A basic but deadly reset we’ve been using for a while now with her. Any combo->launcher->any air combo ending with j.HK->c.lk->c.mp->HP Lock & Load->360
Why heavy lock and load and not medium or light? Would the long ass start up give them make them wanna jump over it?
Honestly it doesn’t really matter which version of Lock and Load since you cancel it almost right away. She just raises her arm in the air - you hear the gun cocking sound and then it’s cancelled into 360. You don’t actually hit them with it. It’s a reset - most people think you’re still comboing when you do it and just hold back to try and block/stop the combo… to their doom. You’ve only got a fraction of a second from when you come out of hitstun to when I’m grabbing you - basically the person has to be holding up while you’re doing the combo in order to escape it. Try it and see how many people avoid it…
A simple
J.HK->s.MP->J.HK->C.LP->C.MP->C.HP->J.LK->J.HK->C.LK->C.MP
This does 4834… add on the reset of
Lock & Load->360
for another 4800 damage… you’re doing 9634 damage total in an incredibly simple combo/reset.
My shitty bnb is always
cr.lp>cr.mp>cr.hp>j.mp>j.hk>cr.lk>cr.mk xx excellebella
but my reset for it is
cr.lp>cr.mp>cr.hp>j.mp>j.hk>st.lk>st.mk xx MGR>cr.lk>cr.hp xx excellebella
it works like everytime
I decided to post it earlier than I intended because… I’m not good at keeping things to myself. There are some other cool, fancy combo’s, some that would even mesh perfectly in with these resets, but I like that fact that I’m the only one doing them at the moment. I’d like to keep it that way, for at least a little longer. You don’t need the fancy stuff right now anyway. Oh yeah, and if you haven’t noticed, I write a lot. So… don’t start if you don’t have time to kill.
Some of this has probably been noted before, but there are other bits that seems really valuable, and it may be important early on, lest people start dropping Cerebella for teams like DoubleParaCock shudder. So, take this information, remember that it all is done with a 1.00 multiplier, and GET BETTER WITH CEREBELLA! I’ll list how much damage it (should) do with a 1.75 multiplier, and a 1.30 multiplier (I’m going to be using a calculator) at the end because my OCD demands it. Also, please note that I cannot see the damage numbers on my tv because it’s not all fancy. I will round them to the closest I can tell the 100’s number to be.
Before we start, I’m going to be using c.:mk: a lot. I know that it’s kind of hard to combo into unless you’re right in your opponents face. If you can mash j.:lp: consistently and don’t mind scaling, it’s a great tool for not only hit confirming, but landing at a range that is c.:mk: acceptable (So doing something like c.;:lp:;, c.:mp:, c.:hp:, j.:lp: (mash), c.:lk:, c.:mk:…). I personally cannot mash it out consistently, whether it’s because I’m using a pad or just because, I don’t know. If you don’t mind an early ground bounce, then you can do a j.:lk:, j.:hk:. Make sure to adjust the following combos appropriately, as IPS can be a bitch if you aren’t paying attention.
Mid-screen Grab Bag
Spoiler
j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mk: for about 5000; after that c.:mk:, you can jump and do Grab Bag for another 2500-2800, a total of 7500-7800. Normal air grab doesn’t seem to work well in this situation, if at all. If they start teching, simply start continuing into an actual combo. You’ll probably want to cancel into something like s.:mp:, s.:hk:, :dp: :hp:(5800) (or instead of Cerecopter, you can use meter to get) :qcf: Super (6200). Not too shabby.
Corner Grab Bag
Spoiler
j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:mk:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp::lp:+:lk:, :qcf: Super, c.:lk:, c.:mk:, does about 6900 damage, with another 2500-2800 from the Grab Bag you follow with, a total of 9400-9700. If they start teching you, then you can simply go into a c.:hp:, :dp: :lp:+:lk:, :qcf: pp, because if you started the combo with at least one bar then the combo will give you just enough for a second super, to make the total damage about 8200. Fairly decent.
