Cerebella Thread: Other Grapplers Wish They Could Be This Good

I use pummel horse as a late AA sometimes, hitbox catch them lol.
Otherwise if you have an assist you just have to call it at the same time you’re going for the aa command grab, makes your attempt safe.

im not so certain about burst baiting now after playing matches online. it seems good in theory, but how many people are actually mashing buttons while they are getting comboed? i know i never do it since i very rarely see anybody who actually ends up doing burstable combos. if they ever come up i just react to them when i see the character glowing red. since you are basically relying on them bursting the very first oppertunity if they arent actually mashing the button it can fuck up your entire plan. i dunno its almost like a riskier version of a reset since you are not actually ever choosing to drop the combo to restart, but more relying on the other player to be mashing buttons all the time.

most decent players will have optimised combos that are unburstable. perhaps if you can get people mashing on throw tech by doing lots of throw resets you may be able to trigger a burst when you exactly need it.

It was bothering me that Pummel Horse is blockable. I mean, it’s hard to use, and it can be blocked. Excellebella can be blocked, but it can be used in combos. So, I have to ask… did anyone know that you could combo Pummel Horse off of Devil Horns, Kanchou, Diamond Dynamo and Diamonds are a Forever?

I’ve been keeping my Cerebella hella simple for now, and I’ve been getting a lot of mileage out of tick MGR’s. Any time you force your opponent to block c.LK (as long as it’s not point blank) you can tick into the grab. Also, s.MK is great for ticks – like c.LK, as long as it isn’t blocked at point blank, you can always throw after it is blocked. This is especially good if you show your opponent lots of s.MK xx c.HK.

Bella’s c.HK is an amazing normal, btw. Surprised more people haven’t been talking about it.

Yeah dude! Shits sick to train the low block for future command grabs.

pummel horse hits overhead i just discovered today. i was sitting on downback and got grabbed by it. i still reckon its too slow to really be useful though. i dont know why you wouldnt just do a run-stop into diamond drop or merry go. much faster plus you dont have the horrendous whiff animation either.

also j.mp while buffering a j.HP is awesome for air to air. you can even follow up with a combo if the height is right and the j.hp hits.

Dunno if this has been mentioned, but it’s cool looking.

in the corner
otg c.MK jc j.MP …j.LP j.:d:MP you can also use the j.LP to restand and continue the combo, but other moves are better at that.

How does Bella’s lv3 behaves while dealing damage? Is it random damage? Apparently vs. Peacock’s AA and vc. Parasoul LV3 it keeps giving random damage results from full screen.

I’ve come to realize that, the fact that 'Bella can super out most of her command grabs just tends to, for lack of a better term, mindfuck most people playing against her.

maybe it has a similar system as in MvC3 with projectile durability, execpt that it loses damage the more enemy projectiles it goes through?

just a guess i dont know for certain. seems like it would make sense to me though.

also the level 3 is awesome for taking out assist characters, since the point character cant even do anything about it because of the hyper armour. won me a match the other day when i caught an opps assist and he freaked out and got his point hit as well.

Can’t even tell you how many assist characters I have killed with level 3.

YEAH! If i get level 3 I throw out as soon as I see that stupid parasoul assist and if the opponent doesn’t get hit, I do merry-go-rilla right after the assist lands in front off the wall bounce. Giant mindfuck for them!

yea ive done that one a few times as well going for merry go if they block it since it seems to recover pretty fast. next time i might try going for ultimate showstopper instead fucking lol!

Hey does anyone have a good combo to snapback a character? I assume there are tons and most really easy off a hit confirm but I don’t know em

well im pretty sure you can cancel into a snapback from any normal move ala marvel, so you could do it off of any ground chain. it may work off of a merry go provided you havent used your OTG, and obviously would be easy from a stagger as well. the range seems pretty naff on the snapback itself though.

Do we know that off of Cerbella’s air grab (not grab bag) she can do an elbow drop, and when she hits the ground cancel into 236 pp? I don’t even think Grab Bag has a purpose anymore, except maybe using it’s prolonged “Grabable” hitbox.

c.mk works pretty well for snapbacks. Ex: c.lp, c.mp, c.hp, j.lk, j.hk, c.lk,c.mk, snapback.

Anyone want to practice? I want to fight against some other bella’s.

i would but im done playing for the day. im closer to the west coast so im not sure what lag would be like either. i feel like i should be learning some new tricks atm since i dont really incorporate resets into my game much atm.

edit; im on xbox btw

I’ve played many people from the west coast, and it wasn’t always bad. The consistent ping seemed to be about 50-70. My gt is my name, if you anyone wants some practice.

Also, did we know that since Cerebella is airborne during Battle Toads, she can be air grabbed? Shocked the hell out of me when Filia snatched me up off the whiff.

okay so im posting this in here as well as in the resets and gimmicks thread because this little piece is worthy to go into the cerebella general discussion as well since it should help ALL of us with our execution.

basically ive just figured a way to consistently land cr. HP into j. LP mash into restand THAT IS COMPLETELY FOOLPROOF!!! like seriously it is so unbelievably easy that absolutely nobody has any excuse for not using it to extend combos anymore.

it came about when i was trying to sleep last night and was thinking of possible ways to reset the opp (which i have posted those in the reset thread), but basically what you should do when attempting j.LP mash into restand you should do this from now on and your success rate should go up to about 100% ( i actually just tried it about 10 times in a row and didnt miss it a single time.)

the magic solution :

cr.HP, J.LP (delay) j.LP-LP-LP-LK st. LP-LP etc etc.

basically the j.LK has a tiny bit more hitstun that the jumping LP and will also knock the opp slightly upwards so you land before they do, but you are still within range to connect with the two chained st.LPs and continue the combo afterwards. The little bit of extra hitstun on the j.LK is what makes this sooooo easy.

practice it a little yourself and you will soon figure out what number of j.LPs you are comfortable with (4 feels pretty good for me before hitting the j.LK) as you could totally get more of them if you really want to.

i tested this midscreen with everyone and didnt have any problems getting it working. check out some of the resets as well ive been figuring out using this technique. (although i havent as yet tested them online for viability etc etc)