Cerebella Thread: Other Grapplers Wish They Could Be This Good

s.mp(combo extender), forward HP(super long poke causing a hard knockdown and send back fullscreen useful for peacock and parasoul I guess?), diamond drop(good for air rushdown), merry-go-rilla(amazing for parasoul if you space right), s.hk (late overhead), AA grab(good for ground rushdown like fortune), cerecopter(lockdown), rock’n’roll(AA), cr.mk (combo extender), Jojo stance[DP LP](projectile reflector causing stagger useful against zoning for everybody, pretty much a free combo full screen since you can dash and jump as soon as you get the assist out).
I guess that’s pretty much it.

Working on a corner carry combo, so far it works on the whole cast, but I need another air loop or something.

c.LK c.MP c.HP jc j.MK j.HK land otg c.LK c.MK jc j.MP j.HK land c.MP …

The last MP can be the standing MP for some characters, but I’m trying to get something that works for everyone. You could do c.HP anti-air grab and run after them for a corner mixup, or if it was reliable, use j.LPs to stagger and then do something else. You could do a run loop on the ground but that doesn’t move them far. The best I can think of at the moment would be HK and cancel it into a 360 reset (whoever came up with that was a genius by the way).

Any ideas to extend it? Preferably something reliable.

Can’t you do cr.hp j.lp, j.lk, j.hk? I read that somewhere in the topic that j.hk would restand on this one.

just press DF + pp (for dash) straight after merry-go-rilla then quickly press mk for OTG, its not to hard and even if cr.mk is unsafe you can cancel it into lock&load or something.

Are you sure you’re not getting a blue tech? It has to be one of the tightest timings I’ve seen for any Cerebella combo. I just can’t get it.

I’ve tried canceling unsafe moves into lock and load but the start up of lock and load is too long and it leaves a gap if you do the light one and the light has no armor (I think…). I haven’t tried medium, but that might be unsafe on block or something.

That combo doesn’t restand. It’s just an alternative air combo into knock down so that you can OTG afterwards.

you could probably add a fierce and a run-stop before the st MP, but i don’t know if it will do much more damage for the effort.

it looks like a better punish combo, i think? depending on your hitconfirm skills you can confirm off of one cr lk, though. also the cr mk pickup is really hard but i guess if you’re good at it it doesn’t matter

is there a way to restand off cr hp launch midscreen or only in the corner?

EDIT: start with series to st hp, run stop then a light -> cr mk is probably the best way to make this less dangerous and cr hp launch is just a pile of j lps to restand?

theres probs a combo like this already posted but whatevers, this thread is going to be impossible to find stuff if they keep it as a single thread. i really hope they expand character subforums to help declutter it.

can start it with a jump HK if you like

(j.HK) , cr.LK-MK, j.MP-HK,st.MP (stagger) j.HP (slight hold), Cr.LP-MP-HP, J.LP (delay) mash LP, st.LP-LP-MP-HK xx locknload (L) spinny arms

couple good things about this combo, 1 it carries to the corner from about 3/4 stage away, and you also still have use of your otg, if you get to the corner before the super, then feel free to use DP+H instead of lock n load, and then you can use either dash in cr.LP-MP xx spinny arms at midscreen (although im having a hard time getting it on the heavier characters since that groundbounce is important after the super to have more time to follow up) or just go OTG into st.HK xx DP+HP again xx super.

you could also DHC into your second character and now that you are most likely in the corner, use the otg after the super to pick the opp back up again and start a new combo into super>DHC if you have the meter, or even use the St.HK in the combo to set up a reset into command throw/super throw etc etc.

i will post damages later but i think it was about 7500ish for the 1 meter, about 9000 if you went with a follow up super, over 10000 for a DHC and i cant even remember what it was when you link 4 supers together ha ha

use the mashing of the j.LP to do that midscreen. turn on the hitstun bars to help you with this, you hit the first j.lp as soon as you can, and then theres a slight delay before you should start mashing the lps again, when you hit the ground again just use the st.LPs again to start your next chain.

its not too hard to get down, about 15-20 mins practice and i got the timing down pretty well.

Alright I need people’s help in this thread for filling this out. Fill in the agreed on bnb sections below for your character.

Cerebella bnb’s

Grounded Mid Screen:

Grounded Near Corner:

Anti Air Mid Screen:

Anti Air Near Corner:

Air to Air Mid Screen:

Air to Air Near Corner:

Off regular throw or assist or other situations that make the IPS kick in faster:

Let’s talk about matchups! I’m by no means an expert. Still trying to get a sense of the game so I run Cerebella solo. The following is based on a 1v1 situation:

Cerebella vs Peacock

God this is a pain in the ass to deal with. I feel Cerebella has four very important tools in this match:

  1. Glide
    If you do glide high enough it will completely bypass all the “bang bang bang” business peacock can do. If you are close enough when you start gliding you can also poke with the followup clap or glide over and fake a whiff then cancel into elbow drop. However it will get shut down by the air bombs peacock throws. Also it’s pretty hard to combo from the clap unless you start the glide low, but then you will get hit by the bullets. I say use it if your opponent isn’t throwing enough airborne bombs, but if he does, change up your approach.

