Cerebella Thread: Other Grapplers Wish They Could Be This Good

Yeah, I was trying out the “Mike Z” reset (don’t remember if he did it off of c.mk or c.hp). When watching him use it, it didn’t seem too impressive. Maybe the people he played were used to it, but it seemed hella slow to me. I have changed my opinion. Maybe if he added in some other resets on top of that… I am fully planning on going with the j.hk/c.hp/Grab Bag/Pummel Horse/Kanchou/Diamond Drop reset fiesta from that c.mk. God I love that normal.

yea the reset into kanchou from cr.mk is hella risky i think since you are so open to punishment if they block the right way. i imagine it was from cr.mk and not cr.HP since the opp gets a lot of time to act after cr.HP and could easily airdash/double jump away. that reminds me i have yet to try out the cr.HP into command run-stop and crossing them up with cr.LK. it could work against people who are sleeping or against say parasoul since she cant double jump or airdash. Perhaps thats one to try out once the opp has seen all the other resets a few times over.

So I’m facing a double who likes to do the overhead with flying painwheel and then proceed to low kick me, and rapes me every time

Wrong place for that. http://forums.shoryuken.com/t/cerebella-strategy-and-match-up-thread-all-that-practice/145914page-2 If we keep everything in it’s proper place, it’ll be easier for new people to find out what’s what.

Yeah, like, get them used to seeing j.hk. They always know to block the other way if you jump. Now, throw in c.hp. They get messed up, but now they know to always block the original side if you haven’t jumped. Now throw in Kanchou? Now they can’t tell which way to block when you are on the ground. If they block the other way when you start the run? Pummel Horse. They just hold up to jump out? Doesn’t matter, cause c.hp and j.hk still hit them if they jump, and you could always start throwing in Grab Bags. :smiley:

I’m thinking of making a beginner’s guide to cerebella aimed at people who would otherwise be flailing a bit during matches, or people who just want a simple bnb to start them off.

I’m thinking of including
-footsies (which normals to use to poke)
-movement (what options there are, and what is most useful)
-mixups (just a couple of very basic mixups/blockstrings)
-combos (a midscreen easy universal bnb, a corner easy universal bnb)
-resets (some options off those bnbs)
-defense (what options there are, pros/cons of each)
-starting the round (some ideas)
-relevant links

A video format would be nice, but since I don’t have a capture card I’ll just write it up. Is anyone else in the middle of something like this? Any suggestions about what else to include?

I think that’s a great idea, but I think we should wait a little longer before a video is made. You want to wait until the patch at least.

So I had an idea and hit the lab with versus mode and one controller for my foot. The idea is that since throws can’t be burst out of during their animation there could be a setup for punishing a burst immediately after them. The first thing I tried was merry-go-rilla -burst- 360, unfortunately the burst won, and there’s no reason for them to burst to avoid extra damage with that setup.

What I did figure out is that you can block a burst after a merry-go-rilla, so it could be used to add safe guarenteed damage to a combo if they miss the short burst time between a st.MP and the command grab getting them. The other thing with that is that I believe they are unable to tech out of a corner without triggering that burst, meaning you could block and keep corner pressure up. There may be something possible with stunt-doubles triggered from the blocked burst, but I haven’t tested it yet (it’s kinda hard with 1 person >_<). One other thing I found was that if you do the 360 immediately instead of the merry-go-rilla, they land far enough away that a burst will whiff completely and that means you can punish with a full combo. The same thing about preventing them from teching out of a corner or away from you applies as far as I know, so it actually might serve as a viable burst bait/reset tool.

ive been wondering if bursts can hit assist characters but havent been able to test it.

idea : fortune on point, trigger IPS with Opp on the ground, call cerebella Diamond drop assist. fortune gets sent back, assist grabs opp on ground during burst recovery animation. seems like it would work in theory.

It’ll be much easier to test post-patch. My understanding was that the invincible frames extended through to the end of recovery on a burst that hit or got blocked. I could be wrong.

query!

off of smacking someone out of the air, what are people finding to be the best follow up combo?

I have been doing cr.lk - cr.mk - shennagins,
but find it harder to get full damage (i assume due to to changed trajectory).

What you guys doing?

depends on what you’re smacking them out of the air with, and where

whooooppps

meant to add napalm pillar assist :slight_smile: and midscreen, generally.

Hrmm I would not be surprised if other people discovered this, but you can follow up Diamond Dynamo, Diamond Drop, and Normal Throw with Titian Knuckle. It’s pretty useful if you don’t have meter or don’t want to use meter for a kill, or just for some extra damage. It doubles the damage of just a straight Diamond Drop or Normal Throw and only adds about 500 to a raw Diamond Dynamo.

^^
i do this after DD if i dont want to spend the meter and then cancel it into locknload to get a bit of extra distance.

With diamond dynamo I’ve been working on the dash-c.LK followup, sometimes I can get it into a foll launcher combo, but I think it’s character specific. If I don’t, I just get close with the run.

I’ve been out of commission for the past two weeks, couldn’t pay all the bills, but I finally started playing Skullgirls again. I started working on my post-patch combo. Looks like this: j.hk, c.lk, c.mk, j.mp, j.hk, s.mp, j.lk, j.hp, s.mk, c.hp, j.lp (mash), s,lp, s.lp, c.mp, c.hp, j.mk, j.hk, c.lk, c.mk, s.hp, Excellebella. Badumdadum. I’m itching to get back online, though.

i think youd be able to mash out of the s.mp stagger before the j.lk is able to connect. tis real hard to test atm though unless you do it online with someone.

Oh, you can? That sucks, I wanted to do that. I was going to have a combo that had all the buttons watched… I thought I had it, have to start over again. Unless it becomes possible with the first-frame attack on jumps thing. But maybe, if that doesn’t work… I can’t try it until tommorrow, but can you do c.mk, j.lk, j.mp, j.hk for a restand? I really want a midscreen combo, but I can’t find a way to put in that j.lk. I don’t think it works with j.lk, j.mk, j.hk, does it?

well you can reduce any stagger from 60 frames to 45 by mashing, but ive never been able to test whether jump attacks after the s.MP take too long to actually connect. i plan on testing this once the patch comes out by recording a bella dummy and then trying to mash out. wish id thought of that while at evo tbh.

Anyone else find it weird that the most discussed character seems to be one of the least played?