BatFan/Cedric: Difference between revisions

From Dustloop Wiki
No edit summary
mNo edit summary
Line 4: Line 4:
|-
|-
||
||
[[File:BatFan_Cedric_Portrait.png|350px|center]]
[[File:BatFan_Cedric_Portrait.png|480x532px|center]]
|-
|-
||{{CharData-BatFan
||{{CharData-BatFan

Revision as of 17:51, 31 March 2015

Cedric
BatFan Cedric Portrait.png

HP: 2,830 (2,959)

Damage Scale: 95.65%

Guts Level: 3

Float Factor: 5

Jump Startup: 5f

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Command Hop, Running-Dash
Play-style
Strong neutral zoning with good anti-air options

Overview

Cedric Ward is the son of the Archbishop of Ma Jolle, Prezzi Ward. Prezzi was rejected by the Four Heroes from the battle that decided the fate of the world, his pride deeply scarred. Cedric takes pride in his orderly way of life governed by strict rules. Keeping people at an arm’s length has given him a befitting reputation among the other students of the Royal Academy of Priests, as he is obsessed with restoring his father’s lost honor. Cedric plans on doing so by defeating the sons of the Silver Knight Dyna, Urs and Marco, and sets off on his personal vendetta.


Heat Up: Enhanced Specials
Aside from Cedric donning an angry face, several moves get enhanced.

Enhanced Specials
[4]6 A/C - Evangelical Light (fireball)

  • Two fireballs are shot, each with varying speeds. The A version shoots one moderately fast fireball and one slow fireball that speeds up shortly. The C version shoots one fast fireball and one slightly slower fireball that speeds up shortly.

[2]8 B/D - Holy Devotion (flash kick)

  • The B version now hits twice, and The D version hits thrice. Both versions have increased recovery, but force a Hard Knockdown.

[D], release D - St. Dropkick (Negative edge charge move)

  • Each level has been slightly enhanced-

[Note the ranges for each one remain the same, level one being the shortest, and 4 being the farthest]

  • Level 1: 1 Second - Launches for a full 2 move juggle.
  • Level 2: 3 Seconds - Launches for a full 2 move juggle.
  • Level 3: 7 Seconds - Wall slams with increased juggle potential.
  • Level 4: 120+ Seconds - Not really known due to it's impracticability.

236236 A/C - Eternity of Regret (super fireball)

  • Juggle potential is possible vs grounded opponents.


Pros/Strengths:

  • Above average health
  • Good normals that give frame advantage
  • Strong zoning game
  • The only character that can combo off of a normal throw
  • Able to force the opponent back to neutral
  • Can use projectiles to hit confirm and combo into dropkick from any range


Cons/Weaknesses:

  • Very floaty, making him able to take more combo damage
  • Charging dropkick might be cumbersome due to controller/stick layout
  • Charging dropkick also locks out the light versions of Holy Devotion, and Hammer of the Gods
  • Does not have real good air to air options


External References:


Move List

Normal Moves

5A
BatFan Cedric 5A.png
Somewhat useful poke.
Damage Cancel Guard Startup Active Recovery On Block On Hit
40 - All 5 - - 0 -

This move isn't your best poke. While it is 0f on block, it's range is what makes it useless. At best, it can be used from a distance to mainly mask charging fireballs, and sometimes dropkicks. If you happen to be close enough, 5A can work for tick throws, which can lead into massive damaging combos.

5B
BatFan Cedric 5B.png
Deceptive looking mid.
Damage Cancel Guard Startup Active Recovery On Block On Hit
70 - All 6 - - +3 -

This kick, while it looks like a low, really isn't. That's not a bad thing though. Two things make this move a better poke than 5A. It's range is fairly decent, and the frame advantage is even better.

