Cerebella Thread: Other Grapplers Wish They Could Be This Good

Nice, do you know a followup to the command grab super?

Mike Z showed on UltraChenTV that Cerebella has run stop combos. I can’t seem to find the point he shows it in the archives but I’m wondering if anyone figured out anything with this or does it just cause too much scaling in comparison to her other combos? I tried to create some stuff last night but couldn’t get the link timing after the run stop and I was more focus on figuring out some other characters.

All I got is the combo Mike used in one of the FNFs. Swag as fuck, but it’s just 5k damage for one bar :frowning:

Oh well, at least it’s confirmable:

s.LPx2, c.MP, c.HP JC, j.LP (mash till ground), s.LPx2, c.MK JC, j.MP delay j.HK (re-stand), s.MP, Merry Go-rilla xx Diamond Dynamo

Back a page for my BnB’s :slight_smile:

Gonna work on it when I spend more time with the character. Trying to work on Valentine atm.

Does that combo actually use J.HK to restand or do you mean J.MK?

No, it’s j.HK.

Yeah j.HK works for that combo.

I was just hitting the j.HK before they hit the ground so it caused a knockdown.

I did that today and it blew the kid’s mind.

What I want to test out is if you can get the hits from the super armor, THEN Ultimate Showstopper.

I don’t see why not, it has 1 hit of armour and the startup of Ultimate Showstopper is invincible (I think?) so it should work.

Cancels feel funny to me in this game, but what you say makes sense, I’m gonna try and see if I get the hit of armor and the super online.

I know what you mean. They’re not as “all day, er’ry day” as say, MvC3, but they’re not as “ONLY ON HIT, ON THE EXACT FRAME YOU HIT” as say, 3S.

it’s a weird balance, but it makes the engine feel very unique

Her air QCF+throw is techable.
Tumbling run into throw is blockable and DP+throw is blockable when opp descends.
All other command throws (QCF, QCB, 360) are untechable and unblockable.

So yeah, you can get the hit, and still do the cancel.

Then I proceeded to diamond drop him twice.

The cancelling in this game takes some getting use to. I still screw it up on a regular basis.

I been using Peacock’s Fierce shadow of impending doom as my assist and it has been working wonderfully. It’s like Strider’s Vajira assist. Now I can keep that Valentine bitch grounded so I grab her

The down jMP elbow is so good. So very, very good. It comes out instantly and you barely have to be off the ground. Love that move.

Shoutouts to Tagers Elbow making it in the game.

I’m just gonna wait a few days till we have maximized combos and resets/mixups for Cerebella then make a compilation video. **Here’s what we need to maximize our Cerebella potential: **
bnb Combos starting off of:
jump in HK, c.LK, normal throw, normal air throw, tumbling run>MK, tumbling run>LPLK, j.dwn+MP??, go-rilla, diamond drop, excellebella, devil horns AA??, grab bag, bnb w/ 1 assist, bnb w/ 2 assists,
resets into:
diamond drop, excellebella, go-rilla, ultimate showstopper
mixups:
canceling moves into spds, blockstrings into tumbling run mixups, etc
assist choice advice:
pushblock w/ pointcharacter into go-rilla assist, using cerecopter for lockdown, etc.
plus anything else you guys can think of :slight_smile:

Something I was using a lot, quite deadly if you ask me:

(Any combo that leads into a re-stand), s.LPx2, delay a bit, Diamond Drop or Ultimate Showstopper. It’s easy to train this using the hitstun bars on the training mode. You can also do this with basically anything, but light attacks mid-combo are harder to react to.

Blocked c.HP, small delay, Diamond Drop/Merry Go-rilla depending on the distance or Ultimate Showstopper. Same as above, but during blocked attacks instead of on hit.

I love this character so much.