Cerebella Thread: Other Grapplers Wish They Could Be This Good

bella+double vs para+double. the amount of rage in that match lmao

erm im not sure i may get on the xbox tnite and figure out the damage for this one as well as try optimise it some more. was gonna do that today but got called to work.

I’m personally on the quest to find the best bnb, i’ll find all the situational shit after a foundation has been laid.

To give you heads up, Sage’s bnb is about 5k. (I’ve been able to take the “whatever you want” part to 7k, with the use of 1 meter)

I like Sage’s bnb because it’s easy, effective, builds decent meter, carries to the wall fairly easily, and let’s me be creative after the standing strong stagger.

it was pretty close to 7000-7500 i think. as i said though my memory is hazy now though. could probably get more if i added in an OTG somewhere midcombo but im liking the flexibility of saving it until after the first super. would be could for characters who can do extended combos after an OTG.

New meterless midscreen bnb. 6910 damage. This is what I am currently using

[media=youtube]5pXOM5Fwn6k[/media]

c.LK, c.MK, j.MP, j.HK (restand), s.MP (stagger), qcb LP+LK, (dash), OTG c.MK, c.HP, j.LP (mash), s.LP x2, c.MP, s.HP xx srk HP

input and advice is appreciated! :slight_smile:

What do you do if c.MK is blocked? And isn’t OTG combos into j.LP mash really finicky? I know its weird when i try against valentine.

That’s…Pretty sick.

Shame I’ll never use it because I hate mashing jab with a vengeance. (Even after practicing it (the jab bnb) for an hour, I can only get it about 70% of the time)

How safe is LP Lock n Load?

How safe is Titan Knuckle?

What i find about getting the j.LP mash is to make sure you are pressing LP as soon as you hit the floor .I never focus on how much im pressing the button, but just looking to see when i land.

Both are prestty safe, but since you are only confirming on 2 hits, you would probably end up doing them late, which could be a blessing or a curse depending.

Can c.MK combo from max range c.LK?

Well you can’t really combo into much of anything with max range c.LK unless you do c.MP afterwards, which is unsafe (I’ve been punished all weekend because I got used to training mode with c.LP, c.MP starters). However, I do know what you’re getting at, which is c.MK has relatively short range. There are plenty of occasions when I was not in range for a c.MK but in range for say s.MK into c.HP.

LP lock and load is safe, but it’s not a true block string from c.MK and has no armor on LP version. I’m still not sure about MP and HP lock and load, I think it’s safe… but maybe that guy I played today was bad or I was spacing it good.

No, but a c.MP can.

I find the command run to be decent in this match up. Parasoul’s projectile game is quite a bit weaker than peacock’s. She does have much better normals but armored moves eat them for breakfast. Just scare her into blocking with Lock n’ Load and titan knuckle, use run to get close then tick throw into merry-go-rilla or super grab for gianormous damage. Even if you eat a combo or two damage wise it is still heavily in your favor so you will eventually win.

Unfortunately Parasouls will just hold up against you if they’re good. They’ll get the better end of everything mid screen by just jumping and hitting j.HP since they can combo off it so easily and are so safe since the hit box is ridiculous. Your only real feasible anti-air is DP LP+LK, which leads into nothing midscreen, so if you mess up your DP LP+LK you’ll eat a full combo from Parasoul which will be much more damage than a measly DP LP+LK.

I think the only way to beat Parasoul is to carefully push her to the corner using your super jump, double jump, glide, command run armor and lock n load intelligently. Push block if she pressures you with j.HP. This way you can actually have an anti-air option that leads into good damage since you can follow up DP LP+LK in the corner. This will mean she can’t just safely jump all day, which is when Cerebella is powerful. Just watch out for the wake up DP from Parasoul in the corner.

edit: I guess maybe you can just Lock N Load Parasoul’s j.HP. Not sure when the armor activates though, have to try it. Maybe command run, absorb j.HP and somehow punish might work too.

would it be better to go with st.HK right at the end instead of st.HP? does more damage plus you can cancel it into another command grab/grab super for resets.

Corner carry combo using MK Hornet Bomber assist

~3/4 stage tested on full cast (6352 2v2)

c.LK c.MP c.HP jc j.MK j.HK land c.LK c.MK jc j.MP j.HK land c.MP HP(charge back) Assist :f:+HK wait till the ground bounce qcf+PP

~full stage untested

c.LK c.MP c.HP jc j.MK j.HK land c.LK c.MK jc j.MP j.HK land c.MP c.HP jc j.LP(rapid) land LP c.MP HP(charge back) Assist :f:+HK wait till the ground bounce qcf+PP

I was messing around with Hornet Bomber into Kanchou, then dp+MP but I couldn’t get it to work on double, plus the wall bounce is pretty position-specific for following up without otg. I dislike the j.LP restand/stagger so I’m not going to bother testing it for damage. Run-stop loops could also be added, but I haven’t learned them yet.

Ok this is odd. Why can I combo into the run->command throw follow up off Double’s Hornet bomber? Is it something to do with ground bounces? or maybe hitting on the frame they hit the ground? Bizarre.

For some reason, a st.HK at the end of this combo makes the whole combo do approx 100 less points of damage. I tested lots of different attacks and enders. It could be because st.HK twice so it scales a little more at the end. However, at the end of shorter combos st.HK is better

That’s exactly what I mean. Run + battle butt/LnL will tear up Parasoul’s attempt at pokes, j.hp or otherwise. It doesn’t really matter the hitbox is big because Cerebella will just plow through them with armor.

LnL gets armor after the arm is cocked. Just stand mid distance and poke with it. It’s surprisingly safe when done far enough.

I’ve been having trouble landing the s.mp after restanding the opponent. It seems like when I restand them I land just outside the s.mp range. Any tips anyone?