5C
BatFan Cedric 5C.png
Cedric's most useful normal.
Damage Cancel Guard Startup Active Recovery On Block On Hit
235 - All 11 - - +3 -

Just like 5B, 5C gives great frame advantage, but 5C has a lot more going for it than 5B. After a throw, if you do not have a dropkick ready, you can replace it with 5C, causing a reset. If you happen to be holding back, cancel 5C into [4]6A/C for an even stronger reset, which allows Cedric to apply pressure a lot quicker. At certain ranges, this move can sometimes serve as an anti-air, although it's mainly his "reset-maker". This also works well as a mid range poke, that can cancel into [4]6A/C with ease.

5D
BatFan Cedric 5D.png
Slightly worse than 5A.
Damage Cancel Guard Startup Active Recovery On Block On Hit
120, 280 - All 15 - - -3 -

Of all standing normals, this is probably the worse of the bunch. Even though it hits twice, and looks like an overhead, it's a mid that leaves Cedric at a slight disadvantage. It can be used to charge dropkicks if you happen to input 5D instead of 6D, but don't expect much else.

2A
BatFan Cedric 2A.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
60 Duck and slap All 5 - - -3 -

5A is one of those low pokes that while its stats aren't too great, it's still an essential move. It chains into 5B, which can be canceled into any special, preferably [4]6A/C while poking, or [2]8B/D upon a successful hit confirm.

2B
BatFan Cedric 2B.png
Penny loafers
Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - Low 7 - - -5 -

Even though 5B is slightly shorter in distance than 5B, and is -5 on block, it's one main fact that it can cancel into specials and supers is what makes this move good. Opponents who are into punishing based on frames will have to think twice, since they'll have to deal with a potential projectile, a risky Hammer of the Gods counter super, or anything that you can think of that would work in a poking situation. On hit confirm, a level 2 St Dropkick, or Holy Devotion will not only do substantial damage, but place the opponent at a good distance for Cedric to either dash in and apply pressure, or play the zoning game.

2C
BatFan Cedric 2C.png
2nd best anti air option.
Damage Cancel Guard Startup Active Recovery On Block On Hit
210 - All 8 - - -8 -

First things first, you do NOT want to use this as a poke. It's primary use is to anti air, and that's assuming you don't have Holy Devotion readily available. If you happen to get a solid hit confirm from 5B, but don't have any charges or meter, you can chain into 2C, and finish the combo with Holy Devotion for some moderate damage.

2D
BatFan Cedric 2D.png
Very situational knockdown
Damage Cancel Guard Startup Active Recovery On Block On Hit
290 - Low 10 - - -13 -

There's not too much this move is useful for, other than punishing blocked moves that leave the opponent at a huge disadvantage. It forces a Hard Knockdown, so against opponents like Watson, it can be good to use, and that's assuming you just blocked either his 5D or 2D. Every character, except Odile and Ashley, has a normal that leaves them at -10 or more on block, so 2D is good for those moments. Regardless, it's not the best punish in Cedric's arsenal. If you happen to feel risky and use this move, doing it at max range can somewhat make it safe, but not by much.

4B
BatFan Cedric 4B.png
The can opener
Damage Cancel Guard Startup Active Recovery On Block On Hit
140 - All 17 - - +7 -

As a Cedric player, it's imperative that one understands the importance of this move. It somewhat has a slow start up, but leaves you at +7 on block, so apply pressure afterwards, or catch someone in a frame trap. It moves Cedric forward, has good range, and can be used as a combo opener. This move helps mask charging any of his charge specials. Due to the start up frames, it is possible to be beaten out by a DP attack, or other high priority moves.

6D
BatFan Cedric 6D.png
Works great in the corner
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 330 - High 34 - - -16 -
Charged 620 - Unblockable 109 - - - -

This move has multiple purposes. It is Cedric's only overhead attack in his arsenal. If used right, this move can also be used to set up for a throw. You'll mainly use 6D to mask charging a St Dropkick. The unblockable version takes way too long to work, so you'll want to cancel the attack right away. To cancel 6D, simply press A, B, or C while charging the move.

j.A
BatFan Cedric jA.png
Flying Chop
Damage Cancel Guard Startup Active Recovery On Block On Hit
105 - High 4 - - - -

j.A is mainly used as a quick air to air attack. There's really not much else to this move.

