Cerebella can’t take pressure. She has a few situational tools to get out, but mostly you got to sit there and block/pushblock properly until you can get your momentum again. I think a invincible GTFO assist like Parasoul’s Napalm Pillar is really, really useful.
And you can never go wrong with Hornet Bomber, good god that assist is fucking amazing.
Can excellabella be throw broken when it’s used mid-combo? I fought a good Cerebella online recently and ate a ton of damage due to the slapping in between moves (near corners), but realized I never tried to throw break it.
Execellabella is an anti-air command throw, the only way to avoid it is to stay out of her air range or block when your jumping in otherwise a good solo Cerebella is gonna make you eat a ton of damage easily. Though you have to be careful with blocking as well cause then it will leave you open to showstopper, which by herself can either take 75% or kill a whole character depending on team ratio. So no you can’t throw tech it, you’d either have to block when you jump in or have her come to you which depending on who you use can either be a good or bad thing. When I see her float above me I always block the double clap, then either grab her or hit her with my assist Cerecopter and follow up with a combo then back off. If she’s solo then with the right assist you can slowly apply pressure on her as a means to slowly whittle down her health while keeping her at bay.
Its what I usually do with my Fortune and Cerebella team, especially with Fortunes head which I can detach and peck her to death with it or grab her if she tries anything funny, its even worst if she tries to jump as they head or assist will knock her out of the sky and net me a nice combo and easy damage.
So people, I’m having fun with this character on my 3 woman team (Parasoul/Filia/Cerebella). Would you recommend running Cerebella second and Filia third? Also I’m having a hard time comboing from a glide, j.hp, her main way of approach I think. Any tips?
It depends on the order of the team and whose job fits best imho. Fillia should always be on point, either her or Parasoul. But if the latter is on point then you giving up a useful assist that covers you from top to bottom, like say Napalm Pillar. I always have Bella as either last or second, preferably last as her assist can cover so much space that it gives you time to perform a throw while the opp is still in block stun, plus being able to cancel her run into ram horns, and showstopper if your opp decides to block the horns is pretty damn funny. I made a guy rage quit because it always caught him off guard so many times against his solo Peacock and he didn’t expect for my Bella to be patient rather than be like everybody else who just charges in like Rambo. God I hate Peacock so much, her and Double with that stupid butt smash assist and car super. Only good about the car is that if you block it then she appears right next to you so you can grab her or combo her to death, small saving grace but I’ll take what I can get.
But yea for me it would be Fillia, Parasoul and Cerebella in that exact order, assists depends on your playstyle but its a pretty good team so long as you know how to play all the characters really well or well enough that can outpace the opponent. Build meter and use it wisely, don’t spend it willy nilly just because you could and dictate the battle how you want it and you should be fine. Nice Cerebella picture by the way.
I don’t spend meter often unless I use Filia because I don’t know any of her advanced combos. I use meter either to dhc out safely, to get Cerebella’s super grab or to add more damages after a simple Filia combo in the corner with a dhc. So I usually end up wasting most of my meter after a short combo to get 5k+ damages. Assists I’m using are Egret charge (soldier bike, insanely good against zoning and to approach with Filia or Cerebella, also great as an alpha counter)/Updo HP(anti air uppercut, helps me zone with Parasoul also a gtfo assist)/Diamond drop(if I land one I can get an easy no meter 6k+ combo with Parasoul anywhere on screen and with Filia welll… I still need to learn her combos first.). Been working well so far, only problem are that I don’t have any bnb for filia and that I can’t land my bnb with Cerebella.
Thanks.
I’d use Fillia (Updo), Cerebella (Cerecopter or Diamond Drop), Parasoul (Napalm Pillar). Fillia should take the best advantage of both Bella’s and Parasoul’s assists at the same time, having a lockdown assist with Cerecopter is golden for a rushdown character like her, or you can have Diamond Drop to force them into even nastier mix ups. Cerebella on the second slot will take advantage of the meter Fillia builds for Showstopper resets, and at the same time she gets Napalm Pillar to help her get out of pressure. And Parasoul is just a fantastic anchor.
Should we start putting BNBs, corner combos, and special move properties up on the first page, or are we still figuring out what alot of it is?
