Cerebella Thread: Other Grapplers Wish They Could Be This Good

Diamond Dynamo combos if you do the elbow fairly close to the ground. Really useful.

Are you sure because every time I try that from any height I always see that blue impact just before the super hits?
Edit: I got it. She has to be practically touching the floor when you do the Elbow Drop. Any higher and its always techable.

Instant air Elbow Drop is the best elbow drop. Fastest overhead in the game.

Grr! I now have to redo the 1 meter BnB AGAIN because it can be teched out of. I didn’t know that before. :oops:

It also means no 10k damage BnB. :frowning: At least this one works.

Where was it techable?

After the Fwd.HP and before the DP+HP by like the smallest of margins. It really is annoying and the way the community went all BS about it really lowers my motivation to play the game so maybe I won’t release an updated version.

I love the 1v1 Cerebella mirror match. Just narrowly beat a guy who plays her a bit different than I do. I like to stalk my opponent, get in their face, and play with the command grab mixups. This other guy was obviously a “bait, then punish for huge damage” kind of guy. Crazy fun.

I <3 Bella

Midscreen
c.LK>c.MK>dp+MP>s.MK>c.HP>j.LP>j.HK>land>c.LP>c.MK> j.MP>delay j.HK>s.MP(hold back)>Kanchou>c.MP>qcf+LP>qcf+PP(7063 DMG. 1 bar. 1x multiplier)
Adding a jump attack will probably push her out of range for the dp+MP.

Yep. Fast overhead, decent damage. It’s good shit.

Bella’s reset potential seems pretty nuts. Lots of fun messing with different ways to sneak in a reset into a grab or super, between canceling just about anything into Lock 'n Load, making the second hit of s.HK whiff, dash-under tackle shenanigans, and undoubtedly much more that hasn’t been found yet.

Anybody have any strong opinions about good assists to support her with?

I already spent my OTG so i couldn’t combo after qcf+PP again; and that does kill the character (in 1v3). I was thinking about putting her with Fortune, i’ll have to try it out soon.

I just came up with a 1 bar corner combo that does 10238 damage at 1.00 modifier. 9353 without the super. Also, I’ve only tried this against Filia and Peacock so far. Thanks go to CKeegan; I mostly just modified some stuff in his combo to get around the part that was techable.

Edit: As a solo character, this combo will do 100% against an opponent on a team of 2, and 100% against an opponent on a team of 3 without the super.

j.HP, s.MP, qcb.LP+LK, c.MK>c.HP (jc) j.MP>j.MK>j.HP, s.LP>c.MP>c.HP (jc) j.LK>j.MK>j.HP, c.LP*>s.MK>s.HP xx dp.HP xx qcf.P+P

  • If you cancel into s.MK on the very first frame, sometimes the opponent may not be grounded in time for the s.HP, so a very slight delay is usually necessary.

midscreen restand combo

c.LK c.MP c.HP(confirm) jc j.HK land c.LK c.MK jc j.MP … j.MK

might be able to stagger with MP but it’s either tight or character specific

That restand doesn’t work on double, instead you can use a c.HP instead of c.MK and it should work.

midscreen (6034 1v1) c.LK starter tested on fortune

[S]c.LK c.MP c.HP(confirm) jc j.HK land c.LK c.MK jc j.MP … j.MK land MK HP qcf+LP qcf+PPP[/S]
edit: blue circle of doom

Had a few other ideas to extend it, but this is the one I’ve been able to verify. I suspect you can use the run-stop loops bebob posted by buffering it during the last HP.

I’m not a fan of the j.HP land MP starters for bnbs since it’s situational and eventually claps will be hard to hit with. Luckily, the combo system in this game means you can substitute sections from other combos fairly freely.

The early j.HK lets you land on the other side most of the time, so if you’re backed to the corner you can maximize damage that way. Alternatively, if the closer corner is in front of you, you should be able to add a j.LP before the j.HK to land on the same side.

Hearing the announcer say " Thats real soviet damage" after winning makes me a happy Bowser.

with the above combo you can also cancel the qcf+LP into the 360 super before it hits for a reset.

[media=youtube]hLaVs-ZWVUk[/media]
Just came out.

7312 damage meterless midscreen combo. [media=youtube]xkekOA3ZAFs[/media]

Tricky, I almost gave up on this combo until I realized she could cancel her dash with a normal 0_0

Very important to dash before the cMK otg. Timing is tight, if you don’t OTG quickly the blue sparks will come up meaning it can be teched.

j.HK, cr.MK jc ,j.MP ,j.HK (restand), s.MP, qcb LP+LK, (dash!!) OTG cr.MK, cr.HP jc, j.LP mash, s.LP, s.LP, s.MP, cr.HP xx srk LP+LK

I’m trying to do a similar combo, but I haven’t pulled it off yet.

j.:hk:, s.:mp: (stagger) xx MGR,
c.:lp: > c.:mp: > c.:hp:, j.:mp: > j.:mk: (delay),
c.:mp: > c.:hp:, j.:lp: > j.:mp: > j.:mk: (delay),
s.:lp: > s.mp: > c.:hp:, j.:lk: (delay) > j.:mp: > j.:mk:,
s.:lk: > s.:mk: > s.:hk: xx Cerecopter xx DD

I’m curious as to why yours has such low damage. I was hoping this would hit for over 10k since a similar corner combo I made does 9063:

j.:hp:, s.:mp: (stagger) xx MGR,
c.:lk: > c.:mk:, j.:mp: > j.:hk: (delay),
c.:lp: > c.:mp: > c.:hp:, j.:lp: (mash),
s.:lk: > s.:mk: > s.:hk: (2-hit) xx Cerecopter xx DD

I noticed that damage deterioration isn’t so kind to Cerebella. A 7-hit combo I’m noticing has more potential damage than a longer one. These loops are pretty hard to do and the damage difference for some of these complex inputs are low. Doesn’t make sense dropping a combo that would have only done 200+ damage when Cerebella can just grab them again.

Not too sure why there’s a big difference, my first guess would be those two starting hits. Does anyone know if throws change the scaling like in marvel?

As for the use of complicated stuff, I don’t do it in matches yet, but I figure if we find enough tools for combos, we can find optimal stuff easier. It’ll probably end up being better to do a short combo with a reset setup, but oh well.