Cerebella Thread: Other Grapplers Wish They Could Be This Good

You only get one stagger per combo, afterwards it’s just normal hitstun.

Mashing I believe Mike said it would only lower the stagger time up to a cap - like for example, a stagger that lasts 60f could be lowered to a max 45f duration by mashing.

Kanchou combo i go for

[media=youtube]x4mUonT-nkI[/media]

So I made a midscreen bnb for 1 meter that does 7174~ DMG x 1.0. Is there a better midscreen combo somewhere?

looks down Nevermind.

ok after going back into the lab to find followups for her (charge back-forwards kick - MK) cross up wallbounce i got a combo that does 7000 damage with no meter, and 8000 damage with a super tacked on. it seems really good at getting the opp into corners, and it looks totally boss as fuck…

(cross up move) Cr.MK xxDevil horns, St. MK, Cr. HP (jump) J.HK (land) CR.MK-HP xx anti air grab (DP+ HP) xx spinny arms super.

i really wanted to figure out a way to get a restand after the first Cr. HP in order to get the stagger MP into merry go. if anybody could figure that part out there could be some easy extra damage to get on there. im gonna keep working on it i reckon too. definately a good one to add to your arsenal!

i also tweaked this a bit since it has a tendencey to whiff on smaller characters (tested on painwheel and peacock) after the command throw you shold buffer a dash to come out right after the throw, and use the forwards momentum to gain extra distance on the cr.LK, St.MK xx lockn load part. it takes a bit of practice but should be easy to get consistent

Mike won’t do it. Pizzarino is currently working on it. And if you don’t know who Pizzarino is you should be ashamed of yourself.

Ok I tried really hard to land a stagger mid combo today. I have a few questions if u or anyone else who knows.

We are talking about s.mp right?
Can u stagger from a chain or does it need to be after the restand?
Are there any other limitations, such as not being possible after 2 launchers?

The theoretical combo in question:

cr.l, cr.m, cr.h, JC, j.mp, j.hk, cr.lk, (cr.mk or cr.hp), JC, (j.lp x n), (to stagger state?), 360 super grab

Edit: works midscreen btw.

Edit2: I don’t know if this has been posted but if cerebella dashes then forward jumps she will go further than if she normally forward jumps.

You can stagger anywhere in a combo as long as it isn’t from a chain.

The damage output of my earlier posted combos has been fixed. Thanks for pointing this out, CKeegan!

have not read thread for combos so tell me if someone posted this before (really lazy atm)

cr.lp cr.mp cr.hp j lp lk hk cr. lp cr.mp cr.hp jump 236grab
this reset is dumb. one post i read said this air grab is techable though so meh, dont do it often

Some noob questions:

Can Cerebella cross up?

What are her good block strings or setups when an opponent blocks your jump in Hk?

How to deal with people who never stop jumping? Seems like jumping mp is her best move but anything else?

Does she have an overhead? st HP looks like it might be but I the training mode isn’t good enough to test anything.

Who do you guys think she would be a good pair with?

http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm17534286

So I heard you liked damage.

i figured that down +mk is one of her anti airs. comes out faster than cr.HP and is jump cancelable. has a good hitbox above it too. shit range though…

j.MP can be pretty nice on a lot of characters.

anyone else reminded of Condor dive when they glide with cerebella?

this is probably known tech, but it seems you can cancel ceres glide at any point by using her elbow drop (down +MP)

something more interesting i learned though is that you can cross up with it, and you can also combo off of it , but only off the cross up version, and the timing is pretty tight too.

cross up elbow drop, cr.lk-MP, st.HK locknload(LP) xxspinny arms.

does 5000 damage sucks that you need to use the otg right away. i think you can get good damage from a simple otg into cr.HP, then just MP-MK-HP in the air too.

i think low glide over opps head into cross up elbow could be some good(ish) tech to abuse for a while.

Something weird i found out (dunno if its known), but after Bella’s Diamonds are forever (lvl3) if you walk after the hit it wont wallbounce o_O
its useful if you know the wallbounce is gonna make them go too far to combo.

j.HK and j.MP both cross up (first one is funky though). the people’s elbow also crosses up. and there’s the Dash>MK move =P

you gots an Anti-air grab bro. as well as an air-grab. Devil horns, j.Mp, c.MK, s.LK and Twirly arms super also Anti-air.
experiment and see what works best.

Currently i have her with Valentine and Parasoul. Ceracopter and Merry-Go-Rilla are godlike assists with Valentine’s pressure. and DHCing into Bella adds lots of damage to her combos.
and Parasoul’s assists work nicely with Bella (both Napalm Piller and Erget Charge, i wish I can use both in the same match lol) and DHCing into the Bikers super is a nice semi-safe setup to get Bella out.

Heard she works good with Painwheel and Double too.

Haven’t found any of her normal that cross-up. j.HK can, but it’s tight. Of course she has her command dash crossup.
I heard a mixture of devil horns and anti-air grab are good against airborne opponents, but they each have situational uses.
Other than s.HP, I don’t know of any other overheads she has.

You can cancel a jump straight into elbow drop for an instant overhead if you hadn’t figured that already.

I found charging back while using HP as a sort of anti air then using the run to cancel works.

I found a 1 bar solo corner combo that does up to 8576 at 1.00 damage.

j.HK, c.MK jc j.MP, late j.HK, s.MP, merry go-rilla, c.MK xx c.HP jc j.LP(rapid), s.LP xx s.LP xx s.MK xx s.HK(2 hits) xx cerecopter xx diamond dynamo.

I’m not sure what I varied to get my max damage of 8576 (rapid air jabs make it fuzzy), but it should do at least 8000, even if you add a c.LK before the first c.MK.

I also just pulled off a 3 run-stop loop combo. 6490 damage, no meter, anywhere on screen.

j.HK, c.LK xx c.MP xx s.HP xx tumbling run - stop, c.LK xx c.MP xx s.HP xx tumbling run - stop, c.LK xx c.MP xx s.HP xx tumbling run - stop, c.LP xx c.MP xx c.HP jc j.MP xx j.HK, c.MK xx c.HP xx excellebella

Phew.

For some reason, infinite prevention kicks in way sooner if the loops are started with c.LP at first.

You cant combo off of j.d+MP like that, i tried it and they are able to tech before you can get a c.LK out. What you can do is cancel the move into qcf+PP.