Although, if you don’t really like the damage on either of those, you can go for a different reset, with the added option of trying to burst bait your opponent. You don’t have to, though, and you get more guaranteed damage if you don’t try, but there is no damage from trying.
Mid Screen Command Grab
[details=Spoiler] j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mp:, c.:hp:, j.:mp: for 5300 and will activate IPS. I haven’t been able to pull it off in a match yet, but if your opponent is late in hitting a button then you should be able to block it and start your combo anew. If you don’t want to risk that, then instead of a second j.:mp:, use j.:mk:. Does basically the same damage. Anyway, from that j.:mk:, your opponent will land on his feet. The awesome thing about j.:mk: mid screen is that they land at that perfect distance, where you can choose to either do :qcb::lp:+:lk: or :qcf::lp:+:lk:. Depending on where you want to be, you can choose to use the :qcf:to throw them behind you a fair distance (and follow it with :qcf: pp for about 4300, a total of about 9600), or you can :qcb::lp:+:lk: for a combo. If you are fortunate enough to be close to the corner as you grab, then you get rewarded with one of her delicious corner combos, like this one for example:
:qcb::lp:+:lk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:mk:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp::lp:+:lk:, :qcf: Super for an additional 7600, for a total of 12900. Pretty snazy.[/details]
Corner Command Grab
[details=Spoiler] j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp: c.:mp:, c.:hp:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp: :lp:+:lk:, :qcf: pp, c.:lk:, c.:mp:, c.:hp:, j.:mp: does about 7200. IPS should activate from that last j.:mp:, but if you want nothing to do with burst baiting, simply do a j.:mk:instead.Now, from here, you want to :qcf::lp:+:lk:, :qcf: pp for roughly 4300 (a total of about 11500).
If they start, you know, jumping, then you can go into her :dp::lp:+:lk: xx :360: Super trap. If you land the Super then that’s 4800 dmg (for 12000 total), but if you land the :dp::lp:+:lk: then you’ll have to put in a bit of extra effort, but the damage is worth it. You can do whatever you want, but here’s an example: :dp: :lp:+:lk: (the grab that caught them when they tried to jump), :qcf: Super (you were using the meter anyway), c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, c.:hp:, j.:mk:, j.:hp:, s.:lp:, c.:mp:, c.:hp:, :dp: :lp:+:lk:, :qcf: pp for 5900, a grand total of 13100, all but guaranteeing your victory with… 3 meters. Bitchin’.[/details]
Dat c.:mk:
[details=Spoiler] I absolutely LOVE the c.:mk:. Aside from its weird angles and crappy range, it’s, like, the backbone of most of my damage. There is another reset, **not **involving her command grabs. After a c.:mk:, you can jump forward like you are going to do a j.:mp:, you can delay your attack and throw out a j.:hk: on the opponents other side. It looks so odd, and I haven’t seen anyone block it, even when they know it’s coming. It seems like it belongs in Val’s arsenal.
Anyway, this reset, combined with ANYTHING else I have listed here is DEVASTATING, damage wise and mind-fuck wise.Example combo, midscreen: j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mk:, the first combo we listed, does about 5000. When you jump over on the other side and j.:hk: connects, go ahead and do c.:mp:, c.:hp:, j.:lk:, j.:hk:, c.:lk:, c.:mk:, j.:mp:, j.:hk:, s.:mp:, c.:lp:, c.:mp:, s.:hk:, :dp::hp: for another 6200, leaving your opponent short 12200, for NO METER.Can it get better than that? Yes. Yes it can.
What if instead of that last s.:hk: you do c.:hp:, j.:lk:, j.:mk: into command grab? Just plug in the combo from the second mid-screen combo for another 7600, a total of about 19800 (About 18700 without meter)… Mid screen. Not a special, corner specific combo. This can happen ANYWHERE on the screen! Granted that for that big damage, I personally can only perform it close to the corner, but I’m sure anyone with j.:lp: mashing skills can get the same, if not more mid screen.
