Cetrion

Move List


INPUT COMMANDS
Heavens Wind
1
Tendril Slap
Forward+1
Low Wind
Down+1
Quick Combustion
2
Turning Wave
Forward+2
Rising God Palm
Down+2
Vapor Push
3
Energy Swipe
Back+3
Krystal Kick
Down+3
Krushing Heel
4
Rising Volcano
Back+4
Krystal Heel
Down+4
JUMPING ATTACKS
Quick Gust
1
Burning Palm
2
Balance Spin
3or4
HOP ATTACKS
Boulder Slam
Up,1orUp,2
Heel Spike
Up,3orUp,4
GETUP ATTACKS
Geo Strike
Up+2
World Ender
Up+3
FLAWLESS BLOCK ATTACKS
Geo Strike
Up+2
World Ender
Up+3
THROWS
Toward Throw
Throw+ForwardorForward+1+3
Back Throw
Throwor1+3
ROLL ESCAPES
Forward Getup Roll
Forward+Stance
Backward Getup Roll
Back+Stance
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE
N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.23
Last Updated: November 10, 2020

Strategy


Cetrion is a zoning character who relies on using multiple projectiles to keep opponents away. She also has great advancing normal attacks and pressure options up-close, making her a threat anywhere on the screen. Although her damage is low, Cetrion makes up for it with her ability to control the screen and prevent opponents from closing the gap.

Strengths Weaknesses
  • Good pressure
  • Long-ranged normals
  • Great zoning
  • Low damage
  • Slow pokes

Key Moves

Name Input Description
Wind Storm 1,1,2 High, hit confirmable, great range, great pushback
Fire and Brimstone 2,1,3 High, hit confirmable, great pushback, triggers a Krushing Blow if it is a Kounter or Punish
Natural Ending Forward+2,3 Mid, hit confirmable, staggerable, -10 on block
Lifecycle Back+3,2 Fast 10 frame Low, can be Flawless Blocked on 2nd hit
Natural Barrier DownBack1 Fast 12 frame mid projectile, Amplified version triggers a Krushing Blow if projectile was destroyed while summoning the wall
Hell’s Wrath DownForward1 Mid projectile
Boulder Bash BackForward2 Slow 46 frame unblockable projectile, triggers a Krushing Blow if projectile hits by itself
Bouncing Boulder DownBack2 Slow 48 frame mid projectile, +3 on block
Tendril Pull DownBack4 Mid, combo extender and ender, restand, triggers a Krushing Blow if opponent blocks late

Combo Starters

  • Tendril Pull
  • Geyser

Cetrion can combo using her Tendril Pull (DownBack4) Special Move. This is mainly done after Forward+2,3 and hit confirming it. While Tendril Pull does not launch the opponent, it will stun them long enough for Cetrion to continue the combo. With the Geyser (BackForward4) ability equipped, Cetrion can launch opponents into the air allowing her to combo from afar.

Combo Enders

  • Geyser

Cetrion’s combos are usually ended with Natural Barrier (DownBack1) or Tendril Pull (DownBack4). When Amplified, Tendril Pull will restand opponents at the end of combos allowing her to continue her offense. If the Geyser (BackForward4) is equipped, it will maximize Cetrion’s combo damage while also sending the opponent away where she can start her zoning.

Natural Ending

Cetrion’s primary attack to use in footsies is her Natural Ending (Forward+2,3) string. Forward+2,3 is an advancing mid attack that can be hit confirmed into a combo. Forward+2 leaves Cetrion at -4 on block and can be staggered for pressure. Forward+2,3 is -10 on block and can be punished, however Cetrion can choose to complete the string by using Forward+2,3,4 to counter opponents attempting to punish. The final hit of Forward+2,3,4 is an overhead that leaves Cetrion at -9 on block, but can be a bit difficult to punish due to its long blockstun. To keep opponents guessing on how to punish Cetrion, mix up both Forward+2,3 and Forward+2,3,4.

Wind Storm

Cetrion’s Wind Storm (1,1,2) string is a 3-hit high attack. This string is especially good due to the range it covers. Using a combination of 1 and 1,1, Cetrion can throw out these attacks in the neutral while covering a large amount of space. Up-close, 1 is -1 on block and can be staggered for pressure. 1,1 is -2 on block and has decent pushback. Although 1,1,2 is -8 on block, it has great pushback making it completely safe.