Things like Notes:After Kanchou, Cerebella gets a ground bounce.
In a week or so, these pages are gonna be getting in the 20’s or 30’s, and I don’t think anyone wants to bookmark several pages.
Do yall think that baiting bursts is going to be viable for bella? Maybe she could get more reset ops or whatnot.
[media=youtube]T8UComilwXc[/media]
Gets better and better for Cerebella.
Its possible but it depends on who your fighting, I don’t think it would be wise to do that to either a skilled Paacock or Parasoul as then that would send us to the opposite end of the screen. Even the beginners I take caution against as anything can happen like them scoring a hit and going into a panicked super to do damage and give them breathing room. Which is something we as grapplers have to avoid unless you can block the burst and proceed to either a grab for a reset or something, then proceed, though personally I wouldn’t do that unless I know for sure my BNB’s can either kill of leave her with really low health. Bella is usually the clean up after Fortune does most of the work and builds up meter until I have five and I usually sit on it or use it to kill a particularly annoying character that irritates me. If your opp switches the character for someone else try to mix em up and bring back in with a snap back, and go for the kill.
Its all a matter preference though imo I never have Bella go it alone unless I was really confident in her abilities as I know that she can’t take pressure from other characters to well, unless your really good at reading and predictions. Solo she’s at her peak strength, but leaves her open to assists and zoning unless you pace your self, but partnered up with a buddy always leaves her with options to fall back on in case of emergency. DHC out of failed Dynamo or Showstopper is good to prevent her from eating a faceful of damage, plus her Cerecopter assist is downright mean, disrupting people jumping in and locking them down in the corner so you can grab them when the blockstun drops. Lets not forget her trust run, into ram horns and if the opp blocks it then quickly cancel into Showstopper for free high damage and set up for more crazy stuff.
On her own she’s a trooper, but with a partner is where she truly shines. Mike Z knows why we can’t program super command throws into the game otherwise I’d just do broken stuff with Fortune and her head. And if the opp blocks wait a sec then call in Bella for showstopper and do a killing follow up. That would be so broke.
So, anyone using her s.lk with buffered anti air command grab as anti air besides me trying to do it?
Haven’t seen anyone do this yet. Cerebella’s s.:hp: and her s.:hk: can be cancelled into her pummeling horse. This works especially well midscreen because some of her loops push her too far away to link into a s.:mp: for the stagger damage:
**Midscreen 7806 x 1.0 DMG **
j.:hk:, c.:mp: > c.:hp:,
j.:mp: > j.:hk: (delay),
c.:mp: > s.:hp: xx P.Horse,
Dash, c.:mk: > c.:hp: xx E.Bella (xx D.Dynamo for 8770 if lead to corner)
Midscreen 7174 x 1.0 DMG
MGR,
Dash, c.:lk: > c.:mk:, j.:mp: > j.:hk: (delay),
c.:lp: > c.:mp: > c.:hp:, j.:lp: (mash),
s.:lk: > s.:mk: > s.:hp: xx P.Horse xx S.Stopper
you can cancel RIGHT before the second hit of s.HK for awesome tick throws. even works with super.
Desk is creating a CMV for Cerebella, I can’t wait to see how it turns out. Heres a preview
[media=youtube]A1SkdaAw0FI[/media]
Sexy, I will proceed to practice this as soon as time allows it. Though she forgot to add a standing fierce for a smidge of damage, but yea definitely sexy in its own right. Thank you Desk, I knew we could count on you to make something amazingly awesome.
really sick combo, but how much pratical in a real match?
Did the combo I was going for. Damage scaling is nuts in this game. For Cerebella, anyway. Guess the corner loops aren’t the way to go in terms of cost:benefit ratio:
Corner 8466 x 1.0 DMG
MGR,
c.:mk: > c.:hp:, j.:mp: > j.:mk: (delay),
c.:mp: > c.:hp:, j.:lk: (delay) > j.:mp: > j.:mk:,
s.:mp: > c.:hp:, j.:lp: > j.:mp: > j.:mk: (delay),
s.:lp: > s.:mp: > s.:hp: xx P.Horse xx S.Stopper
Holy…That’s it. Who’s compiling all this genius?