Also, if you happen to mess up and miss your j.:mp: after the reset, or if you just want to do it again, you can do the same cross-up j.:hk: reset over and over and over again. This also isn’t character specific, at all. But wait, there’s more! IF you opponent is somehow godlike, and manage to recognize and block on reaction the very difficult to respond to crossup j.:hk:, if you’re fast enough to recognize it was blocked and you aren’t pushblocked (or you could empty jumpand not risk the pushblock), you can throw out a :qcb::lp:+:lk: and, ya know… combos. Epic reset, meet Cerebella.[/details]
Also, just because I can’t not note it, the s.:lp:'s after the j.:hp: on Double and Cerebella don’t like to work. For Cerebella, if your timing is good, you can just not do the j.:mk:, and if you catch the j.:hp: low enough then the s.:lp: will connect. I don’t think it works at all on double. Remember; you need s.:lp: to hit before they hit the ground so that you either don’t use up your only OTG or miss completely if you’ve already OTG’d this combo.
Damage Chart
[details=Spoiler]When using this following damage chart, please don’t just stick to the one reset that does the most. Try to use all of them, because not all of them are always usable. Some of them won’t continue to work if you over use it. Things like “First Combo” refer to the first paragraph I mentioned a combo. I will also list the meter each combo used. If the damage has no number in (parenthesis) next to it, it doesn’t use meter. Oh yeah, and one last thing. When you start practicing these, or checking to see if they’re valid, could you please record for me the precise damage and I can update the mega post with them? It is tearing away at my sense of self knowing that the damage isn’t exact. Also, “Ignored” means you follow through without even attempting the reset, “Successful” and “Failed” should be obvious.
Character Health 100% (14300) = 115% (16445) = 200% (28600)
Specified Combo 100% Damage (number of meters used) = 130% Damage! = 175% DAMAGE!
Grab Bag 2400-2800 = 3120-3640 = 4200-4900
Mid-screen Grab Bag Combo Failed Reset 5000 = 6500 = 8750
Mid-screen Grab Bag Combo Successful Reset 7500-7800 = 9750-10140 = 13125-13650
Mid-screen Grab Bag Combo Ignored Reset 5800/6200(1) = 7540/8060 = 10150/10850
Corner Grab Bag Combo Failed Reset 6900(1) = 8970 = 12075
Corner Grab Bag Combo Successful Reset 9400-9700(1) = 12220 = 16975
Corner Grab Bag Combo Ignored Reset 8200(2) = 10660 = 14350
Mid-screen Command Grab Combo Failed Reset 5300 = 6890 = 9275
Mid-screen Command Grab Combo Successful Reset 9600(1)/12900(1) = 12480/16770 = 16800/22575
Corner Command Grab Combo Failed Reset 7200(1) = 9360 = 12600
Corner Command Grab Combo Successful Basic Reset 11500(2) = 14950 =20125
Corner Command Grab Combo Successful Unblockable Reset 12000(2)/13100(3) = 15600/17030 = 21000/22925
c.:mk: Combo Failed Reset 5000 = 6500 = 8750
c.:mk: Combo Successful Reset 12200 = 15860 = 21350
c.:mk: Combo Successful Double Reset 19800 (1) = 25740 = 34650[/details]
So far, the most damaging BNB I know is mine.
3 run stop loops into sages’ bnb.
Why not substitute j.mp for Excelebella?
Also, wall of text would be so much easier to read if you used the notation smilies (e.g. :lp:, :mp:, :hp:, etc.)
Sorry,I’ve never done this before. How do I make the little fists?
Also, because Excelebella would knock the opponent entirely too far away. The point of using that move instead of a more damaging one is to offer you the chance of a reset of catching them with merry-go-rilla on the ground.