j.B
BatFan Cedric jB.png
Butt splash
Damage Cancel Guard Startup Active Recovery On Block On Hit
130 - High 4 - - - -

This is Cedric's only cross up tool. Not that one should cross up with Cedric, but it's good to know that he has that option.

j.C
BatFan Cedric jC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
250 - High 8 - - - -

j.C serves as a combo starter, a combo filler, and at times, an air to air attack. It has a moderate start up, but does the most damage of all his aerial attacks, so it's worth using once or twice.

j.D
BatFan Cedric jD.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
215 - High 6 - - - -

If you're in the air, and want to charge a dropkick for when you land, this is the move to use. There are better options for that scenario, but this is the most basic and quickest. Other than that, j.D can help you if you're trying to retreat by jumping away. This can prevent any attempts of pursuit by the opponent.

Ground Throw
BatFan Cedric throw.png
Random objects are falling
Damage Cancel Guard Startup Active Recovery On Block On Hit
300 - Throw - - - - -

Cedric looks to the sky, and a random spiked ball falls, hitting the opponent. This is one of Cedric's strongest tools. He is the only character with a throw that grants a combo follow up. If you decide to not combo, 5C into Evangelical Light can work as a strong reset option. This works great in Heat Up, as Cedric can quickly charge a 1 second dropkick, and score two extra hits.

Special Moves

Evangelical Light
[4]6A/C
BatFan Cedric evangelicalLight.png
Sonic Boom
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 200 - All 5 - - - -
C 240 - All 6 - - - -

Generic Guile-styled fireball. This is Cedric's main tool. Button strength determines the speed. The A version is slow, and the C version is fast. This is what keeps most characters at bay. Use it constantly, but wisely. You do not want to feed meter to your opponent. You want to disrupt their Gachi timing by dashing in and throwing a 5C, or use the fireball as a setup for other pokes. Since dropkicks on block are throw punishable, utilizing [4]6A/C can at times keep you safe from a punish attempt if timed right.

Holy Devotion
[2]8B/D
BatFan Cedric holyDevotion.png
Best anti air tool
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 310 - All 4 - - - -
D 380 - All - - - - -

Guile-styled flash kick. The button strength determines the range, number of hits, and damage dealt. B does one hit, whereas D does two hits. This is Cedric's best anti air option, so it's always good to have a charge for this when available.

Trick Devotion
[2]8A/C
BatFan Cedric trickDevotion.png
KOF hops
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A - - - - - - - -
C - - - - - - - -

The "feint" dropkick. It's really a short hop that gives Cedric the ability to do jump attacks at a lower arc. It can be good for mixups, but one should only use this sparingly, since it leaves you wide open for attacks-- unless of course you're good at using Gachi in the air.

Saint Dropkick
Hold D, Release
BatFan Cedric saintDropkick.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Level 1
1 sec
230 - All - - - - -
Level 2
3 sec
280 - All - - - - -
Level 3
7 sec
320 - All - - - - -
Level 4
12 sec
450 - All - - - - -

This dropkick works like Raiden's dropkick from KOF. You hold the button to charge. The longer you hold it, the more damage will be dealt once D is released. Increased time increases not only the damage, but what Cedric can do afterwards.

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

Glasses Change
214 Taunt
BatFan Cedric glassesChange.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
- - - 20 - - - -

This is merely a special taunt and nothing else. Each time Cedric taunts, it changes the glasses that he wears. There is no pattern in which he picks glasses; it's all random. At the very least, this move builds meter. Do not use it as a primary means to build meter.

Super Moves

Eternity of Regret
236236A/C Goooooooal!
Damage Cancel Guard Startup Active Recovery On Block On Hit
120*10 - All 7 - - - -

Super fireball. You want to combo into this often. It also does an ok amount of chip damage.

Hammer of the Gods
236236B/D Super counter
Damage Cancel Guard Startup Active Recovery On Block On Hit
160*5, 450 - Unblockable - - - - -

Cedric's super counter is a great move, but it requires some trickery, and/or quick reaction time, to land it. If this move counters, Cedric can combo afterwards, preferably with a dropkick. This super only counters physical hits, not projectiles (this includes Face's rekka attacks).

