Cerebella Strategy and Match-Up Thread: All that...practice

j.HP is a terrible air-to-air, especially since Fortune’s j.HK seems to beat it out. I think you should still use Excebella or Devil Horns to AA.
Napalm Pillar should open your opponent up for j.HK > st.MP nonsense. Double jump-in combos do so much damage.

Excebella gets beaten very often by IAD normals if I try to do it on reaction - it wins if I predict it and do it preemptively though -, and I haven’t gotten used to Devil Horns yet.

Haven’t played a j.HK-happy Fortune yet though, but at least her j.HP loses to Bella’s, at least from my experience.

I’ve been using j.MP for neutral game spacing. Have you guys seen the hit box on that thing? I usually just double jump around throwing out j.MP until they realize they aren’t going to beat it and then they run in and I get a jump in combo.

I play Ms. Fortune, so when I play Cerebella I have to stay away as possible from her or get blown up. I’ll usually use j.HK/j.HP ADC to fly away from Bella. As Bella I want to use my AA grab or AA assist to get Ms. Fortune out the air. I also want to jump and throw out an early j.MK to possibly beat her j.HK.

When her head is off Ms. Fortune loses her s.MP, a great multi-hitting move with good reach, meaning Bella is more free to throw out armor moves. Also use the cr.HP to go for the head.

The matchup against Ms. Fortune seems fairly straight forward. Block and pushblock and reap the benefits of an opening. What troubles me a lot, though, is when her head is off. The head grab move is nuts, and I’m always never paying attention to it.

Alright. Solobella vs. Peacock/Double (buttslam)/Cerebella (Cerecopter)

What do?

Double’s buttslam is just so lulz right now. If i didnt have Napalm Pillar to stop that BS I wouldve stopped playing till they patched that nonsense.
5 hit fullscreen invincible Haggar= major lulz.

Its like 10 times worse if Peacock is behind it too coz her triple gunshot thing totally covers Double+pushes you back+ she can connect super after -___-

one of the things I’ve been doing is waiting midrange then Call Napalm Pillar and immediately DevilHorns when I see Double. It works more often than it gets beat coz if you’re far enough the invincibility wouldve worn out and your invincibility would beat it.
You can combo Double if either of the moves hit, but if Peacock is there dont even try unless you wanna eat a super to the face.
You can do the same thing with Diamonds are Forever (dont try this upclose coz Bella ducks in the beginning causing Double to fly right over you), but again if Peacock is there she can cover Double easily from a followup combo.

Any tips against Filia?

That match feels really easy, because it’s really easy to predict Double.

I would use glide more than run in this match, though.

The problem is that Double’s buttslam covers such a good vertical part of the screen. I can’t confidently clear it unless I super jump. I’m also trying not to bring in an assist because I’m stubborn and figuring out how to beat this matchup solo would probably make me a better player.

I played that team yesterday and while it is a pain, it’s basically the solo peacock fight w/ Diddy kong platforming.

Now, if the person ACTUALLY has a double, then we need to talk about the Double Cerebella matchup.

I also find that Peacocks teleport is difficult to punish.

Against Hornet Bomber assist: Instant Battle toads that shit all day, everyday. If you have someone who wants to use it every chance they get, they’ll use it every chance they get. Example situation: I’m full screen away. Peacock starts using bang bang bang, so I jump, double jump, now when I land I’m a little over a forward hp away. Before I even land, I’m holding back (Because who wouldn’t). Peacock wants to call Double, and then follow with bang bang bang super. I know this, because the guy has no intelligent tactics. So, the second I start to see Double coming on screen I start the run, and when in range HK. Best case scenario, he panics and tries to start his attack early (He almost certainly won’t think to immediately use super, because that wasn’t his plan, and he’ll only have a split second window) and you catch both of them. Worst case, he’ll block and/or jump away.

Against Fortune head: 1. Watch it, and know where it is. If it’s close, and Fortunes far, block. 2. j.hk, c.hk, forward hp the head.

c.HP works really well on her flying, so does Excellebella (like Eternal Blaze said)

Once you train them not to fly the matchup becomes much easier.

If you are comfortable with the charge timing on the command run, you can punish any zoning character from full screen. And I mean at full screen, as far away as you can possibly stand. If they throw out a projectile and you reflect it, the stun will be long enough that if you pull it out fast enough you can command run up and Battletoad them. If they are in the corner, it can lead into whatever corner combo you’ve cooked up.

Can she reflect parasoul’s sniper shot super?

Incredibly useful information. Still, stagger can be shaken out of.

I’ve never tried, but it’s definitely a projectile.

Wha… It… wait, what? Why would they do that? How can anyone possibly train stagger combos in training mode, or in real matches even? Is there any particular reason, or just because? How long is stagger normally, and how much can you reduce it? By doing what, wiggling the stick or mashing buttons?

So, can someone elaborate on Anti-Painwheel strats? Painwheel is by far my worst matchup. She bodies me free, curb stomps me to dust. It’s her close up pressure. She just does lights and mediums and flies for instant overheads. If I pushblock, she calls a good assist of some sort (this one used cerecopter) and then just flies in for more pressure. Shes constantly flying over my head so I can’t land an excellabella, and C.HP just get beat by her overhead.

I’m using the double butt slam assist, thoughts?

I use a single character, so I don’t know about assist, but here’s what I do.

Pretty much any of her command run attacks. When she’s close pressuring you, you’re already charging back (to block). HK will give you the instant attack with 2-3 armor hits. If they were mid attack, they’re gone. MK will slip in behind and give you a wall bounce, and any move they used that isn’t a short quick poke, they will get butt poked. LP+LK can hit them in two instances; if they are in the air, and if they land and try to hit you with a low hit. Don’t let them get comfortable attacking (Like with any opponent).

If she flies, and is anywhere in front of you, then you DP grab. If she is flying back and forth over you, you can either DP MP, for Devil Horns, or try to jump in a direction and throw out MP to swat her out of the air. If j.MP misses, no worries; if its blocked, no worries; if it hits, you dish out damage, and also give them a nice big “NOT IN MY HOUSE!”. j.HP also works well at a distance.

I really don’t ever see what all the fuss is about Painwheel, especially on her own. The only time I have issue is if she’s using an assist, and only attacks when I’m in hit stun, but even then I still can come out on top if I’m patient.