ROFL… i laughed.
if you want to learn how to make those smilies you could just quote him and look at the script he used… and you can do that for any smily that you see that you dont know. also you can check them in advanced posting options when you post… well you could in the past… dont knw about now…
anywho, to get the :lp: fist smilies just do
colon lp colon for lp fist colon mp colon for mp fist etc.
basically this with no spaces:
:lp :
-dime
Because I’d rather trade damage for on screen position in the rare cases I actually end up using it (I could j.mp, j.hk and combo but there’s the risk of dropping and I’ll likely not move them far enough towards the corner). And in any case, unless they’re using Peacock or Parasoul, they’ll still have to get in and Napalm Pillar keeps them honest.
EDIT: Also, if you invoke the, for lack of a better term, “glitch” 'Bella will slide forward while doing Cerecopter and your opponent won’t be thrown as far.
Alright, I tidied everything up, but have no idea why it’s posting two spoiler tags per thing. If anyone could tell me why, I could fix it.
edit: OMG! I think someone just used one of my resets against me! That was so cool! It was like fighting a scrubbier version of myself!
okay so im glad i can get these down on (virtual) paper at last after keeping myself awake last night thinking of this stuff and wanting to desperately test it so i could post findings. Ive not been focusing on resets enough in my games so i did some theory and it seems most of it is working as i expected it to.
these work midscreen as well as in a corner, and focus exclusively after a cr.HP into j.LP mash - j.LK (read about this in the cerebella GD if you havent already)
so after a j.LP mash (LK) you can follow with…
cr.LK >> combo
regular throw >> OTG >>combo
merry go (since the j.LK has pushed them into the ideal range of the grab)
Diamond drop (because you are also in range for this too still)
st.HK xx run-stop >> combo (downside to this is that the overhead is heavily telegraphed once people catch on to the fact the 2nd hit is overhead)
my personal favourite…
J.HP (lowest height, no glide. just tap the button)
this works both midscreen and the corner, and seems like it could be really good at catching crouchers once you can train them to start holding downback whilst in a combo.
Basically just keep hold of the up direction the whole time while doing the j.LP mash - j.LK, and hit the button AS SOON as you leave the ground to get the clap at the lowest height. and while on its own against a croucher, this move is difficult to get it to connect on anybody, however, since you have just restood them using the j.LP mash into LK, you will actually catch the opp while they are transitioning between standing and crouching (theres only a few frames leeway but its not super difficult), and the best part is that you still land close enough to them to continue the combo using cr.LP!!!
a word of warning, doing this in the corner i would recommend jumping straight upwards for the j.HP. if bella is too close to the opp then the move will whiff since the hitbox is in front of bella, and likewise when doing this midscreen, you should jump forwards + HP since you need the extra forwards distance to be able to follow up afterwards. oh and also this technique will catch people who are trying to hold up/back as well and should catch them in the frames where they are unable to block as well! FREE COMBO!!! so yea only way to get away from this one is to be holding only back (or invincible reversal) since you catch both jumpers and crouchers with this one!
edit: updated this one a little next post down.
Ok, so I was saving a bunch of resets I worked out with my Cere/Double team for Shadowloo, and I ended up not making it to top 8 (ugh). I use very simplified lead-in combos to avoid drops, but there is no doubt room to squeeze in more damage.