Strategy

Offense

If you're on the offensive as Cedric, you're going to want to have several game plans. These will be broken down into several groups: Grab, Hit confirm, Whiff punish, and Baiting. As a strong zoning character, you don't have to rely on the offensive to really win with Cedric; however, he does have several tools that make him almost as strong offensively as he is defensively.

  • Plan A: Grab - One plan of attack is to rush and rely on normal tick throw setups. This will allow you to not only combo as you please, but it grants the option for a reset, producing more damage that some combos would. Depending on where the reset occurs (midscreen or corner) will determine if Cedric can quickly fall back on the defensive, or continue to apply pressure. Eventually the opponent will start to realize how deadly Cedric's normal throw is, and that can leave them open up to other plans of attack. When you grab midscreen, you mostly want to go for a level 2 or 3 dropkick afterwards. In the corner, going for a reset can work out better in your favor.


  • Plan B: Hit confirm - This plan can somewhat work with the latter plans, which will be explained later. Knowing what to hit confirm with, and what move to use afterwards is vital for Cedric. He has three good tools that put him at an advantage if used up close, 5B(+3), 4B(+7), and 5C(+3). 5B can be chain into 4B, which puts you in the position to do almost anything afterwards. You can poke with 2B, and cancel it with Holy Devotion if 2B is blocked, or you can chain 2B into 4B and link it with another 2B and cancel into any special/super of your choice. From neutral, if Cedric throws an Evangelical Light while charging Saint Dropkick, and the projectile hits, hit confirming it into the dropkick makes it a strong combo, and a deadly juggle starter.


  • Plan C: Whiff punish - Utilizing Cedric's tools to whiff punish makes him even deadlier in neutral and up close. From sweeping distance (about 1-2 characters spacing), 5C, 4B, and 2D work wonders. 5C alone does a good chunk of damage, and combining that with Evangelical Light can serve as a quick 2 hit combo or force the opponent to block depending on how close to sweeping distance you are. If they block, Cedric can easily revert back to Plan A and grab, or fall back and play the zoning game. 4B moves Cedric forward, but it doesn't go as far as 5C, so keep that in mind. 2D is actually -10 on block, but in the right range, it's virtually nonpunishable. 5D also is also one of Cedric's only two true low hitting normals, but it doesn't cancel into anything, so use it sparingly.


  • Plan D: Baiting - Plan D falls under the "frame trap" and "disrupting" game that Cedric can be good for. This works for those players who get Gachi-happy and parry every projectile thrown. At neutral, dashing in quickly and throwing out a 5C or 2B for force them to pay attention to when they use Gachi. Sometimes this tactic will catch them off guard, and at times this strategy works in tandem with hit confirming. In emergency situations, baiting can quickly turn the tide if used unpredictably, like using Hammer of the Gods when the opponent least expects it, especially when they're trying to break out of a reset by doing something like a DP or super of their own.


Defense

Defending against grounded opponents

  • Playing the defensive game is where Cedric shines, as he can truly show how much of a wall he can be. From long range poking to anti air normals and specials, Cedric has all the tools a strong zoning character needs. Most of what he has can overlap with each other to answer those who test with Gachi attempts, so as long as you are in the right distance. For instance, getting 5C parried does nothing but leave you open. Using it at its maximum distance can not only keep Cedric safe from Gachi matches and Gachi drives, but it can allow him to utilize projectiles, since it can keep most opponents at bay.


Defending against aerial opponents

  • Aside from Holy Devotion, which makes a good anti air move, Cedric has 2C, 5D, and sometimes 5C. 5C is mentioned because there are situations in which the opponent might attempt something like an empty jump, or even a high jumping attack, and where they will land might be nowhere close to Cedric. In this scenario, the opponent can land right into a 5C. Of course 2C is good, but the problem with 2C is that you can't cancel out of it if it's Gachi matched. It is good against cross up attacks, which Face and Coyori players tend to do often. 5D sometimes works better than 2C only because it hits twice. Honorable mentions go to j.C, and j.D. If you press C or D as soon as Cedric leaves the ground, either option make a good air to air attacks. In retreating, j.D might serve as the better move.


