Cerebella Thread: Other Grapplers Wish They Could Be This Good

I have no idea what the first one is, I know the throw where she slaps you multiple times if that’s what you mean?

The second is when you’re holding backwards, then press an attack and forwards at the same time, then MK. It’s a charge move.

It’s a charge move. back charge to forward and then a kick button, strength of kick gauges distance. She then has either LK. to stop running, MK. to cross up the opponent and cause the wall bounce, HK. for the armoured ram charge and LP+LK which is the command throw.
Edit: Valentine’d, kinda.

Everytime I see CKeegan’s Kappametric Blaster avatar I laugh aloud, it’s truely fucking great.

All I need now is an image of Kappa from the side and I can do a GIF lol.

Someone needs to make that their life work, just the very thought of it had me giggling.

Anyone else having trouble against Double? She’s just so slimy and hard to get ahold of.

Double is strange… Seems to be heavier than the others as well, as “it” falls faster.

Corner combos:

Does not hit fully vs Double (s.LP whiffs after c.HP, jc, j.HP)
8728 dmg, 1 bar
j.HK, s.mp, merry gorilla, c.LK~c.HP, jc, j.HP, s.LP~MP~c.HP, jc, j.LP~MP~MK, land, Excellabella xx qcf+2P (cancelled into Valentines lvl 3 increases damage to 16444!)

Can do much the same combo after neutral throw as well.
Does not hit fully vs Double (s.LP whiffs after otg c.LK~c.HP)
6464 dmg, 1 bar:
LP+LK, c.LK~c.HP, jc, j.HP, s.LP~MP~c.HP, jc, j.LP~MP~MK, land, Excellabella xx qcf+2P

Corner Vs Valentine, Parasoul, Ms.Fortune, Peacock:
6639 dmg, 1 bar:
j.MP~j.HP, s.MK~s.HK(1 hit) xx Excella, c.LK~c.HP, jc, j.HP, s.LP~c.MK, jc, j.MP,j.MK (restand), s.MP, Showstopper

Might as well do a tick showstopper for max damage, but it feels better in a combo :P.

Yeah, I believe Mike mentioned she was a lot heavier than the rest of the cast in her walkthrough.

Haven’t fought many Double players though, the only one I played with wasn’t much of a problem.

[media=youtube]hjSzEcgT4lc[/media]

Here’s my corner BnB against Double, and possibly Parasoul because you can have some difficulty with her too.

What? What damage multiplier are you on?

Sounds like 130%.

Yeah, I’m going through it and I’ve got to like 7300 before Excellabella, not sure though.
Edit: It does 8728 on 1x. EagleJin, please check your multiplier before posting what the damage is.

Anyone have framedata. I’m looking for safe block strings.

Anyone find a use for lp dp move with the fingers seems worthless right now.

If someone can record their games at 60fps it’d be easy to rip frame data. I think you need a baseline (frame data for at least one move) to begin building estimates.

Maybe Mike’ll be kind enough to just release frame data for normals for us. :stuck_out_tongue:

corner bnb with reset options:
c.lp c.mp c.hp j.lp j.mp j.mk (land) s.lp s.mp s.hp xx qcf+lp xx qcf+PP, c.lk s.mp s.hk

from there you can do
s.hk xx dp+hp xx qcf+pp for 9254 damage

or you are in the perfect position for a reset using any throw including super

I recall someone in the GD saying someone was going to fill the Wiki with frame data. Don’t remember who.

That’s a fireball reflector, she reflects with a fast projectile that causes a stagger.

You can OTG with j.HK after Diamond Dynamo to continue a combo.

:d::df::f: PP; j.c, j.HK, -> whatever. s.LP seems to work alright.

I did that second combo you posted except i didn’t do j.LP~MP~MK, i just did j.MP~MK and only got 6368 dmg. Those damages do look rather high.

You did give me an idea though:

[media=youtube]_nkdgmDNoEE[/media]

this combo actually only does 7110, forgot to set myself to 1.00 multiplier. it works on every character, but the timing is a little bit different for some to get the s.hp to restand. it’s especially hard to do on painwheel, i think it’s because she’s so heavy. on larger characters, instead of ending with the s.hk you can relaunch into
j.lk j.mp j.mk (land) s.lk s.mk s.hk and you’re back at the ending/mixup point

I know a peacock player who is going to be eating Man Hands more often because of this.

Anyone pick out an assist they like for grab resets? I want to be able to ground them, call assist, slip in a grab ground/air, on dodge they get pinned down into another air/ground guess. Is there a mechanic besides timing block stun that prevents immediate command grab out of the air if they jumped? I am trying to channel SheHulk/Tron into something inescapable.

I know ground air throw is blockable on fall but if you have time to jump qcf lp/lk I would be a little happy.