Real Circus Damage- The Cerebella Combo Thread

yea i understand the the cr.MK has pretty crappy range on it, and seems to work better on certain characters than others. perhaps i may have to work on some run/stop combos in order to close the distance for the cr.mk after a standing heavy so then i can use the range on cr.mp as well.

Posted this in the wrong thread, so here it is:

Tumbling Run to Kanchou > cLK > cMP > cHP xx Excellebella.

How’s this one:

In the corner, LP > MP > HP > LP Lock & Load xx Diamond Dynamo > OTG cLK > cMP > cHP > mash jLP > cLP > cMP > cHP xx Diamond Dynamo.

Almost 6500 damage.

For the midscreen bnb, I cant seem to connect the standing mp after the j.HP restand. The opponent seems to be just of reach. Any tips?

posting in numpad notation because srk hates numpad notation
corner:

stuff into 2HP > 8j.HP > land > 5LP > 5MP > 2HP > delay j.LK > j.MP > j.MK > land > 2LP > 5MP > 2HP > delay > j.LP > j.MP > j.MK > land > 5LK > 2HP > 623LP+LK > OTG 2LK > 5MK > 5HK > 236LP or gimmick of your choice

works on everybody but double

edit: does 7630 if you start from 2LP 2MP

Decided to upload just because I can. Leave me alone, I like doing this jump loop.

[media=youtube]vsJTsqbV7mk[/media]

Here’s a possible BnB I’ve been working on. Unlike combos starting with c.lk c.mk, this one can be confirmed off a max range c.lk. Tested on Parasoul, Valentine, Peacock, and Double (although avoiding the bluebounce after the first j.hk on Double was very tough).

Anywhere:
c.lk, c.mp, c.hp, (delay) j.hk, c.lk, c.mk, j.mp, j.hk, (restand) s.mp (stagger) j.hp (slight glide) c.lp, c.mp, c.hp, j.lp (mash, restand) s.lp, s.lp, s.mp, s.hp xx Cerecopter (6698)

A slight delay on the first j.hk will cause you to cross over the opponent, while a longer delay will not. For at least some characters (I couldn’t beat the bluebounce against Double), you can cross over and continue the combo in the opposite direction. Maybe there’s potential here for corner combos starting from anywhere?

Edit: A minor improvement: c.lk, c.mp, c.hp, (delay) j.hk, s.lk, c.mk, j.mp, j.hk, (restand) s.mp (stagger) j.hp (slight glide) c.lp, c.mp, c.hp, j.lp (mash, restand) s.lp, s.lp, s.mp, s.hp xx Cerecopter

This is more consistent and does about 50 more damage.

This might be a useful tidbit for midscreen combos that would normally have to end in excellabella. You can cancel c.HP into dp+LP then cancel to qcf+PP.

I uploaded a vid of the combo I posted earlier, and added Excellabella to it:

[media=youtube]w_bfPSVs4K0[/media]

Man, I am absolutely loving the rapid progress this forum is making. So much new stuff every day, I’m impressed! I’ve been challenged to mirrors by lots of solo Bellas that are doing things I’ve never seen before. Time to hit the lab!

The Valentine forum on the other hand…:shake:

Can anyone give me tips on connecting the mashed LP part of air combos? No matter what timing I use, it seems like mostly random chance that it actually combos together. Either they fall out of it in the air, or the combo breaks between the air part and the 2 standing LPs after the re-stand.

found a stable vs double/cerebella/parasoul corner combo:

2LK 2MP 2HP delay j.MP j.MK 5MP j.HP 2LP 5MP 2HP j.LK j.MP j.MK 5MK 2HP j.LP j.MP j.HP 5LK 5MP 2HP 623LP+LK 2LK 5MK 5HK 236LP (7194)

What do you mean? On the Valentine forum, pretty much every combo made became obsolete in favor of 2-3 brand new corner carry combos that would become obsolete in favor of 5 new corner carry vial combos that would…you get my point. Even the Parasoul thread keeps getting expanded despite the tear loop basically being the main combo now.

best way ive found to get this consistent is to have a delay after the first jumping lp, and then speed up a little just before you hit the ground. if you are comboing into cr.hp after an OTG however, you may need to delay the OTG until just before they hit the ground. doing it too early can make the opp rise up higher making some of your j.LPs whiff.

My B&Bs
The first hit is usually c.lk (good poke) followed by c.mp which usually closes the distance if for some reason the c.lk whiffs. Also can easily be adapted to jump-ins. Also they aren’t very difficult so the consistency for hitting them is pretty good for me. High %.

Midscreen
(if jumping in: can add j.hk s.mp, j.hk)
c.lk, c.mp, c.hp, j.mp, j.hk, c.lp, c.mp, c.hp, Excellebella (4,950 dmg)
c.lk, c.mp, c.hp, j.mp, j.hk, c.lp, c.mp, c.hp, Diamond Dynamo (5,339 dmg) +optional Assist during super and DHC
c.lk, c.mp, c.hp, j.mp, j.hk, Diamonds are Forever, (wallbounce) Diamond Dynamo (7,033 dmg) +optional Assist during super and DHC

Corner
(if jumping in: can add j.hk s.mp, j.hk)
c.lk, c.mp, c.hp, j.mp, j.hk, c.lp, c.mp, c.hp, Excellebella, Diamond Dynamo (5,965 dmg) +optional DHC

Outtake
(if jumping in: can add j.hk s.mp, j.hk)
c.lk, c.mp, c.hp, j.mp, j.hk, c.lp, c.mp, qcf mp+mk/hp+hk (3,791 dmg)

Use turbo :stuck_out_tongue:

But has anyone been able to find a midscreen combo for 6200+ dmg thats not techable with 0 meter?

There is one on this page

ahh thought that combo was techable.

Why would it be techable? :slight_smile:

Only when the blue ring appears after a knockdown, then the combo is techable.

I thought I’d post the most recent videos from my “swag combo” series with Cerebella/Valentine. These two have amazing synergy!

[media=youtube]SP1B3iqUqCA[/media]

[media=youtube]f1uTwPI311w[/media]

You can use Bella’s stagger attack to combo into Valentine’s Mortuary Drop assist. You can follow this up anywhere on the screen by juggling with cr.MP, cr.HP before the enemy hits the ground! Big damage without using an OTG at all. Midscreen you will have to move pretty far back once Valentine grabs the opponent, but she’ll send them flying in your direction letting you juggle easily.

I’ll put these at the top, consistant damage, can’t go wrong.