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Cerberus (Ultrakill): Difference between revisions
GiverOfThePeace (talk | contribs) (→[[Equipment]]: clean up and re-categorisation per CFD, replaced: Standard Equipment → Equipment) m |
GiverOfThePeace (talk | contribs) (clean up and re-categorisation per CFD, replaced: Non-Physical Interaction → Non-Standard Interaction (2)) m |
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===[[Hax|Power and Abilities]]=== | ===[[Hax|Power and Abilities]]=== | ||
<tabber> | <tabber> | ||
|-|Standard Abilities='''[[Superhuman Physical Characteristics]]''', '''[[Inorganic Physiology]]''' (is a statue), '''[[Energy Manipulation]]''' ([https://ultrakill.fandom.com/wiki/Cerberus#:~:text=Despite%20the%20fact%20that%20keeping%20an%20energy%20orb%20stable%20takes%20a%20considerable%20amount%20of%20focus%20and%20effort%2C%20they%20seem%20to%20always%20keep%20one%20in%20hand%2C%20most%20likely%20as%20a%20display%20of%20their%20power%20to%20scare%20off%20intruders. Can create] and [https://youtu.be/AF5BOerlXb8?t=29 throw energy ball as an attack]), '''[[Vibration Manipulation]]''' ([https://youtu.be/AF5BOerlXb8?t=81 With shockwaves]), '''[[Berserk Mode]]''' ([https://youtu.be/AF5BOerlXb8?t=98 If a Cerberus dies in front of another Cerberus, it will enter a rage mode], which increases his overall speed), '''[[Non- | |-|Standard Abilities='''[[Superhuman Physical Characteristics]]''', '''[[Inorganic Physiology]]''' (is a statue), '''[[Energy Manipulation]]''' ([https://ultrakill.fandom.com/wiki/Cerberus#:~:text=Despite%20the%20fact%20that%20keeping%20an%20energy%20orb%20stable%20takes%20a%20considerable%20amount%20of%20focus%20and%20effort%2C%20they%20seem%20to%20always%20keep%20one%20in%20hand%2C%20most%20likely%20as%20a%20display%20of%20their%20power%20to%20scare%20off%20intruders. Can create] and [https://youtu.be/AF5BOerlXb8?t=29 throw energy ball as an attack]), '''[[Vibration Manipulation]]''' ([https://youtu.be/AF5BOerlXb8?t=81 With shockwaves]), '''[[Berserk Mode]]''' ([https://youtu.be/AF5BOerlXb8?t=98 If a Cerberus dies in front of another Cerberus, it will enter a rage mode], which increases his overall speed), '''[[Non-Standard Interaction]]''' and '''[[Conceptual Manipulation]]''' (Every character in the game is able to interact with hell, [https://youtu.be/kaImho5JioI?t=14857 with hell being stated to be an idea and more abstract, without an actual physical space]), '''[[Regeneration]]''' and '''[[Healing]]''' Negation ([https://ultrakill.fandom.com/wiki/Hard_Damage Can cause "Hard Damage" who temporarily prevents V1 from healing with blood]). | ||
<br> | |||
'''[[Resistance]]''' to '''[[Fire Manipulation]]''' (Can resist [[V1 (Ultrakill)|V1's]] Overheat ability), '''[[Conceptual Manipulation]]''' (Cerberus can easily tank hits from V1 who can interact with hell, [https://youtu.be/kaImho5JioI?t=14857 with hell being stated to be an idea and more abstract, without an actual physical space]) | |||
|-|Within the layers of Hell='''[[Perspective Manipulation]]''' ([https://www.youtube.com/watch?v=kaImho5JioI&t=14860s Hakita states that hell is a non-physical place, but rather an idea, which is why layers have skies even tho there is another layer above], Hakita also explains that because of this, [https://youtu.be/kaImho5JioI?t=14754 Hell is different for everybody] where places that [https://youtu.be/kaImho5JioI?t=14766 character such as V1 may see and interact with won't be visible to other entities], [https://youtu.be/kaImho5JioI?t=14787 Hakita states that hell continously transforms in a way where the opening to continue has to come somewhere one way or another for the player to progress], which is why [https://youtu.be/kaImho5JioI?t=14805 no matter the path one may go, it will always be the "right way"]. [https://youtu.be/kaImho5JioI?t=14830 Hakita also calls it a way of perception to interact with space]) | |-|Within the layers of Hell='''[[Perspective Manipulation]]''' ([https://www.youtube.com/watch?v=kaImho5JioI&t=14860s Hakita states that hell is a non-physical place, but rather an idea, which is why layers have skies even tho there is another layer