Cerebella Thread: Other Grapplers Wish They Could Be This Good

Her st.HP is not an overhead. Her only ground overheads are the second hit to st.hk and pummel horse.

I’ve improved my 9k damage BnB even more - I’ve edited the notation on my page 4 post.

It isn’t even 9k damage anymore. :wink:

Post your combo plz. The combo below yours starts from kanchou so it’s not a bnb.

It isn’t fantastic but j.LK is at least easy to space.

ahh shit i didnt think of that. training mode cant get those training dummy options soon enough. i didnt even think of ground teching till yesterday since i dont have online to try any of these out against real opponents.

I can see Online and Peacock are gonna piss me off, let’s have some strats against zoning please

Edit: Apparently Mike Z already showed this off but whatever! I want to see some cool stuff done with this!

Cool run cancel thing I found. Cancelling st fierce into her charge run and then cancelling the run as soon as possible lets you link any light attack. It can also be used for pressure and resets. If you use low strong instead of stand strong like I did in the video, you could potentially get 6 or more reps since low strong moves you forward quite a bit. I say 6 or more because I don’t know how IPS sees it and I can’t physically pull off more than 4 myself. Probably really impractical to do more than 1 loop, but the first one can be useful for hitconfirming as well as going into resets. Calling a good multi-hit assist during the fierce and then run cancelling will give a lot of time to either hitconfirm or go for a mixup.

[media=youtube]Cmfdz8qlJQI[/media]

i dont see why it cant be classed as a BnB. does good damage for no meter, mostly corner carries etc. you are just as likely to land this as all the other “jump in HK into standing MP” combos people are posting.

ive took it back to the lab and got some more damage out of it. meterless is 8500 and with a super is 9200 ish

(cross up move) cr.MK xxDevil horns, st.MK-Cr.HP, J.HK, Cr.LK-MK, J.MP-MK,st.MP(stagger), J.HP, cr.MP-HP xx DP+throw xx super.

edit : fuck those blue circles on the ground bounces. its pretty hard to get the otg in certain instances before the blue circle appears. it appears ever so slightly in this combo. is it actually pretty consistent getting the tech as soon as the circle appears if the other player is mashing the shit out of the buttons or is there a chance they might miss it in the same way mashing throw does not always guarantee a tech etc?

I don’t know exactly how consistent it is but it’s definitely more consistent then trying to tech a throw by mashing. Whenever I get combo’d I just mash lp and I’ve broken out of a surprising amount. People aren’t checking their shit before taking it online it seems.

yea im guilty of that at least it was only a day i spent before realising there were holes. pretty much only played the trial for the first couple of days and havent actually done any of the training really yet either. least i know im not the only one who has done it. seems OTGS are gonna be pretty hard to use effectively in this since theres quite a small window between the red bounce and the blue one.

Yeah, I don’t consider those combos BNBs either. IMO a BNB has to be started off of a good reliable hitconfirm, which most of the combos in here do not. I’m not saying any of those combos are bad but you probably won’t land them too often in a match. And about teching blue circles, if they mash they will get out for sure.

Wow, have you tried adding in a Standing fierce to add more damage so you can kill the character? It always something that I do when I finish her Dynamo super for extra damage, and to see whether they will tech to the left or the right so I can command grab them for the win. So far I am liking her paired up with Ms Fortune as to me they are BFF’s to the extreme.

It’s hard to get a good hitconfirm in this game, most people are in the air anyways :confused:

I think once we get used to characters normal’s and their properties it won’t be as much of an issue.

I’m really having a hard time against people that jump constanly in the air spamming overhead strikes while airdashing to your back, even worse when they poke you after you block their jumping overhead strike and air dash out of the way and repeat the process. Tried Ceracopter as an anti air and worked great at first but eventually smarten up and just wait for you to miss time your anti air attack and immediately jump in with and overhead strike. This happened to me when I fought against some good Filia and Valentine players, really seems like there is nothing you can do. Any advice would be appreciated

I have been having A bit of success by mixing up my approach. If she uses horizontal projectiles I go for a not of flight, of she starts using her vertical projectiles you can use the armor on her run to get through. I haven’t tested the use of her projectile reflect but could be of some use.

use double’s cerebella booty cheeks assist.
it’s the best ass-ist in the game and with bella you only get that much closer to slamming some chicks.

Guys, can anyone tell me if j.d.MP cancelled into level three is a true combo or if it’s techable. I know it’s techable if you wait until after the recovery but it seems to work if you cancel it.

As far as I can tell none of her supers actually combo after the Elbow Drop

I’m pretty sure her spinny one does.