Corner bnb:
hitconfirm -> c.HP jc j.MK j.HK land c.LK c.MK jc j.MP j.MK land c.LP c.MK…
—first reset: jc Grab Bag (~2.8k after reset), can be teched, leaves them cornered with a Double assist to pressure them regardless
-------if teched: call double, run in and cross them up if they jump or put them in a block string if they don’t
—second reset: jc backwards then immediate j.MP, if they expect grab bag, or press any buttons before they land, they will burst and not hit you, so you can glide in for a j.HP and knockdown (for some reason it doesn’t reset the otg) or land, call double and pressure them again
—third reset: charge :db: while doing the end of the bnb, then cancel c.MK into run and Kanchou for the cross-under, this lets you do a full midscreen combo if you want, or like me just use super and dhc to double’s level 3 which puts them back in the corner and can be otg’d for a full barrel loop combo (~11k after reset)
—fourth reset: if they know about your cross-up option when you aren’t jumping, you can fake it and call double and do standing HP to hit them back into the corner
Alt. Corner bnb:
hitconfirm -> c.HP jc j.MK j.HK land c.LK c.MK jc j.MP j.MK land c.LP c.MP HK…
—first reset: cancel before second hit into diamond drop, or the excellabella-xx-360 trick
—second reset: call double before bnb ends, and cancel before the second hit into lock-n-load, this will drop the combo but the invincible assist/armor should beat any buttons they might be pressing or a tag-in, or you can fake it and go for 360 out of the lock-n-load
Mid-screen bnb:
hitconfirm -> c.HP jc j.MP j.HK land c.LK c.MP HK (call double)…
—reset: cancel before the second hit into merry-go-rilla for full midscreen combo, it should look exactly the same as the corner carry combo where you let the second hit connect, double comes in and you run after them and throw a pummel-horse, so it can be used as a surprise.
was playing around a bit with the jumping HP reset again i posted above. slightly reworked it mainly to help with hitting the smaller characters who have tiny hitboxes while crouching, peacock and double in particular, i cant believe doubles crouching hitbox is as small as it is.
anyway, rather than landing after the j.LP mash and jumping again, just press HP in the initial jump, and time it to hit as low down to the ground as you possibly can. this way you dont have to try and catch them between their crouch/stand frames, this will not combo from j.LP at all so will just reset the opp once you have trained them to hold downback.
also, using the method i described in the bella thread about using j.LK at the end of a j.LP mash, you can actually combo into her cr.MKxx devil horns and send them back over your head using the extra hitstun you gain from LK.
you should probably replace the j.MP with a j.LK so then you can get a whole extra section on your combo by using cr.LK-MK, j.MP-MK st.MP (stagger) since im pretty sure the one you posted would trigger IPS next time you use the j.MP.
so hitconfirm>cr.HP , j.LK-HK land cr.LK-MK, j.MP-MK, st.MP (stagger) j.HP (slight glide) cr.LP-MP-HK (call double)
There’s heaps of stuff you can do to get extra damage in, even run-stop loops or the mashed j.lp restand. Those lead-ins were just what I had time to test on everyone and get reliable. I also found that j.MP j.HK was a bit better for catching them off stray hits, otherwise I would be using j.MK j.HK.
a little gimmick i was working on using fortune/bella and then had it done to me online against filia/bella.
basically i was put in a situation where i was dropped out of a combo and then filia player did her super in the air, which went over the top of my head, and as i waited on the ground for a punish, he DHCd into cerebellas 360 super which obviously got me on the ground.
i was working on this using fortunes scratch super (DHC before you hit them) and also her air super as well.
im not sure who else could use this, but anyone who has a super that moves them forwards or a super that is doable in midair would be easier, so valentine would fit the bill i think, as well as painwheel and possibly double.
Are these guaranteed?
Cr. HP…Grab Bag
Opponent comes in after partner dies > Grab bag them on their way in
What do you mean “Guaranteed”? They’re resets.
Anyway, c.hp into grab bag is an option, but I think c.mk is a better one. It happens quicker, leaving them with almost no time to realize it isn’t a combo. Unless they are one of those people that mash grab the whole time they are being hit to tech any resets (I hate it when people do that).
Grab bag is dangerous like that. It’s timing based, and if you miss you have a lot of recovery for you opponent to do whatever. Normal air grab in this situation is better. Air grab, j+d.mp (The People’s Elbow), Super. If you miss the timing, no harm done. If they tech it, no harm done.
As in they will always get hit by the grab bag if you time it right and theres nothing they can do about it. I think the opponent can air super out of it but I noticed jabbing doesn’t work, I still have to test it.
grab bag is always techable