above], Hakita also explains that because of this, [https://youtu.be/kaImho5JioI?t=14754 Hell is different for everybody] where places that [https://youtu.be/kaImho5JioI?t=14766 character such as V1 may see and interact with won't be visible to other entities], [https://youtu.be/kaImho5JioI?t=14787 Hakita states that hell continously transforms in a way where the opening to continue has to come somewhere one way or another for the player to progress], which is why [https://youtu.be/kaImho5JioI?t=14805 no matter the path one may go, it will always be the "right way"]. [https://youtu.be/kaImho5JioI?t=14830 Hakita also calls it a way of perception to interact with space]) | ||
</tabber> | </tabber> | ||
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[[Category:Vibration Users]] | [[Category:Vibration Users]] | ||
[[Category:Berserkers]] | [[Category:Berserkers]] | ||
[[Category:Non- | [[Category:Non-Standard Interaction Users]] | ||
[[Category:Video Game Characters]] | [[Category:Video Game Characters]] | ||
[[Category:Villains]] | [[Category:Villains]] |
Revision as of 16:41, 19 June 2024
"Mature Content" | |
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these. |
“ | TYPE: LESSER DEMON
Data: Although they do not resemble the mythological three-headed dog, this name was chosen due to their nature as protectors of Hell. However, it’s not yet known why some stay dormant despite provocation. Despite the fact that keeping an energy orb stable takes a considerable amount of focus and effort, they seem to always keep one in hand, most likely as a display of their power to scare off intruders. Strategy: - Due to remaining entirely stationary until awoken, they move quite slowly, so engagement distance is easy to control. - They're quite adept at ranged combat by throwing their orb, but in order to avoid damaging themselves, they will not initiate a throw while their target is close, which can be used to manipulate their behavior, though once a throw has started, it cannot be stopped. - Due to the extreme concentration of their energy orbs, thrown ones explode on physical impact, so staying close to surfaces such as the floor or any walls will make avoiding ranged attacks more difficult. |
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Background
Cerberus are the final boss before entering Hell, which they become reocurring enemies on various layers later on. They serve as the guardian of the gate so that intruders never pass beyond this point. They like to stay stationnary even after provocation and to create energy orb in order to indimidate anybody passing by. Cerberus use their ability to dash, create shockwave or firing energy orb in order to fight anybody they may see
Codex Statistics
Tier: High-8-C
Name: Cerberus
Origin: Ultrakill
Sex: Sexless
Age: Unknown
Classification: Cerberus, Guardian of Hell, Lesser Demon
Alignment: Unaligned (Is a mindless statue that's only purpose is to guard the gates of Hell)
Dimensionality: 3-D
Attack Potency: Large Building level+ (Can create and are capable of stablizing an energy orb, which normally requires a considerable amount of focus and effort, said energy orb can cause this much damage)
Durability: Large Building level+
Striking Strength: Large Building level+
Lifting Strength: Unknown
Travel Speed: Transonic (Should scale relatively to the Streecleaners who are able to dodge some attacks from V1, such as bullets and explosions)
Combat Speed: Transonic (Should scale relatively to Streetcleaners who can deflect bullets from rocket launchers, with the average rocket going at 295 m/s)
Reaction Speed: Transonic
Stamina: Limitless
Range: Extended Melee Range, Several Meters (With Energy Orbs)
Intelligence: Mindless (Due to being simple statues)
Power and Abilities
Equipment
Energy Orb
Other
Standard Tactics: Cerberus starts by slowing approaching the opponent, depending on circumstances it will Dash, Throw the Energy Orb or create a shockwave, however if the opponent is too close it will try to avoid self-damage as much as possible and not use their orbs
Weakness: It will not hesitate to hurt allies if it means to kill a target
Battle Records
None.
None.