  2. Command Run
    Command run itself has one hit of armor. This is very good against bombs, not so much against the bullets. However if you’re close and quickly follow up the run with HK (battle butt) you are pretty much guranteed a hit if peacock tries to shoot at you since you have three hits of armor. Problem is you can’t really follow up afterwards and it pushes peacock away (unless at the corner of course). I like to use it a couple of time to train my opponent into blocking front when I run then switch to MK follow up (kanchou) for crossover and combo opportunity. I don’t use the throw follow up too much but I suppose it could work, too. In general, I say run is a good way to get close when your opponent spams bombs or when you’re in mid range from him.

  3. Lock n’ Load (qcf-p)
    Lock n’ Load has one hit of armor after Cerebella cocks her arm. Depending on the button strength it’s either fast but short distance or slow and far. It’s an okay move to use to adjust your distance relative to peacock. If she’s not careful you can even use this to poke with.

  4. Diamond Reflector (DP-lp)
    Something I just started experimenting recently and damn, I wish I tried this out earlier! This is a projectile reflect that eats through all your opponents projectiles (kinda like what Kula can do from KOF). Better yet, it causes stagger! If peacock likes to shoot you from fullscreen away without care, by all means let her taste her own medicine. When she’s staggered you get to dash in, run, whatever for free! If you feel ballsy you can try to reflect at a shorter range. If you guess right that’s a free combo for you. Also, I think the slow walking bombs and the air bombs can be reflected but I can be wrong.

Strategy:
Peacock will try to runaway as much as she can. Most of her game will revolve around constantly chipping you and fishing for shots into argus agony from close to full screen away. It’s pretty damn effective against Cerebella. However, you do have one thing on your side: damage. Cerebella pretty much out-damages peacock 2 to 1. So just chill, block and approach carefully. Unless your opponent’s keepaway game is air tight you can still win in a war of attrition.

BTW, to deal with a blocked argus agony, first block the laser beam then you have two choices: reflect the first bullet using diamond reflector or say you have lots of meter, shove a diamond down peacock’s throat using your LV3! It has unlimited armor so it will absorb most of the bullets and plow through the rest. It does a shit ton of damage, grants an OTG combo mid screen and looks sick as hell lol.

Share some tactics guys! I can certainly use some pointers on how to deal with teleport escapes and valentine.

command run cancelled into her 360 throw super? use the armour to get in and once you trained them to block just throw them. i dont have the means to try it but i think it could catch people out every once in a while, its another option at least.

could use the one i posted just above

(j.HK) , cr.LK-MK, j.MP-HK,st.MP (stagger) j.HP (slight hold), Cr.LP-MP-HP, J.LP (delay) mash LP, st.LP-LP-MP-HK xx locknload (L) spinny arms

That combo works on most to all characters standing or crouching? Might as well just post it in the new thread I made.

i had an idea: plink a run-stop into a throw
i tested it and it worked, so obviously the next evolution of that would be to run and plink a stop into her 360

works like a dream, that should open a lot of doors for cerebella.

edit: turns out you don’t even have to plink it.

You can do Cerebella’s 360 after blocking the first part of argus agony if you’re close enough. Against teleport escapes I’d recommend having an assist that will follow them (like Parasoul’s egret bike) full screen so that even if they teleport to the other side of the screen you’ll have an adventage on block or on hit to approach safely. Against air normals happy valentine try to predict their jump and land your AA command grab. Usually calms them down, making it easier for you to pressure and tick throw them.

Yeah the j.MK works but I just replaced it with j.HK like you said. Wayyy easier to pull off.

Against peacock i just smash Double’s DP+mk assist. it’s a bit risky, but if you can time it well, you can get near her

Yup, also Item drops(except maybe Roadroller)

3rd time. can someone please help me with matchups. we have our good bnbs for now but HOW THE FUCK DO I BEAT PARASOUL.

its a team based game. if you are having trouble with that particular matchup, avoid the situation where Cere is in against Parasoul. You have a grappler, so maybe also have a character that compliments her weaknesses and have a character that does well against zoners. Until then, be patient as new tech streams in.

Once you get in, I find Cere does decently against her. Try and bait the napalm strike to punish it, and punish her unsafe block strings/fake block strings with grab super (which is then a great opportunity to DHC bella out). Try and reflect shots if she is playing that game, and be patient when getting around her obstacle course.

1 Question.

Does this do more damage than the bnb sage posted a couple of pages back.

I haven’t played many Parasouls, but against a solo one, bella+hornet bomber was pretty dominant, assuming I didn’t do anything stupid. Using solo Bella I would probably try to play footsies with titan knuckle, standing HP, j.MP and j.HP and if they back away to try to zone you out, reflect.