Yeah training mode is really lacking atm, usually on block i cancel into run~stop or into Dp LP (dunno how safe is this but I havent been punished for it so far).
I haven’t been punished for c.HP cancelled to qcf+LP on block yet, even if it’s not a block string it has armor.
Looking at the wiki, Pummel Horse is described as “throw on hit” does this mean it is blockable? Or is it just a command throw that doesn’t need a stagger to be combo’d into?
You know what we know a Cerebella video thread, I would make it but, I can’t come up with a good title.
Pummel horse is blockable but its an overhead. I don’t know if you guys have noticed but there is frame data in the wiki now.
Sweet!
Edit: ah fuck, its just normals. There’s no specials D:
Light Lock N Load does not have armor according to the official character guide. So until they find out they’ll just let you do that (might not ever find out), but someone who looks into it will know that they can just hit you since it has no armor.
Thanks for pointing this out:
As you can see from the wiki. c.MP and c.MK are pretty damn unsafe on block, -12 and -11 respectively. While s.MP and s.MK are both PLUS 2 on block. Please please for the love of god use those normals instead unless you have to use c.MK for your combo or something or you need the range on c.MP.
edit: hopefully run-cancel makes stuff safe though, sure seems like it would.
I found that jumping forward>Grab Bag works well.
So, let’s say you use Sage’s bnb, and after the s.mp stagger, go into a jump in>ground series>j.forward>Grab bag.
I don’t think there’s really a reason to use the damn thing. The only reason I’ve tried using it was to try to punish people trying to air grab me after I super jump glide. Turns out you can tech the Grab Bag. So I really don’t know what it’s for really. It’s so punishable and not comboable, so I don’t see why you’d use it outside of a reset attempt.
I guess the people I have been fighting just haven’t been pressing buttons much. One thing that c.MP might be useful for is getting into diamond drop range, since they’ll get out of blockstun quickly.
I don’t think they have posted any characters special move frame data. I wonder why?
my simple bnb is
cr.lp cr.mp cr.hp j. lp (mash) lp lp cr. mk j.mp j. hk (restand) mp walk closer cr. lk (reset) 360 grab
(see if they jump, if so anti air grab and even on whiff you can still cancel into 360)
i’m running Cerebella(diamond drop) / Double (hornet bomber)
this team is very good but has lots of trouble with mainly Cere’s weaker matchups (Para/Pea). the little double combo into diamond drop is gawdlike and very useful for baiting a raw super as it’s the only way to get out if the set-up is performed correctly.
If you’re trying to react to their jump to do the anti-air grab they’ll just be able to block at by holding up back. So they’ll eliminate both of your options by just holding up back. Should probably just do anti-air grab cancel into 360 if you’re going to do this reset business.
to add to the post above as well, if you know you are likely to go for the reset why even bother with the mashing LP after the cr.HP? it completely fucks the rest of your combo due to the damage scaling when you could just go with j.lk-HK > OTG into restand and then do your reset into grab. you may as well use the OTG and get more damage since you are doing the reset anyway.
edit : just to add some more you could go with cr.lk-mp-hp, j.lk-HK, cr.lk-mk, j.mp-mk, st.mp (stagger) j.HP (slight hold, lowest altitude) cr.lp (reset) into throw. you get like a million years to link the cr.lp after the j.HP and you have more damaging attacks at the start of the combo too.
also can anyone tell me if the crouching LP hits low? i see a lot of people using it but i just assumed it hits mid and use cr.LK instead. better range on it as well.
The Shoryuken Skullgirls guide has all the stuff about Cerebella’s normals now. c.LP is mid with 6 frame start up. c.LK is low with 8 frame start up.
I want to know about Excellbella.
Is it air unblockable, or is it just unblockable when the opponent jumps up?
I’m messing around with it right now and it seems to be unblockable while the opponent is rising. At the apex of the jump and falling you can block.
i see, thanks for that. ill stick to cr.lk for any mixup attempts then and use the cr.lp more for punishes i guess then. i thought for a sec maybe cr.lp hit low so many people were using it.
What I thought, thanks for confirming.
Thanks for the input fellas, i’ll try to condition myself to use that set-up / that combo. much appreciated!
It turns out you can just to j.LK j.HK to give you enough time to be able to OTG. This allows you to continue the combo with another chain into launcher after stagger, rapid j.LP, land and do another chain into ending special.