… Not of they tech it. That’s like saying Super grab is guaranteed damage. At any moment in the air, if the opponent is in a neutral state, and you try Grab Bag, they have the option to tech it.
Oh I had no idea they could tech it, my bad.
No problem. You got xbl? I could show you some of the stuff I’ve learned first hand.
Nah, only PS3 =(
dunno if this counts as a trick, but I’ve started to use the dash cancelled into jump a bit more in matches. There are a few advantages to it over a normal jump.
-A dash-jump into a slightly delayed glide can hit from full screen
-An unexpected dash jump into j.MP can catch people off guard on wakeup if they’re accustomed to the normal jump arc
-Can follow double butt fairly closely without committing to a run
-You can use the extra distance to place a dangerous assist like a throw, low or overhead near someone, then double jump back safely to either follow up or protect the assist character
i pretty much never ever do a regular jump anymore with bella, always the dash version, since you can just double jump anyway to change your trajectory. i was playing SSF4 last night and was even trying to do jump cancelled dashes with ibuki!
anyway, something i was messing about with in training mode that could have its uses provided you dont over use it (as it is with all resets/tricks etc) basically if you can get your opponent to block your titan knuckles which you then cancel into locknload to close the extra distance, cancel the locknload into your 360 super once you are close enough. its actually very easy to do it and basically gives you a super with two hits of armour if you cancel it into the heavy version.
i know people have been doing this already and cancelling before the move comes out as close up pressure, but if you vary up the version that you use a little it could create some good oppertunites etc. noboy is expecting a command grab from about half a screen away.
also something else i was messing with which may or may not be useful (probs not practical against characters with an airdash/double jump, but may still work everyonce in a while)
cr.HP cancelled into HK run, and then basically do what you want. you can stop on the other side of them and make them land on a cr.LK, you could command throw, use kanchou. maybe throw out battletoads if you suspect they are going to press a button.
one thing i really learned from this though is that im gonna start getting in the habit of dash cancelling any cr.HP anti air attempts by using one of the dashes, and then cancelling it instantly. this could give you 3 anti air attempts in a short space of time (cr.HPxxrunstop, cr.HP xx DP+throw) giving good coverage of the air and also giving you a way to cancel the long ass recovery of cr.HP if it is blocked in the air/ground. it could possibly be used for people who are waiting for you to whiff an anti air and then dash in as well since you give them something else to consider on their approach. i cant wait to try it on pain wheel players since they tend to hang back a lot once youve grabbed them a few times.
If you haven’t seen it, here’s the video I made showcasing most of those resets I talked about.
[media=youtube]HhRTDvL2svM[/media]
While playing today, I accidentally discovered ANOTHER reset opportunity in there. I’ll sum up each thing you can do after c.mk.
Wait until they land, and Diamond Drop/Excelabella (Depending on if they know what you’re doing or not).
Grab bag in the air.
Jump over, and when on the other side j.hk for a cross up into combo.
Jump over, and when you land do either Diamond Drop or Excelabella.
That’s what I have so far. Age of Fools also suggested a double jump to cancel the super jump, making it easier to land the j.hk. But, the new thing I learned, you can throw out a j.mp (and perhaps whatever else you like) before you cross up… So, from a c.mk, you can punish them for blocking either way, punish them for blocking at all, and punish them for jumping to try to escape (the j.hk will hit them if they jump as well). If only, IF ONLY, the range was better. This is so awesome.
I’m wondering if using LK to stop the command run then immediately running again is a viable way to get in on zoners or just a practical strategy at all.
What I mean is Command Run (instantly hold back again), stop, Command Run, etc. So that you have a couple of extra hits of armor.
Don’t do that. At least, not for what you want to do. You take damage from your super armor as if you took the hit anyway, so there’s no point. The only time I do that is to bait out Supers (and then punish them). You can also use it to intimidate you opponent, making them unsure when you are going to throw out the run, unless they play offensively.
Oh, yes. I forgot something. I cannot practice it on my own, and I live near no one good enough to help me, but I’ve been wondering; in a Cerebella mirror match, If you jump block Battle Toads can you grab bag immediately after (and connect)? She can be air grabbed off the Battle Toads, but I’ve been wondering about this for a while.
in theory it makes sense but then against characters who can put out a lot of stuff on screen, namely parasoul, peacock. i cant see it will work, the speed that the two of them can put out projectiles is much faster than bella can do loops of run/stop.
