Cerebella Thread: Other Grapplers Wish They Could Be This Good

Did anyone know that Pummel horse could be comboed into from c.mk?

Also, has anyone found a productive use for s.lk?

that is… weird.

s.lk is anti air is it not? sort of.

Yeah. It’s a very tight window, but you can get it. I found out after trying to see if, since c.mk knocks some characters behind you, if there was any mix-ups you could do. Pummel horse worked, and at first I thought it was only a mix-up, but it comboed. Trying to get it down now. j.hk, c.lk, c.mk, j.mp, j.hk, c.mp, c.hp, j.lk, j.hk, c.lk, c.mk, Pummel horse. I’ve only gotten it once, but that’s all I need to know it works.

Is it really? Hmm. I use j.mp for that, since it can chain into j.hp. I’m trying to create some combo’s, but I keep running out of moves. s.lk and s.mk aren’t used at all, but s.mk is too slow to start anything I really want from it. I tried comboing s.lk after that trick you posted for the mashing lp, but that didn’t work. Really hope I find something, I’m tired off looking at Valentine and Painwheel and Double and Filia and Fortune with their long ass combo’s. With your trick I can add one more section to my combos, but if I could find a use for s.lk then I’d be able to add two.

ive just heard some people say st.LK is ok for anti air. i dont use it myself either personally (just go with j.mp as well mostly.) and the range on st.LK is pretty bad as well even in ground chains. i cant see myself using it outside of when i really have to to avoid triggering IPS.

probably the only time i use st. LK in a combo is after restand > st.MP (stagger) j.HP, st LK,cr.MP,st.HP xx run-stop

you gotta be careful not to accidentally walk backwards before hitting the lk though since it can move you out of range to combo on certain characters. just hit LK and start the charge after that.

you can actually do it even if it hits you as well so long as you are both in the corner. a peacock player got a grab (the one where she puts you in a bag) into raw super into the corner and i just mashed the shit out of my 360 to see if it worked and it actually caught him in the recovery of AA. i pretty much pissed myself there and then.

Got to spend more time in here, got to get better with the clown. Mainly loving her for her gdlk assist

Is anyone going to the causal tournament @ Super Arcade next wednesday?
I know I am :3

So I’m a total scrub, but I’m trying to get better. Something I noticed while practicing today was that you can cancel (though maybe that’s not the right term) any normal (or most normals I haven’t tried them all) in to Lock n’ Load on whiff. Is there any reason why you would want to do this in an actual match? Is it just a gimmick?

For the most part, I think it just depends on the match-up. Because doing that against let say Peacock, she just throws out BangBangBang for hit confirm in to super. I know you can cancel all(maybe its only most) whiffed normals in to a special move, I’ve been try into Run Stop after block string so I can get more pressure for example. It just depends on the situation. hope I helped.

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Here’s a video showing some of the stuff I’ve learned about Cerebella. Watch all of it, there’s a really cool combo at the end.

some really nice stuff in there!

Thanks. I only think of it now, but at the end you should probably go for the normal Merry-Go-Rilla instead, it’s safer. There are a few other cool resets, especially involving c.mk (my favorite normal), but I’m sure they’re obvious enough with a little experimenting of your own.

working on leveling up my cerebella (pretty much there for the assist right now, weakest point on my team), so been looking for some stuff like this. I like the resets out of the cr. mk, was just playing around and yeah you are right there is so much you can do on the fly.

Yup. And because there’s so much, if you make sure to keep it varied, they won’t be able to get out very often. Well, I mean, they will, but they won’t ever know for SURE if they can escape. Once you learn what’s what, you’ll have a field day with those people who mash grab tech when they get comboed.

i like the reset with the cr.mk and then just jump right over their head and cross them up. dont suppose you were able to test that to see if it will catch a character holding up before they leave the ground?

one thing id like to know as well is if the opp is able to turn around after they come out of hitstun and hit you out of the j.HK. since i know you automatically turn around when you pass the middle point jumping over someone. just wondered if the opp could do the same while coming out of hitstun.

It’s hard to test stuff, but give me a second… yes, if they jump it will still catch them, but it will result in a ground bounce. Be aware of that, and have an emergency combo prepared.

I’m trying to see if someone can jab out the j.hk, as best I can while using my toes to hit the other controller, but it’s not happening. It seems like they need a move that’ll beat an incoming j.hk normally. Maybe if I were able to multiply myself I could test it better, but it seems difficult to punish just looking at it. Maybe a mashed Double assist, or Napalm Pillar or Updo would beat it, but you just simply need to not do the same thing everytime. Example: jump over, and your opponent counters with one of those moves. Okay, do it again, exactly the same, and block. Either they’ll throw out their move and be left open, or they’ll hold block for the incoming attack. You only need to block for an instant to be sure nothing’s coming, then throw out Merry-Go-Rilla. Like I said, there are quite a few neat things that will come naturally from playing with it for a minute.

Oh, and the j.hk is harder than it looks. Not difficult, but you have to wait a fraction of a second after you’ve passed overhead before hitting it. If they are mashing something out, they’ll probably throw it on the wrong side. If they try to time it, I doubt that anything without invincibility (that isn’t a super) could start quick enough to not get stuffed.

Gonna have to see if I can incorporate that j.hk crossup, looks very useful.

Like I said, it’s pretty not-as-easy-as-it-looks. It can be VERY useful, and get you a kill where there would not have been one easily, but the timing is tricky and it takes some work. I still only get it out 6 or 7 times out of ten, and I started working on it two and a half weeks ago.

Some brief experimenting with it, if you immediately double jump it doesn’t go up to full super jump height so you land closer to them and can also control it to hit on either side or sometimes be very ambiguous. Combined with grab bag and command grabs if they manage to block this seems like powerful stuff for midscreen, I need to adjust my midscreen bnb to let me get a cr.MK I guess.

I kinda like the look of j.MP for the double jump version too, since it’s pretty good at crossung up when coming down on top of someone.

Instant Double Jump, huh…? Hmm…