Backdashing

Many of Cetrion’s moves have amazing range and allow her to attack opponents without putting herself at risk. Such attacks include her 1,1,Forward+2,2,1 and 3. Because of this, Cetrion is able to backdash after these attacks and whiff punish opponents attempting to attack.

Fire and Brimstone

Cetrion’s Fire and Brimstone (2,1,3) string is a 3-hit high attack that triggers a Krushing Blow on Kounter or Punish. 2,1,3 is mainly used as a punisher since it’s relatively fast and allows Cetrion to combo after its Krushing Blow. The last hit of 2,1,3 is an overhead that leaves Cetrion at -9 on block, but is safe due to its pushback.

Lifecycle

One of Cetrion’s fastest attacks is her Lifecycle (Back+3,2) string. Back+3,2 is a 10 frame low attack that leaves her at -5 on block. This string is best used up-close as it is very quick. However, the 2nd hit of Back+3,2 can be Flawless Blocked. In order to counter opponents attempting to Flawless Block, use Back+3 into Natural Barrier (DownBack1) instead.

Natural Barrier

A great move to use from mid-to-close range is Natural Barrier (DownBack1). Natural Barrier is a mid projectile that Cetrion can summon from the ground and can be directed mid or far. When using Natural Barrier, the far version should almost always be used because it causes slightly more pushback, making it more difficult to punish. Because of its range and having a fast start-up of 12 frames, Natural Barrier is an incredibly powerful move to use in the neutral. Since Natural Barrier is a projectile attack, Cetrion can safely use it at a distance without putting herself at risk. Cetrion’s Natural Barrier can also be used after blockstrings such as Forward+2,3 to keep herself safe. Though Natural Barrier is -20 on block, it can be Amplified allowing Cetrion to become safe at -4 on block while creating massive pushback. Keep in mind that the Amplified Natural Barrier can be Flawless Blocked, making it a bit risky to use. In order to prevent opponents from punishing the move, mix up both the regular and Amplified Natural Barrier.

Note: Amplified Natural Barrier can be interrupted by 7 frame attacks. However, many attacks will not reach if spaced properly.

A unique attribute to Natural Barrier is that it can absorb the enemy’s projectiles. This can be useful to avoid taking chip damage from projectiles and nullify the opponent’s zoning. If Amplified, it can also trigger a Krushing Blow if it was destroyed while summoning the wall. This can usually be done on a read if you think the opponent will throw a projectile at mid-range.

Throws

It is possible to make Cetrion’s throws less reactable. If an opponent is hit by a Natural Barrier, Cetrion can use this opportunity to dash up and throw them. Because of the lingering animation of the Natural Barrier, it will obscure the opponent’s view of Cetrion’s throw. This can make it very difficult for opponents to tech Cetrion’s throw on reaction.

Zoning

Cetrion mainly excels as a zoning character, having multiple projectiles to keep opponents away. Hell’s Wrath (DownForward1) allows Cetrion to shoot a fire bolt from above. This can be directed close, mid or far and can be used in the air. When Amplified, Cetrion will shoot an additional fire bolt that pushes opponents back. Amplified Hell’s Wrath can be useful for stopping opponents from trying to advance after blocking the initial fire bolt.

Hell’s Wrath gives Cetrion amazing counterzoning as well. Using Hell’s Wrath will cause Cetrion to temporarily float above the ground, avoiding any low projectile thrown at her. Hell’s Wrath can also be used while airborne, which is useful when jumping over projectiles or jumping back to create space. When jumping forward, Hell’s Wrath can be used to counter anti-air attempts. Once the opponent respects Hell’s Wrath, Cetrion can then freely jump at the opponent without being anti-aired.

Tendril Pull (DownBack4) is a slow 28 frame mid attack that tracks the opponent. This can be a decent counterzoning tool as it lowers Cetrion’s hurtbox, causing her to go underneath high projectiles. If it hits and is Amplified, the Tendril Pull will stun the opponent long enough for Cetrion to start a combo. It also triggers a Krushing Blow if the opponent blocks late.

Boulder Bash & Bouncing Boulder

Bouncing Boulder (DownBack2) is a slow 48 frame mid projectile. The Bouncing Boulder projectile has a very large hitbox and can be difficult to avoid. If blocked, it will leave Cetrion at +3. Bouncing Boulder can be even more advantageous depending on the distance. If blocked at fullscreen, it can be up to +24. This will allow Cetrion to safely throw out another projectile after it is blocked.