It’s alright against Parasoul, but don’t do it against Peacock. She puts out too much stuff and you’ll just end up getting tagged into super. With Parasoul they’ll ost likely be doing LP/MP shots, so just command run through one to save you have to guess between going through the air or through the ground. Can still be punished if she sees it though, but it’s still a viable option.
Lately I been doing a rather simple reset that been successful every time I went for it. After a launch I would mash j.lp but not complete the string. After about 3 hits I stop and go for a grab upon landing. Both the opponent and I land roughly at the same time giving them every little time to react.
Is that with diamond drop? If so I like it.
Yeah… You can just mash until you are both on the ground with that one. If they can put together patterns in their heads at a reasonable level, they’ll see what you are doing after the first time and start jumping. Sometimes they don’t, and get repeatedly grabed. You want to Diamond Drop (or regular grab, for corner bnb) until they learn better and jump, and then the very next time do Excellabella to catch the jump. Don’t assume they will forget (like I do sometimes). Because they don’t. And then you look like an idiot, trying to shake hands with the air.
Diamond drop and Showstopper.
It’s not something I abuse. I sometimes go for the grab bag reset when I do mash. j.lp and try to get it as low to the ground as possible.
Oh… maybe I didn’t say it clearly. I was say that is something you should be abusing. The instant you land, they are grabable because of how little hitstun is on the j.lp. So keep using Diamond Drop (Don’t do Showstopper; just use Diamond Dynamo after the grab to get, I think, more damage). They can’t get out of it unless they jump, and once you see that they know to jump, you can catch their second jump with Excellabella. Not many of her other command grab setups are this good, with them landing directly in front of you. Abuse it. I only don’t do it because I don’t like mashing anything for moves, but I ran into someone who really abused this. He just didn’t ever do Excellabella, so once I started jumping he never connected.
Showstopper does more damage, but leaves them with more red life. It’s also more unsafe if they jump out of it, but Showstopper leaves you in a better position.
Not really.
Showstopper: 4800
Pros: … 500 more damage? The animation is awesome. Cannot be rolled out of (but that’s a debatable pro). Oh, and induces salt much faster than any other move Cerebella possess. Go ahead, win a match using three Showstoppers in a round. Do it enough, and you’ll soon get that coveted hatemail.
Cons: Leaves you wide open, a neutral jump can easily punish you, force feeding you a full combo. If it misses, you just wasted a bar. Difficult to DHC out of: there aren’t many supers that can fully connect for all their damage after Showstopper. Oh, and full red life.
Diamond Drop to Diamond Dynamo: 4300
Pros: Recovery is good on Diamond Drop, and even if they jump you most likely will recover before they can attack. If you miss, you haven’t wasted a super bar. The super flash doesn’t alert them to the fact that you’ve tried to grab, so even if they jump and you whiff, it’ll be a second before they realize you attempted a grab and are thus open. If Diamond Dynamo carries them to the corner, you can easily get 2k+ more damage with your corner bnb without using a second Diamond Dynamo (I got 6500 on Double). Can DHC into nearly any other Super. Also, it does a little over 1k in permanent damage, unless you get your corner bnb, which I could get to give me 4k permanent, non recoverable health. Can be rolled out of (here’s why it’s debatable): From the roll, you can start playing an additional mindgame. If they roll forward, you Merry-Go-Rilla (Do it before they roll, else you’ll not be able to react in time). When they realize that’s what you’re doing, they start rolling backwards. From there, start pressuring with dash jump cancel, double jump into j.hp, or j.mp j.hp (depending on the range), or jump forward without attacking, they might try to napalm pillar or super. Also, if you are Desk, you can dash into c.lk and do your midscreen combo.
Cons: … 500 less damage? Oh, and misses on Peacock midscreen. Um… that’s it.
So, you see? There is no sensible reason to use Showstopper over Diamond Dynamo.
OHMAHGOD! I love c.mk… I found another reset. I haven’t seen anything like this in the game quite yet.
Edit: And another new one while testing out the first new one. I want to experiment a bit more first, then I’ll tell you guys what it is.