Simple question from a beginner Cerebella player: What would you say is Cerebella’s best anti-air, and in what situations, if any, would you use her others anti-air options? These are the three moves I’m using at the moment.
Her 623MP, aka, Devil Horns, is a special move seems like her most shoryuken-like move, with invulnerability on start up and pretty good vertical range, but it doesn’t seem to have much horizontal range and I’m not sure how good the priority of its hitboxes (tried watching them in training but everything moves so hard its hard to gauge) are in regards to getting stuffing by some of the jumping attacks with better hit boxes. It does bounce the character pretty high in the air, though, so there’s probably combo potential there the other options don’t have. Hits for 1450. Currently I’m using this as my “get the heck off me” move do to the invulnerability, other wise only if their attacking right above me.
Her 623LP+LK, aka, Excellebella, is a throw, and anti-air throws are notoriously bad anti-airs compared to non-throw variants (atleast in my experience), but it seems to have a better horiztonal range then Devil Horns as she swings her arm forward and up instead of thrusting it straight up. There is, however, no invulnerability on start up. Hits for 150 x5 + 1100. Currently this is my go to anti-air when their jumping toward me do to the horizontal range and damage.
Her s.HP, aka, Tent Stake Hammer, is a normal that seems to have pretty good horizontal anti-air range. It knocks down vs air, but also has no invulnerabilty and does the least damage of the three moves at 1125. Currently use this if my opponent is on the ground and in my face but I’m predicting a quick jumping attack since Excellebella and Devil Horns often whiff in these situations and leave me wide open while Tent Stake Hammer seems to connect more often and can even some times stuff other ground based moves if I guess wrong and they don’t jump.
A fourth option wold seem to be to go for a Grab Bag (jump into 236LP+LK) air throw, but the moves range is a bit suspect and doesn’t seem to have any invulnerability so far too often the move seems to get stuffed, thus I rarely go for it unless I just happened to have jumped and they jumped toward me at the same time.
Again, I’m a beginner player, so I’m probably way off in my assessment of these moves and missing a move or two that’s even better as an anti-air, so really hoping to hear some thoughts from some of the more experienced or higher level players!