit x 5
|round9=9
|enem9=Emerald Blues x 4<br>Fat Bandit x 1
|round10=10
|enem10=Cerberus
|style=kh2
}}{{tab|c}}{{tab|c}}
The {{nihongo|'''Cerberus Cup'''|ケルベロスカップ|Keruberosu Kappu}} is the second tournament at the [[Underdrome]] in ''[[Kingdom Hearts II]]'', and all enemies in it are set at level 28{{KHII}}/30{{FMII}}. It is so-named because its final seed is a battle against the three-headed [[Cerberus]]. It 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.


Although the player is alone, [[Sora]] can use [[Drive Form]]s 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 {{nihongo|'''Cerberus Paradox Cup'''|裏ケルベロスカップ|Ura Keruberosu Kappu}} is a harder form of the Cerberus Cup and the second of the Paradox Cups. It can be unlocked by leveling up all Drive Forms to level 5, with the exception of Final Form, and unlocking the [[Pain and Panic Cup|Pain and Panic Paradox Cup]]. It can be accessed by talking to [[Hades]] in his [[Hades' Chamber|chamber]].


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.
Though [[Sora]] is alone for this cup, he can use [[Drive Form]]s 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.


== Walkthrough ==
== Strategy ==
'''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:''' The Air Pirates' Reaction Commands are useful in eliminating most of the enemies. The Trick Ghosts, however, are a huge priority.


'''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 Sora is not alert, as their attacks hit a wide area on the ground. Just be sure to jump if one of them is 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 Sora's HP. If Sora is 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, whenever the opportunity arises.
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, most of the enemies can be slain 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:''' Since the Fortunetellers don't flinch if they are hit while firing, remember to block its shots back by Guarding or Reflecting it (while locked on). As for the Aerial Knockers, fight them normally, but remember that its Reaction Commands are unusable if Sora is in Standard Form.


'''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 remainder of these rounds are in pitch black, and only a small area around Sora is visible. While the Luna Bandits are not difficult, the darkness means that battling them is slightly harder.


'''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 are a major priority here, since their tornado attack is very dangerous. 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, only Cerberus's teeth are visible. MP Rage is essential if Sora has learned it, since its effect means that Sora doesn't need much items. Since its middle head is the most dangerous, attack the side heads.. Attack the two outer heads in between bites. Watch out for his jumping attack. After Cerberus's HP falls to a certain amount, 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==
==Enemies==
===Heartless===
===Heartless===
{|class="wikitable collapsible collapsed"
{|class="wikitable mw-collapsible mw-collapsed"
!
!
|-
|-
Line 78: Line 105:
<gallery>
<gallery>
File:Air Pirate KHII.png|[[Air Pirate]]
File:Air Pirate KHII.png|[[Air Pirate]]
File:Trick Ghost KHII.png|[[Trick Ghost]]
File:Trick Ghost KHII.png|{{c|Trick Ghost|KHII}}
File:Driller Mole KHII.png|[[Driller Mole]]
File:Driller Mole KHII.png|[[Driller Mole]]
File:Hammer Frame KHII.png|[[Hammer Frame]]
File:Hammer Frame KHII.png|[[Hammer Frame]]
File:Tornado Step KHII.jpg|[[Tornado Step]]
File:Tornado Step KHII.png|[[Tornado Step]]
File:Wight Knight KHII.png|[[Wight Knight]]
File:Wight Knight KHII.png|[[Wight Knight]]
File:Silver Rock KHII.png|[[Silver Rock]]
File:Silver Rock KHII.png|[[Silver Rock]]
Line 98: Line 125:
|}
|}


===Somebodies===
===Other===
{|class="wikitable collapsible collapsed"
{|class="wikitable mw-collapsible mw-collapsed"
!
!
|-
|-
Line 107: Line 134:
</gallery>
</gallery>
|}
|}
{{-}}
 
==Videos==
{| class="video"
! Cerberus Cup
! Cerberus Paradox Cup
|-
| {{#widget:YouTube|id=XrKbeX-mmuc|width=320|height=240}}
| {{#widget:YouTube|id=xGH9T1eGWLI|width=320|height=240}}
|}
 
==Notes and references==
{{reflist}}
 
{{Minigames}}
{{Minigames}}
{{Stub}}
[[fr:Coupe Cerbère]]
[[fr:Coupe Cerbère]]
[[Category:Olympus Coliseum Cups]]
[[Category:Olympus Coliseum Cups]]
[[Category:Mini-games]]
[[Category:Mini-games]]

Latest revision as of 14:25, 6 May 2024

Cerberus Cup

Cerberus Cup Trophy KHII.png
Katakana ケルベロスカップ

Romaji Keruberosu Kappu
Unlocked Clear Agrabah, Halloween Town, and Pride Lands for the first time.

Rules A solo fight using Sora.
The Drive Gauge fills faster than usual and Sora can use Drives alone.