What to do after Gachi matching

  • Depending on the situation really determines what Cedric can and should do. From the ground, his two best options are 5C and Saint Dropkick. If you're charging back, then Evangelical Light might work as a distancing tool. From the air, j.A or j.C are ok options. Be mindful that j.C might not come out depending on how low to the ground Cedric is.


Neutral

From neutral, most of what Cedric can do is listed in the defense section. Keep in mind that Evangelical Light, and 5C are his best tools from this position. At any point in the match, Cedric can easily switch from Offensive to Defensive. Now when he's playing either of the two, when he can go back to playing the opposite becomes very situational.

Attack Sets

5A > 5A/2A/5B/2B

2A > 5A/2A/5B/2B/5D

5B > 4B [Does not combo]

2B > 4B [Does not combo]

2B > 2C

2B > 6D [Does not combo]

Combos


Basics

  • 2A > 2A > 2B ~ [2]8B/D
  • 2A > 2A > 2B ~ Lv3.Dropkick, (dash), 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, (land), 2C, [2]8B/D


  • Throw, 5C ~ [4]6A/C ... (reset)
  • 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, (dash), Lv3.Dropkick ...
  • (Far)[4]6A, (dash), (dash), 5B/2B ~ Lv3.Dropkick ...


Gatchi Counter

  • c.2B > 2C, [2]8B/D - [742]
  • (Any) 5C ~ Lv3.Dropkick, (dash), 2C, [2]8D - [1176]
  • (Any) 5C ~ Lv3.Dropkick, 236236P - [1390]


  • c.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) (backdash), Lv3.Dropkick, (dash), 2C, [2]8D, [2]8D - [977]


  • (1 Mid) j.C, (land), Lv3.Dropkick, 236236P, (dash), dj., j.C, (land), [2]8D - [1445]


  • (1 Mid) Crouch, Cross Under 2C, 236236P, (dash), (dash), 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, (land), [2]8D, [2]8D - [831]
  • (1 Corner) j.C, (land), [2]8D, 236236P, [2]8D - [1321]


  • (0 Corner) j.C, (land), Lv3.Dropkick, [2]8D, [2]8D - [1010]
  • (1 Corner) j.C, (land), Lv3.Dropkick, (backdash), 2C, 236236P - [1403]


Low Gatchi Drive

  • (0 Mid) dj., j.B > j.C, (land), 2B > 5C > 5D ~ [2]8D - [1026]
    • 'May have to skip the j.B on Watson. Doesn't work on Marco.'


  • (0 Mid) j.C, (land), 5C > 5D ~ [2]8D - [951]
    • 'Have to use this on Marco, he is too short to hit with the regular combo.'


  • (0 Deep Corner) (dash), 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, (dash), 2C, [2]8D - [1115]
  • (0 Mid)... 2B > 5C ~ Lv3.Dropkick, [2]8D, [2]8D - [1187]
  • (1 Mid)... 2B > 5C ~ Lv3.Dropkick, (dash), 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, (backdash), 2C, 236236P - [1650]


  • (1 Near Corner) Heat Up, (dash), (dash), 5C > 5D(1) ~ [4]6A, 5C > 5D(2) ~ Lv1.Dropkick, j.C, (land), 2C, [2]8D - [1347]
  • (2 Near Corner) Heat Up, (dash), (dash), 5C > 5D(1) ~ [4]6A, 5C > 5D(2) ~ Lv1.Dropkick, j.C, (land), 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, (dash), 2C, [2]8D


  • 236236P, (dash), (dash), 2C, [2]8D


  • 2A > 2B ~ Lv1.Dropkick, (dash), 2C, [2]8D
  • 2A > 2A > 2B ~ Lv2.Dropkick, (dash), 2C, [2]8D