Cedric

Normals
5B - Fast, longer range than 2B but not a low hit. Solid frame advantage on block (+3).
4B - Forward rush kick. Stupidly good range, massive frame advantage (+7). Combo off it on hit. Use it to move forward while maintaining back charge.

5C - Large range poke that special cancels. Very useful, good for pressure or poking. Good frame advantage (+3).
2C - Launches. Can be tech rolled though. Good for anti-air and combos.

5D - Massive smash attack. Great for poking or far anti-air.
2D - Massive sweep. Very unsafe on block, but so much range it hardly matters.
6D - Overhead hit. Chargable, does almost 2x damage at max charge. Can be canceled by pressing any other attack button.

j.B - Crossup.
j.D - Very small crossup.
Chains
5A -> 5A, 2A, 5B, 2B
2A -> 5A, 2A, 5B, 2B, 5D

5B 4B
2B 4B
2B 2C
2B 6D
Specials
[4]6 A/C - Evangelical Light
Fireball. Very fast recovery. Good for zoning or pressure.
D version travels faster and does slightly more damage.
[2]8 B/D - Holy Devotion
Flash Kick. Invincible attack, good for anti-air or as a reversal. Can be tech rolled out of.
D version has slightly more startup and recovery, and travels higher into the air. Deals slightly more damage as well.
[2]8 A/C - Trick Devotion
Fake Flash Kick. Isn't invincible like Holy Devotion, but you can cancel into an attack on the way down. Can be used sort of like a short hop.
D version has a very large forward arc. Can be useful to cover distance.
Hold D, Release - Saint Dropkick
A very fast and very useful dropkick. Unfortunately requires you to hold down D to do it. Very, very good at high charge levels. You'll want to be charging this at all times, so get used to holding down that D button!
Strength of the dropkick depends on the time spent charging it:
Level 1: 1 Second - Slow and short range. Doesn't even knock down.
Level 2: 3 Seconds - Faster and better range. Launches, but you can only get 1 follow-up move and only in the corner.
Level 3: 7 Seconds - Very fast, very good range. Wall slams, can get 2 juggle moves after. Generally you always want to shoot for this level of charge!
Level 4: 120+ Seconds - Same as Level 3 except it does 1700+ damage! Huge charge time makes it unpractical.
214 Taunt - Glasses Change
Cedric switches glasses to a random new pair. Builds super meter, so somewhat useful.

Supers

236236P - Eternity of Regret
Fireball super. Kind of slow startup and can be Gatchied on reaction. Useful for some combos, and for chipping to death.
236236K - Hammer of the Gods
Parry super! Beats all physical hits (not projectiles or throws). Very strong damage, and can be comboed after! Has no vulnerable startup so can be used as a reversal too!
Heat Up
Cedric dons an angry face and his specials are enhanced. Not particularly useful in comparison to his very good supers, but should have some utility none the less.

Enhanced Specials

[4]6 A/C - Evangelical Light
Shoots two fireballs. Effect depends on the button:
A version shoots one medium speed and one slow speed. The slow one will speed up after a while.
C version shoots one fast speed and one medium speed. The medium one will speed up after a while.
[2]8 B/D - Holy Devotion
B version now hits twice, D version now hits 3 times. Recovery time is increased slightly for both versions, but it can no longer be tech-rolled.
Hold D, Release - Saint Dropkick
Effect for each level is improved:
Level 1: 1 Second - Launches for a full 2 move juggle. Short Range.
Level 2: 3 Seconds - Launches for a full 2 move juggle. Longer Range, slightly more damage.
Level 3: 7 Seconds - Wall slams as normal, but can get an even larger combo.
Level 4: 120+ Seconds - Who knows, but probably the same as Level 3 with extra damage.
236236P - Eternity of Regret
Can be juggled off of even vs grounded enemies.
Combo after Dropkick

Juggle Potential off Dropkick

The number of hits you can get after a Dropkick depends on a bunch of things, but most importantly, what Level charge it is, and how you comboed into it.

· A Level 2 Dropkick gives you 1 possible juggle followup move, but you can only really capitalize on this in the corner.
· A Level 3 Dropkick gives you 2 possible juggle moves.

· Comboing from a Throw or 236236K effectively gives you one less juggle move. So a Throw into a Level 2 would give you no followup possible. A Throw into a Level 3 lets you score 1 move after it.
· The last (10th) hit of his 236236P super counts heavily against the juggle limit, but the earlier hits count very little. So if the whole super does not connect, it may be possible to get another move afterwards. This is why you can do combos like: Level 2 Dropkick, 236236P, [2]8D.

· In Heat Up, Level 1 and 2 Dropkicks allow for 2 followup moves, even from mid screen.
· A Level 3 Dropkick in Heat Up allows for 3 moves.
· Off a Throw in Heat Up, even with a Level 1 Dropkick you can score 2 followup moves.

· And of course, High Gatchi Drive gives you extended juggle potential in general, as does Heat Up, so different situations will allow a different number of hits.

Comboing off Level 3 deep in the Corner

To do this, simply dash away from the corner as soon as possible and land a 2C. You may not be able to land all your regular combos from this setup, but you can at least still land a decent one.

You may also be able to land [2]8D, [2]8D in certain situations.

