Of course as soon as I make a video or something I find a way to change it. For both the corner bnbs above you can start it with …c.HP jc j.MK j.HP j.HP land… adds maybe 350 extra damage, but why not?
So I have a question. Once the patch hits will the main BnB combos in the opening post still be viable?
They will work based on current info on the patch, yes.
So should we start thinking of optimal combos post patch? The two major things that affect her combos are:
- IPS change
- Chaining into j.MP falls faster
So we now just have to accommodate for new IPS and we can’t do j.MP restands from lighter air normals now (in theory…).
Corner:
DHC qcf+PP, (OTG) c.LK, c.MK, j.MP, j.HK, c.MP, c.HP, j.LP(mash), s.LP, s.MP, s.HK ~ ender
j.HK, c.LK, c.MP, c.HP, nj.HP, c.LP, c.MK, j.MP, j.HK, c.MP, c.HP, j.LP(mash), c.LK, c.MP, f.HP
(Doesn’t use OTG, so it’s a hard knockdown. You could combo into qcf+PP at the end but i dunno what you would OTG with)
(Dunno if the nj.HP, c.LP works on Cerebella and Double, but it works on Parasoul)
Tentative new Cere/Double midscreen bnb;
c.LK c.MP c.HP jc j.MP j.HK land c.MK (assist) charge back HK Pummel Horse c.MP …ender
can be about 5.6k before reset using HK, or 6.3k ending it midscreen with cerecopter, or about 7k with c.HP excellabell diamond dynamo if you end up in the corner. It works on all characters, pretty easy, should work post-patch though the pummel horse will be getting harder.
Just checked and this works on cerebella but not Double.
It should work, where does it drop?
j.HP, c.LP.
It works techincally but it uses up your OTG, which isn’t want i want for this combo.
Ah, I miss-read.
Midscreen devil horn combo concept for everyone but cere, double, para.
…c.HP jc j.LK j.MK j.HK land dash c.LP c.MK dp+MP…
I was thinking of using it when your back’s to the corner and you want to switch positions, though you can get a couple of devil horns and less corner carry instead. The downside is it’s not as easy to hit the HK after those 2 hits, and the dash into c.LP. If there’s an easier way that works on everyone let me know.
edit: you can use jc j.MP j.HK if you delay the j.MP but you still need to dash for most characters
Does anyone have a combo that they can do off of jumping HP reliably?
It’s a goddamn pain to combo jumping HP into ANYTHING for me.
c.LP if you are low enough. It’s the fastest normal, the same as s.LP. I use c.LK usually and that’s 2 frames slower so you can definitely get the punches. Just practice it.
I generally go for c.LK for the extra range, if it whiffs no big deal.
This might be useful for level 3 combos or dhcs into cerebella’s level 3. Assuming you’re not facing too close to a corner, you can avoid using up the otg after Diamonds are forever by waiting until they wall bounce before you dash in and pick them up with c.HP. If you haven’t used otg yet then it means you can do something like;
Diamonds are forever … dash c.HP jc j.MP j.HK land OTG bnb
If you have, then you’re probably better off going for the j.LP restand or excellabella, which beats just having them tech on the ground.
I’m working on a dhc combo from Double or Cerebella to burn meter since the patch will lower damage on the current one using double’s level 3 significantly. So far it goes;
Double: Barrel loops … c.LP MK MK c.HP Cilia Slide c.MK (otg) c.HP Hornet Bomber (HK) Car super dhc to Diamonds are Forever
Cerebella: dash c.HP excellabella
and that’s about 12k damage I think. Off a throw I can avoid using the otg if I time car super correctly, so I can get a full cerebella bnb which is nice.
If you are close enough to the wall, you can knock 'em with a Devil Horns after her level 3. Devil Horns, c.mp, c.hp, jump cancel into whatever you want. You can do it with Kanchou, too.
Posted it in gameplay, but I’ll also post it here.
This is what I believe to be Milk’s Cow’s Cerebella bnb, it’s pretty damn fun, and not too hard (The hardest thing is doing runstop with crouching fierce).
Forgot the damage because it’s like 5 in the morning, but it’s good damage.
Hello everyone, I would like to ask how do you run stop?
Do a combo, for example s.lp, s.mp, s.hp, while charging back. Once the s.hp connects, hit forward+lk, lk, to start her command run and stop it. You, if you do it correctly, should recover in time to do a light attack, then combo into whatever you want.
There’s actually a couple of setups I go for midscreen. They all start with:
cr.lk, cr.mp, st.hp xx run stop, cr.lk, cr.mk xx sjc, j.mp, j.hk (restand), j.hp
At this point, I can go:
- straight into a cr.lk launcher series xx sjc, j.lp mash to restand then lp, mp, hp xx lp lock n load xx super OR go for a reset.
- cr.lp series to launcher xx sjc, j.lp, j.hk, otg with cr.lk into cr.mk reset shenanigans.
If the starter gets meclose enough to a corner, I do:
- cr.lk, cr.mp, cr.hp xx sjc, j.lk, j.mp, j.mk, st.lp, st.mp, cr.hp xx sjc, j.lp, j.mp, j.mk, st.mk, st.hk xx cerecopter
You can super after this, and if you DHC, you’ll still have your OTG, so go nuts!
On stream, I was doing an extra run stop or two, but those won’t work post-patch. I honestly don’t know if these are optimal, but they do solid damage. There are some clap loops you can go for in the corner, but I think they’re character specific, and I haven’t had time to figure em out.
I was gonna PM you, but had no idea how frequently you visit here.
Thank you based Milk Cow.
Also, I just noticed I wrote “The hardest thing is run stop with crouching fierce”, instead of “crouching short”.
Herp Derp.
Do you play PSN, I would love to see your Cerebella in action some time.