Age of Fools has a guide to start you off, if you haven’t read that already. This guide… well, I try to convey the best combo situations to put yourself in, what can be done from every other situation, the benefits and proprieties of each move, the resets that can be done, and I’ll start writing an add-on after posting this bit for character/assist matchups that’ll re go over all character specific information in the guide, and then new stuff that may or may not be helpful. Really the only aspect I wasn’t able to cover is character matchups, which I’m going to be doing, frame data, which I probably wouldn’t have covered even if SRK wiki was complete, and assist choices, which I have no idea how to suggest to people. Can someone make an “Assist Choosing Guide”?
Also, I been thinking… I think it was Evilweevle who said soon we’d have enough for a “Rindoukan Bible” type all encasing guide for Cerebella. I would like to put the name “The Cerebible” up for nomination when we finally get enough information.
Oh, sorry. I knew it was either you or Weevle. And it does kinda sound awful…
Yes! Do Matchups! I’ll contribute, but I kinda work on a flow chart when I play. Hit enemy -> did they die? -> no -> hit enemy -> did they die? -> yes -> Victory!
I keep wanting to change Cerebella. There are things about her that I just wish I had billions of dollars so I could buy Skullgirls so I could force the change. The thing this time is Kanchou. I wish I could hold mk to negate the buttpoke, so I could use it simply for the slide. I keep trying to find the right timing to slide around certain things without actually committing to the poke. Either that, full invincibility during the slide, or a better hitbox on it. I feel like it needs something.
Also, I said it in the glitch thread, but do you guys know that on certain characters at max range, Excellebella can be blocked in situations where it should be unblockable? It does it on jumping dummy, so I don’t know if the range is shorter if they jump back.
Turn on hitboxes, look for the grab portion of Excellebella. Anything outside of that range is a hit on rising opponents and can be blocked. The grab is really only good for the close range kara resets.
Found the main advantage of Grab Bag vs her other command grabs. Builds the most meter and does the most raw damage of any of her other grabs (i.e. not including combos afterwards).
Also, for anybody wondering why run-stop link into c.lk when c.lp is easier, you can do the reset string “s.lp, c.lp, delay, s.mp” and kara into MGR, or let the s.mp hit to catch jumps and stagger for the follow-up, c.lp pushes the opponent further back than c.lk, so you can get a better grab reset off of it.
@SpaceOutNightmare Sweet. Can you post each character as you finish? I’m fine waiting, but reading some in the meantime would be swell.
@view619 You can see the hitboxes? I mean, I turn them on, but they move too fast for me to see anything… Anyway, it really shouldn’t matter where they jump, in your face or at the edge of your hitbox, “unblockable on jumping opponents” should mean just that. It’s an AA grab after all. Also, Grab Bag has a bit more going for it than meter and damage. I detailed it in my guide, the grab bag description and the pushblock section.
The big change I want for Cerebella is for Diamond Deflector to have a quarter-circle motion. My best tool against the Peacock matchup is knowing that I can finger-snap in reaction to Argus Agony, but the timing for it is preposterously strict (can’t mash / buffer), and if I’m the least bit off, I’ll get LP Lock 'n Load, instead, and Cerebella dies. I can live without all the idealized shenaniganizing if they’d just give me a solid neutral option.
Umm, I’m talking about Grab Bag on hit vs other grabs on hit, not applications of each grab. In this case, it does more raw damage and builds more meter than her other grabs. Not really worrying about where to apply it.
As for Excellabella, it’s not a complete AA grab, so idk why you would expect it to grab from max distance when it was never intended to do that. It’s a fast AA hit from a distance, and a grab close on rising opponents; point was to make it a grab on offense vs opponents jumping out of grab set-ups and a fast AA option on defense, which it does pretty well. All of her grabs are like that, none are really straight-forward, go to options.
Diamond Deflector not being qcf won’t matter if you can get your dp motions up to scratch. Practice! =)
… if you are strictly talking about damage and meter… why bring it up? It’s been known from the very beginning that it was more damaging and gave more meter than normal air grab. Why are you saying it 8 months in like you found something new?
Excellebella’s intention is to catch jumping opponents. Why is it weird that I expect it to do its job? Not like I want it to catch airborne opponents period, just rising ones. The reason I know it’s a glitch is because it can be blocked at max range, but not on all characters. Certain characters it grabs without fail regardless of how far. Others, they can block it at the right range. It seems to have to do with their block animations, the characters that block away from themself (Peacock’s block thing, Painwheel’s wheel, Filia’s hair) seem to be the only ones capable of blocking this AA grab.
Because a new version of the game dropped and maybe new people showed up who do not know? Also, I didn’t say vs her normal air grab, I said vs ALL HER OTHER COMMAND GRABS, read thoroughly please. And with all the character forums as dead as they are, I’ll bring up w.e comes to mind. With the choice being say nothing and watch the forums continue to get like 10 replies per week or add something and hope shit picks up a bit, what would you do?
And just to add to that, normal air grab on an opponent high enough in the air and you have time to OTG while falling and combo vs most characters; that’s OTG and combo with a j.lk/j.lp , not the elbow drop xx Diamond Dynamo, just so I don’t confuse anybody.
I’ve had Valentine and Double block Excellebella in real matches after backed into a corner. The range was real close, I could have caught them with MGR. The combo bit was … s.mp, j.mk, j.hp, Excellebella, and they both have blocked it. There’s something wrong with the move, it shouldn’t be blockable, regardless of range, with a jumping opponent.
Well, that’s weird. Don’t think I’ve ever seen point-blank Excellebella blocked in match or training mode on rising opponent, similar to how I’ve always been able to shake out of Pummel Horse regardless of when I’ve been hit (tested and confirmed that you can shake out of it the other day in post patch lab). So, maybe it’s just your copy of the game? IDK at this point, lol.
Post a vid in the glitch thread, going through all characters with jump and block in training mode, while doing Excellebella in the corner. Sounds like something that needs to be seen.
… What do you mean? You can shake out of PH’s stagger, but not before Cerebella can attack.
And I’ll try and see if I can record it. Yet, there are one or two character I’ve never seen block it, so it could take a while of repetitive testing… Would it be acceptable if only done against Double, Valentine, Filia, Peacock and Painwheel? I could go for every character… I probably should.
Just do it for every character. And I mean, you can shake out before she can attack with anything that isn’t an US or possibly a c.lk. Start mashing on the stick/pad quickly from one diagonal to the other, as soon as she flips away you can recover before the c.mp every time because you’re in stagger while she’s posing afterwards. It’s like hitting with raw s.mp, only you give the opponent like 2-3 full seconds to mash before you can even move, so you get a pretty tight window for a reset. Use it against people who can’t effectively mash out and it will still work though, just know that it’s not fool-proof.
Pummel Horse hits -> Bella flips = start mashing hard now