Kingdom Hearts II
Kingdom Hearts II Final Mix
Kingdom Hearts HD 2.5 ReMIX

Cerberus Cup: Difference between revisions

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search
No edit summary
No edit summary
Line 35: Line 35:
}}</div>
}}</div>
<div class="tabbertab" title="Paradox Cup" style="float: center; background-color:white; width:370px">
<div class="tabbertab" title="Paradox Cup" style="float: center; background-color:white; width:370px">
{{Coliseum
{{KHIIColiseum
  |name=Cerberus Paradox Cup
  |name=Cerberus Paradox Cup
  |katakana=裏ケルベロスカップ
  |katakana=裏ケルベロスカップ

Revision as of 16:38, 21 April 2015

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. 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.

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.

Strategy

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