Landing 236236P after Lv3 Dropkick

Depending on positioning, this may be easier or harder to land. In some situations you can simply do it right from standing like:
... Lv3.Dropkick, 236236P

In other situations, they will be too far for this to work. You can fix this by dashing forward into the super:
... Lv3.Dropkick, 66 236236P

Better still, you can shortcut this motion by doing it like:
... Lv3.Dropkick, 236 6 236P

When deep in the corner, this combo may not be possible at all. Be aware of your situation and combo accordingly!
Combos

Basics

2A 2A 2B [2]8B/D
2A 2A 2B Lv3.Dropkick, 66 2C, [2]8D
2A 2A 2B Lv3.Dropkick, 236236P

(Corner)
2A 2A 2B Lv2.Dropkick, [2]8D
(Corner)
2A 2A 2B Lv2.Dropkick, 236236P, [2]8D

2B 2C, [2]8B/D

4B, 2A 2B [2]8B/D
4B, 2B 2C, [2]8B/D
4B, 2A 2B Lv3.Dropkick ...
4B, 2B [2]8D or Lv3.Dropkick ...
(Maximum range)

CH 5B 4B ...
CH 2B 4B ...

AA 2C, [2]8B/D
(Corner)
AA [2]8B, [2]8B/D
Crossup j.B |> 2C, [2]8B/D

Throw, 5C (reset) [4]6A/C ...
Throw, [2]8B/D
Throw, Lv3.Dropkick, [2]8D
Throw, Lv3.Dropkick, 236236P

(Corner)
Throw, 2D
(Knockdown)
(Corner)
Throw, 236236P, [2]8D

236236K, Lv2.Dropkick
(Guaranteed)
236236K, Lv3.Dropkick, [2]8D
236236K, Lv3.Dropkick, 236236P
You will always have time to charge a Lv2 Dropkick during the time it takes for the super to execute, so you will always have a follow to the super.
(Corner)
236236K, [2]8B/D
(Corner)
236236K, 236236P, [2]8B/D

(Far)
[4]6A, 66 Lv3.Dropkick ...
(Far)
[4]6A, 66 66 5B/2B Lv3.Dropkick ...

Gatchi Counter

(Close)
2B 2C, [2]8B/D
[742]
(Any)
5C Lv3.Dropkick, 66 2C, [2]8D
[1176]
(Any)
5C Lv3.Dropkick, 236236P
[1390]

(Close)
5C [4]6A, Lv3.Dropkick ...
[1334/1550]
Very tight link into Dropkick, nets you around 200 extra damage.
AA 2C, [2]8D [718]

High Gatchi Drive

(0 Mid)
Crouch, Cross Under 2C, [2]8B, [2]8D
[827]
(0 Mid)
44, Lv3.Dropkick, 66 2C, [2]8D, [2]8D
[977]

(1 Mid)
j.C |> Lv3.Dropkick, 236236P, 66 669 j.C |> [2]8D
[1445]

(1 Mid)
Crouch, Cross Under 2C, 236236P, 66 66 Lv3.Dropkick, [2]8D
[1139]
Less ideal, but if you don't have a Level 3 charged up, you can do this instead.
(0 Corner)
j.C |> [2]8D, [2]8D
[831]
(1 Corner)
j.C |> [2]8D, 236236P, [2]8D
[1321]

(0 Corner)
j.C |> Lv3.Dropkick, [2]8D, [2]8D
[1010]
(1 Corner)
j.C |> Lv3.Dropkick, 44 2C, 236236P
[1403]

Low Gatchi Drive

(0 Mid)
669 j.B j.C |> 2B 5C 5D [2]8D
[1026]
May have to skip the j.B on Watson. Doesn't work on Marco.
(0 Mid)
j.C |> 5C 5D [2]8D
[951]
Have to use this on Marco, he is too short to hit with the regular combo.
(0 Deep Corner)
66, 4B, 2B 5C ...
Use 4B instead of jumping setup when too close to the corner.
(0 Near Corner)
... 2B 5C 5D [2]8B/D, [2]8B/D
[1100+]
Character specific, only works on floaty characters. Kick version used depends on the character:
[2]8B, [2]8B: Deathbringer
[2]8D, [2]8B: Ashley, Face, Donvalve
[2]8D, [2]8D: Freed

(0 Mid)
... 2B 5C Lv3.Dropkick, 66 2C, [2]8D
[1115]
(0 Mid)
... 2B 5C Lv3.Dropkick, [2]8D, [2]8D
[1187]
(1 Mid)
... 2B 5C Lv3.Dropkick, 66 2C, 236236P
[1650]

(1 Near Corner)
... 2B 5C Lv2.Dropkick, 236236P, [2]8D
[~1106]

(0 Near Corner)
... 2B 5C Lv3.Dropkick, [2]8D, [2]8D
[~1187]
(1 Near Corner)
... 2B 5C Lv3.Dropkick, 44, 2C, 236236P
[1650]


(1 Near Corner)
Heat Up, 66 66 5C 5D(1) [4]6A, 5C 5D(2) Lv1.Dropkick, j.C |> 2C, [2]8D
[1347]
(2 Near Corner)
Heat Up, 66 66 5C 5D(1) [4]6A, 5C 5D(2) Lv1.Dropkick, j.C |> 2C, 236236P, [2]8D
[1981]
Very stylish combo in the corner for when you have no Dropkick charged. Timing is character specific.
To get it to work right, you want them to be as close to you as possible, but somewhat out of the corner. This is so the fireballs will combo, but still leave you time to connect the 5C. If you are already deep in the corner, skip dashing forward and/or hold Back to get the spacing right.

Heat Up

Throw, Any Level Dropkick, 66 2C, [2]8D

236236P, 66 66 2C, [2]8D

2A 2B Lv1.Dropkick, 66 2C, [2]8D
2A 2A 2B Lv2.Dropkick, 66 2C, [2]8D