Boulder Bash (BackForward2) is a slow 46 frame unblockable projectile that can hit airborne opponents. Instead of bouncing on the ground however, the Boulder Bash projectile is thrown horizontally across the upper half of the screen. It also triggers a Krushing Blow if it hits by itself. This can be useful against opponents attempting to jump over Bouncing Boulder or Cetrion’s other projectiles. Since Boulder Bash has a very similar start-up animation to Bouncing Boulder, it can cause opponents to mistakenly jump into a Boulder Bash. Make sure to mix up both Boulder Bash and Bouncing Boulder so that opponents must guess on how to approach.

Abilities


Earthquake
DownDown3
Adds Earthquake Special Move. Smash the earth, hitting the opponent twice.
H2 P0rt
DownUp
Adds H2 P0rt Special Move. Teleport behind the opponent.
Delay Boulder Bash
2
Modifies Boulder Bash and Bouncing Boulder. Delay Boulder Bash or Bouncing Boulder by holding the button.
Geyser
BackForward4
Adds Geyser Special Move. Gout of water erupts below the opponent.
Deadly Winds
BackForward4
Adds Deadly Winds Special Move. Summon a tornado.
Shattering Boulder
DownBack1
Replaces Natural Barrier. Shatter a boulder to deal damage.
Circle Of Life
DownDownUp
Adds Circle Of Life Special Move. Summon an aura that attacks the opponent whenhit.
Hallowing Winds
DownDownUp
Adds Hallowing Winds Special Move. Summon an aura that pushes the opponent away.
Ring Of Fire
DownDownUp
Adds Ring Of Fire Special Move. Summon an aura that damages the opponent.
Vapor Halo
DownDownUp
Adds Vapor Halo Special Move. Summon an aura that allows blocking after any hit.
Conflux Of Elements
DownDownUp
Adds Conflux Of Elements Special Move. Summons a random elemental aura.

Shattering Boulder

Shattering Boulder (DownBack1) is a slow 42 frame mid projectile that can be directed close, mid or far. On block, it will leave Cetrion at +2. If Amplified, it will create an additional explosion that will leave Cetrion at -1 on block but will have a large amount of pushback. This is especially good in zoning to keep opponents away as much as possible. While zoning, be sure to space Shattering Boulder properly. If it hits at maximum range, it will trigger a Krushing Blow.

Earthquake

Earthquake (DownDown3) is a 22 frame low-hitting Special Move. Earthquake makes for a great zoning tool with its ability to track the opponent’s movement. Opponents must always be prepared to block low due to the threat of the Earthquake.

Outside of zoning, Earthquake can be used up-close for offensive mix-ups and pressure. Since Earthquake hits low, it can be used as a mix-up with Cetrion’s 2,1,3 and Forward+2,3,4. Both of these strings end with an overhead attack, forcing opponents to guess on whether to block standing or crouching. While Earthquake is -15 on block, it can be cancelled after the 1st hit by inputting Up at the cost of 1 bar of Defensive Meter. When cancelled, Cetrion will be at -4 on block. After the cancel, Cetrion can then pressure opponents as they will be expecting to block the 2nd hit of Earthquake.

Geyser

Cetrion’s Geyser (BackForward4) ability is an 18 frame mid projectile that can be directed close, mid, far or very far. It also triggers a Krushing Blow if it misses 3 times in a row before hitting. Geyser makes Cetrion’s zoning extremely powerful because if Amplified, it can launch the opponent up for a combo anywhere on the screen. If an opponent is hit by Geyser while far away, Cetrion can use H2 P0rt (DownUp) to teleport towards the opponent and convert into a combo. The threat of the Geyser will put a stop to the opponent’s movements and allow Cetrion to control the pace of the match.

If Cetrion’s Bouncing Boulder is blocked at far range, it will create a frame trap with her Geyser. After a blocked Bouncing Boulder, using Geyser will prevent opponents from immeidately moving. Since Bouncing Boulder can be up to +24 on block depending on the distance, opponents will have no choice but to block Cetrion’s follow-up attack. Once the opponent is conditioned to block after the Bouncing Boulder, instead of Geyser Cetrion will be able to throw another Bouncing Boulder at the opponent. By combining Bouncing Boulder with Geyser, Cetrion’s zoning becomes much more dangerous.

