Cerebella Thread: Other Grapplers Wish They Could Be This Good

yeah i use something similar to that.

I use whatever~c.HP, j.LK, j.HK, c.LK, c.MK, j.MP, j.HK, (s.MP), c.MP, c.HP, j.LP(mash), s.LP, s.MP, s.HK, then go into mixup.

Sometimes you have to omit the s.MP since it doesn’t reach some characters. Known to whiffing on Parasoul.

You don’t have to omit s.MP if you replace the j.HK with j.MK into restand. I have been using the exact same combo.

anyone else think cerebella’s story is kinda sad? the ending just depresses the crap out of you

Ah man, this guy is a genius. I would never have though to use Cerebella’s armor moves to get pass the IPS burst. I just accepted that the burst should be avoided completely.

I’ve been seeing the j.:hk:, s.:mp: (stagger), j.:hk: opener from players for awhile now. It’s not actually a combo if the player mashes, right? The time that they’re staggered before the second j.:hk: comes out is huge.

so the game is now broken thanks to desk letting us know that we can start infinites and run through them, cancel the run, and start another combo into another infinite.

TIME TO TEST THIS OUT

Yeah, that looked…Pretty broken since that’s essentially an infinite.

Been working on this just now and the only part I can’t get down is the last bit. I seem to be knocking the opponent too far away with the j.MK that’s supposed to restand and then when I throw out the s.MP it just whiffs cause she’s too far. Any timing tips for that?

Time it as a 1/2.

When you get the jumping strong, say “1” in your head, and about a second later (the 2) you should press jumping forward. (Done like this, the standing strong should always connect, or at least for me, it has)

If you do it too fast, the jumping forward will hit in the air.

Too slow, and you’ll just hear “drop” kick.

It took me about about 30 minutes to get down, and I have horribad execution, just keep at it.

[media=youtube]yBEAOGCsZH0[/media]

Whoah… Just look at that damage… :eek:

Thanks man I’ll try that. I’m probably hitting the j.MK way too early.

I need to learn that Rock and Roll loop.
Loop de loop, lol.

EDIT: I’m going to make it my Kancho BNB.

Matchups!

? Cerebella
? Double
? Filia
? Miss Fortune
? Painwheel
? Parasoul
? Peacock
? Valentine

as of right now can i have some insight on matches? I still think parasoul is bella’s hardest, but ive started seeing some painwheels and they scare the shit out of me (the character itself does as well. like gawd damn.)

desk… why is he so godly ?

I’m not convinced that it’s broken yet, it’s a powerful reset, but if they burst while Bella’s off the ground it should be avoidable. If it’s a grounded infinite I’m not sure, but there may be timing to avoid a reset. Also, burst baiting may end up being viable for other characters as well. Still, there’s a bunch of stuff I need to try out from that video :rock:

Isn’t ISP when you do the same ground series into an air series?

So, if he resets, but the opponent still has too much hitstun to recover, that sounds like a ghetto infinite.

An infinite would be inescapable, if you know about this reset, then you can conceivably figure out a safe time to burst out (since the red sparks will continue for subsequent hits) such as when Bella is off the ground, or doing a special move that can’t be cancelled. Then again, I am theorycrafting so who knows.

I’m not sure about the detailed requirements for triggering the IPS, but I do know that you can start it from an air hit, so it isn’t only ground to air series. Are you saying that if someone doesn’t burst, Bella can continue the combo without red sparks? If that is the case that could change my mind about it being broken.

I think he meant to say j.:hk:

IPS triggers can either trigger from a ground hit or an air hit. IPS watches the first hit of a loop, be it ground or air.

From what Desk illustrated, the IPS burst can be avoided by taking advantage of super armor. From what I gather, a person on the receiving end can avoid this by simply waiting a bit until after the super armor period is over then bursting.

I think this is great because it adds a new level of thought to the metagame just like the anti-phoenix-side exchange-x factor tech. Instead of mashing, this causes players to think about when they choose to burst.

who else actually has got armour moves to take advantage of though? im not super familiar with any of the characters yet (after playing cerebella on the demo exclusively (fuck fillia) after purchasing the game i went into training mode to play as…cerebella) but is there anybody else in the game who actually has super armour on any of their moves?

Thinking of trying cerebella out,whats the most useful bnb for her,and nothing that starts from a jump in