No experience is gained.
Level 28[KH II]
30[KH II FM]
Rounds 10

Missions Give it a try.
Win with a score of 1000 or more.
Rewards Rising Dragon[1]
Protect Belt[2][KH II]
Serenity Crystal[KH II FM]
Other Cups
Kingdom Hearts
Preliminaries
Phil Cup | Pegasus Cup | Hercules Cup | Hades Cup
Gold Match | Platinum Match
Kingdom Hearts Chain of Memories
Survival Cup
Kingdom Hearts II
Pain and Panic Cup | Cerberus Cup | Titan Cup | Goddess of Fate Cup
Pain and Panic Paradox Cup | Cerberus Paradox Cup
Titan Paradox Cup | Hades Paradox Cup
Kingdom Hearts 358/2 Days
Games
Kingdom Hearts Birth by Sleep
Games (West) | Games (East)
Round Enemies

1 Air Pirate x 2
Trick Ghost x 2
2 Driller Mole x 3
Hammer Frame x 3
3 Tornado Step x 3
Wight Knight x 3
4 Silver Rock x 4
Living Bone x 1
5 Icy Cube x 5
Shaman x 1
Fiery Globe x 5
6 Fortuneteller x 2
Aerial Knocker x 2
7 Cannon Gun x 3
Toy Soldier x 1
8 Luna Bandit x 5
9 Emerald Blues x 4
Fat Bandit x 1
10 Cerberus
Cerberus Paradox Cup

Cerberus Cup Trophy KHII.png
Katakana 裏ケルベロスカップ

Romaji Ura Keruberosu Kappu
Unlocked Reach Level 5 with all forms except Final Form and unlock the Pain and Panic Paradox Cup.

Rules A solo fight using Sora.
The Drive Gauge fills faster than usual and Sora can use Drives alone.

No experience is gained.
Level 70
Rounds 10

Missions Give it a try
Win with a score of 1300 or more.
Other Cups
Kingdom Hearts
Preliminaries
Phil Cup | Pegasus Cup | Hercules Cup | Hades Cup
Gold Match | Platinum Match
Kingdom Hearts Chain of Memories
Survival Cup
Kingdom Hearts II
Pain and Panic Cup | Cerberus Cup | Titan Cup | Goddess of Fate Cup
Pain and Panic Paradox Cup | Cerberus Paradox Cup
Titan Paradox Cup | Hades Paradox Cup
Kingdom Hearts 358/2 Days
Games
Kingdom Hearts Birth by Sleep
Games (West) | Games (East)
Round Enemies

1 Air Pirate x 2
Trick Ghost x 2
2 Driller Mole x 3
Hammer Frame x 3
3 Tornado Step x 3
Wight Knight x 3
4 Silver Rock x 4
Living Bone x 1
5 Icy Cube x 5
Shaman x 1
Fiery Globe x 5
6 Fortuneteller x 2
Aerial Knocker x 2
7 Cannon Gun x 3
Toy Soldier x 1
8 Luna Bandit x 5
9 Emerald Blues x 4
Fat Bandit x 1
10 Cerberus

The Cerberus Cup (ケルベロスカップ Keruberosu Kappu?) is the second tournament at the Underdrome in Kingdom Hearts II, and all enemies in it are set at level 28[KH II]/30[KH II FM]. It is so-named because its final seed is a battle against the three-headed Cerberus. It 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.

The Cerberus Paradox Cup (裏ケルベロスカップ Ura Keruberosu Kappu?) is a harder form of the Cerberus Cup and the second of the Paradox Cups. It can be unlocked by leveling up all Drive Forms to level 5, with the exception of Final Form, and unlocking the Pain and Panic Paradox Cup. It can be accessed by talking to Hades in his chamber.

Though Sora is alone for this cup, he 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.

Strategy[edit]

Round 1: The Air Pirates' Reaction Commands are useful in eliminating most of the enemies. The Trick Ghosts, however, are a huge priority.

Round 2: The Hammer Frames can do a lot of damage if Sora is not alert, as their attacks hit a wide area on the ground. Just be sure to jump if one of them is 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 Sora's HP. If Sora is 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, whenever the opportunity arises.

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, most of the enemies can be slain 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: Since the Fortunetellers don't flinch if they are hit while firing, remember to block its shots back by Guarding or Reflecting it (while locked on). As for the Aerial Knockers, fight them normally, but remember that its Reaction Commands are unusable if Sora is in Standard Form.

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 remainder of these rounds are in pitch black, and only a small area around Sora is visible. While the Luna Bandits are not difficult, the darkness means that battling them is slightly harder.

Round 9: The Emerald Blues are a major priority here, since their tornado attack is very dangerous. 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, only Cerberus's teeth are visible. MP Rage is essential if Sora has learned it, since its effect means that Sora doesn't need much items. Since its middle head is the most dangerous, attack the side heads.. Attack the two outer heads in between bites. Watch out for his jumping attack. After Cerberus's HP falls to a certain amount, 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[edit]

Heartless[edit]

Other[edit]

Videos[edit]

Cerberus Cup Cerberus Paradox Cup

Notes and references[edit]

  1. ^ Genji Shield in the original Japanese version.
  2. ^ Skillful Ring in the original Japanese version.