H2 P0rt

Cetrion’s H2 P0rt allows her to teleport across the screen. H2 P0rt can be directed in front, in place, behind or far. It can also be used in the air for additional mobility. Cetrion must spend 1 bar of Defensive Meter in order to use her H2 P0rt, and 2 bars if using the Far H2 P0rt. Cetrion’s H2 P0rt can be a useful way to approach opponents, but can also be risky because it can be punished on reaction and Cetrion will not have meter to use a Breakaway. If Cetrion is nearing the corner, it’s wise to utilize the Far H2 P0rt. While costly, Far H2 P0rt allows Cetrion to switch positions with the opponent and escape the corner.

Deadly Winds

Cetrion is able to summon a tornado and launch it at opponents with the Deadly Winds (BackForward4) ability. Deadly Winds is a mid projectile that travels 3/4th screen. Deadly Winds creates large pushback on block and is -7, and can be advantageous the farther away it is blocked. If Amplified, Deadly Winds creates even more pushback and will be +1 on block. Amplifying Deadly Winds will also increase its speed and vertical hitbox. This cannot be jumped over, making it a great way to catch opponents attempting to jump the non-Amplified Deadly Winds.

On top of being a strong zoning tool, it can also be used after blockstrings up-close. In doing so, Cetrion will be able to safely keep her distance from the opponent while attacking. This is usually done after moves such as 1,1,2,1,Forward+2,Forward+2,3 and Back+3.

Note: Deadly Winds can be Flawless Blocked when done after Forward+1,Forward+1,3,Forward+2,3 and Back+3. To counter opponents attempting to Flawless Block, use Natural Barrier instead.

Using Deadly Winds at the end of combos will restand the opponent as well. This can leave Cetrion up to +13 on hit depending on how high the opponent is hit by the Deadly Winds. After restanding the opponent, Cetrion will be able to use her Forward+2,3 string which cannot be escaped. Once the opponent is conditioned to block after the restand, Cetrion can then mix this up with a throw.

Conflux of Elements

Cetrion can summon elemental auras to assist her in the fight. Each aura gives a different property when inside.

Circle of Life – Summons an aura that attacks the opponent when hit.
Hallowing Winds – Summons an aura that pushes the opponent away.
Ring of Fire – Summons an aura that damages the opponent.
Vapor Halo – Summons an aura that allows blocking after any hit.

With the Conflux of Elements (DownDownUp) ability, Cetrion will be able to randomly summon 1 out of 4 elemental auras. To set up her auras, Cetrion can end combos with either 2,1,3 or 3 and immediately summoning an aura. While inside the aura, it’s best to use Cetrion’s Toward Throw as it will trigger a Krushing Blow. This makes Cetrion very dangerous when inside the aura as not only will she gain a buff from the aura, but can also threaten with her throw.

Combos


Beginner

Cetrion - Force of Nature - Beginner Combos

Cetrion – Force of Nature – Beginner Combos


Incomplete

Cetrion - Spring Cleaning - Beginner Combos

Cetrion – Spring Cleaning – Beginner Combos


Incomplete

Cetrion - Born Again - Beginner Combos

Cetrion – Born Again – Beginner Combos


Incomplete

Advanced

Cetrion - Force of Nature - Advanced Combos

Cetrion – Force of Nature – Advanced Combos


Earthquake
Delay Boulder Bash
Shattering Boulder

Cetrion - Spring Cleaning - Advanced Combos

Cetrion – Spring Cleaning – Advanced Combos


Geyser
H2 P0rt

Cetrion - Born Again - Advanced Combos

Cetrion – Born Again – Advanced Combos


Conflux Of Elements
Deadly Winds

Extra Guides


How to Fight Cetrion

★ How to Fight Cetrion


Pokes One of Cetrion’s biggest weaknesses is that her attacks are slow up-close. Her fastest poke is her , which has a start-up of 8 frames. Additionally, her fastest mid combo starter is her , which has a start-up of 14 frames. This can make it difficult for Cetrion to take her turn to attack. Take advantage of this by poking in situations where you are at a low disadvantage. Using consecutive pokes on block can ...
Punishing Natural Barrier

Punishing Natural Barrier


One of Cetrion’s best moves to use up-close is her Natural Barrier. This is usually used after strings such as to keep herself safe while creating distance. Natural Barrier is -20 on block, but it can become -4 on block if Amplified, making her safe. Although the Amplified Natural Barrier is safe on block, the 2nd hit can be punished via Flawless Block. If you would like to conserve your meter, you can also use a ...