You probably found out by now, but yeah, it works.
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Another one lol.
Strange, as I haven’t touched any settings. Everything’s on default. Will check when I get the chance.
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Here’s the updated BnB you requested. The trick is to jump as high as possible after the launcher and do the j.MP, j.MK, j.HP (you also might have to delay the air hits depending on the character), then land and get the st.LK and the rest of the series.
I would guess the reason why you can get the followup in your similar combo is because you haven’t used your OTG yet - following up the QCB+LP-LK requires the use of your OTG.
I’ll also edit the BnB post on page 4.
It’s nothing to do with settings, it’s to do with the amount of characters you have chosen. I think you’ve chosen 2 characters so you get a 1.3x damage multiplier. What you need to do to check your damage is to choose only one character (in this case Cerebella) and also make sure that the opponent also has only one character, or keep both of your characters but make sure the opponent also has 2 characters. Then you’ll have a 1x damage multiplier and you can see the real damage that the combo does.
Aha. Thanks for the info! Wasn’t aware of that.
Or just divide your damage by your multiplier if you forget to make appropriate teams.
Not sure if anyone picked up on this but, I think that Cerebella’s j.LP has a hitbox when she flips. This can lead into a j. HK, into a full combo. She gets more interesting all the time.
Midscreen combo
cr.lp, cr.mp, cr.hp, (hold back)j.lp x n, land, st.mp xx tumbling run~kanchou, cr.hp xx dp+throw
Does 5314 with a 1.30 multiplier.
I’m sure that I could get more damage than this but I just wanted to post this since I haven’t seen any combos use her run moves. After kanchou I tried doing cr.mp, cr.hp, j.mp, j.hk, land, st.mp, but the st.mp triggered IPS. I might try it again to be sure.
So I’m new to her and I was wondering do we have a reliable mid-screen bnb that works off a hit-confirm yet?
Bitch get out.
Nah JK, you can use my basic midscreen one on page 4, you can hitconfirm off of j.HK instead of j.HP if that makes it easier, it’s just a bit less damaging. Still 6k isn’t bad meterless and midscreen, and the j.HP at the end leads to a knockdown to start a mixup.
How many staggers are allowed per combo? And I understand staggers can be mashed out of. Does mashing while staggered lessen the stun time or does it nullify the stagger completely?
Some relaunches for the corner,
c.HP JC j.MP…j.MK land c.LP c.MP c.HP
c.HP JC j.LP j.MP j.MK land LP MP c.HP
c.HP JC j.LK j.MP j.MK land c.LK c.MP c.HP
if done in that order you can do all of them without using stagger or otg
edit: just found that the first one can be used to link in standing MP for a stagger
Dude, been using your combos (or trying to. The timing from the jMP jMK jHP into stLK stMK fHP is weird) but they are so damaging. Always turns the tide of battle when I connect
Best combos I could invent:
Midscreen
(non jump in, no meter)
c.lk > c. mk > j.c j.mp (delay) > j.hk > s.mp > qcb LP + LK > c.mk > c.HP > DP LK + LP
.
(jump in, no meter)
Whatever heavy jump in > s.mp > qcb lk + lp > c.mk > c.hp > dp lk + lp.
Corner
(non jump in, 1 meter)
c.lk > c.mk > j.c. j.mp (delay) > j.hk > s.mp > (sometimes you have to walk back here) qcb lp + lk > c.mk > c.hp > j.c. j.lp > j.mp (short delay) >j.mk > s.hk (two hits) > DP hp > qcf pp
(jump in, 1 meter)
Whatever heavy jump in > s.mp > qcb lk + lp > c.mk > c.hp > j.c. j.mp > j.mk > j.fierce > s.lk > s.mk > f.hp > dp hp > qcf pp.
^ This one is taken from CKeegan
Ill get exact numbers later, but these are the best combos I could find (including trying all the ones in the thread)
You can also instant overhead with her j.lp and combo that into elbow drop for a hard knockdown (down mp in the air).
You can kara her 360 super off of qcf punch, or use that mid blockstring/combo to reset into it.
Midscreen
j.hk, cr.lp, cr.mp, cr.hp, j.lp, j.hk, land, cr.lp, cr.mk, j.mp, delay j.hk, land (hold back)st.mp, tumbling run~kanchou, cr.hp xx dp+throw
Does 5766 on 1.0 multiplier
How does j.L into j.H work? The j.L is supposed to hit multiple times right?
ive been working on a combo after her cross up wallbounce thingy but havent got it all figured out yet.
crossup wallbounce move (cant remember the name) Cr.MK XX devil horns (DP+MP) Cr.HP ???
i havent gotten the right moves down for following up on the cr.HP yet. you have enough time to get off the DP+throw move as well which looks sick as fuck with cere bitch slapping people all over the screen…
this one has got good potential ive been trying to get a restand after the cr.HP to go into merry go and then otg follow up but havent been able to pull it off yet. perhaps someone else can work on this one…
yea i saw that one. i can appreciate high damage and all that but it really needs a low attack in there as well so at least then theres some element of a mixup in it. the ending part may work better than the current one on mine if i dont have meter though…
Press j.lp once and then chain right into j.hk. It only hits multiple times if you mash it.
corner merry gorilla combo (7957 1v1 1 metre) tested on cerebella
qcb+throw c.LK c.HP jc j.MP … j.MK land c.LP c.MP c.HP jc j.LP j.MP j.MK land LP MP c.HP jc (slight delay) j.LK j.MP j.MK land LK c.HP xx dp+throw qcf PPP