YES!
So, where are you guys planning to run Cerebella? I haven’t decided which order I should have Team Cerecock come out in.
I want to learn Peacock the most and then Cerebella. So it’s most likely a team of two for the time being. Not sure who to run as anchor - neither of them is particularly universal… I think I’ll try whatever works best in the real matches. Or maybe I’ll change it for particular match-up.
I’ll probably lead with Cerebella, Peacock seems a lot more dangerous when she has meter, with the level 3 beatdown and all. Can you change what order your team is in once both players have selected their characters? Because having Cerebella come straight out to some Parasoul zoning doesn’t sound exactly benefitional, even with Peacock assist.
Not sure if you. I think you need to work out some ways to tag-in safely. Why not reflect tear tosses for example?
I suppose so, in any case all the characters seem to have ways of overcoming their more difficult match-ups (reflect is a great example) so I guess it isn’t bad enough to HAVE to hard tag into Peacock or something.
Well I guess it won’t be THAT hard to tag-out. But yeah, you suppose to know all match-ups with every of your characters. I guess it will feel satisfying to overcome bad ones. Given they aren’t as bad as those presented in other games.
I think im gonna run Fortune with my CereCock team (Ms. CereCock?). Her Fibre Uppercut seems to cover the ranges not covered by Bell and Peacock themselves. Plus, Fortune is a pretty cool cat :>
With team order, you also have to think about DHC’s and if you have a safe DHC option. Not really sure what supers are safe at the moment. I think Peacocks bomb might be safe, depending on what you DHC from.
I can see that 45 degree angle above Peacock and Cerebella being a problem for Team Cerecock. The only counter to it without said Fiber Uppercut assist is maybe Cerebella’s AA grab? and I’m pretty sure that indeed Fat Man is safe of DHC. (I know it isn’t called Fat Man (anymore), but I like that name better.)
I’m running Valentine Cerebella and then someone else. Don’t know who exactly yet. I was thinking Double or Fillia in particular. Double for more shenanigans, but apparently Fillia can actually use updo to do one of my poison set-ups and would cover that area so I dunno, that might be pretty good.
But man, all the setups I am thinking about with Valentine poison with Cerebella. nasty things. I am so hype for this team.
Do you think Valentine’s input lag poison affects when the opponent is able to throw tech? Like, if I went for a grab with Cere after hitting them with Val’s syringe as an assist lets say, would they have to basically psychically input the throw tech to actually be able to escape it? Oh god, this needs to happen, this game can’t come out soon enough…
Yes all inputs includes throw teching. Needless to say that is only one of the many many things you can do with Valentine/Cerebella.
THE POSSIBILITIES ARE ENDLESS.
I’ll be running Cerebella on point, all day, er’ry day. She’ll either be run with peacock or painwheel on assist, or she’ll be run alone.
I need dat damage. I NEED DAT DAMAGE.
Not sure if CB’s AA grab is very good anti-air. It is blockable by descending characters and wiki not saying about any invinsibility on it whatsoever. I think her real AA for incomings is Devil Horns.
Also do someone planning to yell “ARE YOU OOOOOKAAAAAAAY?!?!?!” while DR4E’s superflash? =D
for stopping standard jump ins/ air pressure, Excellabella is inferior to Devil horns, absolutely. For laying ON the pressure and keeping people from getting away, it’s still an awesome tool. There’s a REASON she has both of those moves. Neither really seem to encroach on the other’s territory very much.
also, If Cerebella’s Hurtbox on Excellabella is small compared to its hit/Grab box, then it could still be useful as an incoming AA simply because it has a nice hitbox. It also covers an angle that Devil Horns doesn’t hit, so that’s something worth noting. I have no idea how good the hitbox is right not though, so yeah.
also, MAN I need to get my hands on G:MOTW. That game always looked so fiiiiiiine!
but of course. I mentioned that in regards of using excellebella for stopping jump-ins.
And Garou is all kinds of awesome. 3 taunts per character lol =]
I love Cristina Vee!
Hopefully we will get actual seperate character spaces on the Forums under the Skullgirls section. In the mean time, here are my basic Cerebella day 1 combos and I’m sure there is more fun and damage to be had so lets get to posting!!!
(midscr) c.LK>c.MP>c.HP, jc j.LK>j.HK, c.LK, MK>fwd+HP 4116
(corner) c.LK>c.MP>c.HP, jc j.LK>j.HK, c.LK, MK>fwd+HP, xxHP+DP,4879 QCF+PP 5764
(midscr) j.HK, c.MP>c.HP, jc j.LK>j.HK, c.LK, MK>fwd+HP 4791
(corner) j.HK, c.MP>c.HP, jc j.LK>j.HK, c.LK, MK>fwd+HP, xxHP+DP,5554 QCF+PP 6439
(merry gorilla)(midscr) qcb+LPLK, c.LK, MK>fwd+HP 4116
(merry gorilla) (corner) qcb+LPLK, c.LK, MK>fwd+HP, xxHP+DP, 5145 QCF+PP 6035
So I’ve been trying to figure out how to combo into cr. MK. It seems like cr. MK into air grab is a great reset for Cerebella.
MAN, I am not even coherent enough to post any actual info or shit
I’m just too hype on Cerebella. She’s so fucking good.
jeebus