Real Circus Damage- The Cerebella Combo Thread

It’s the practicing part. Also, those corner air combos are still applicable, this just means I can only do it about three times.

for heavy characters (para, double, bella) i always follow kanchou with cr.MP-HP etc etc, lighter characters (everyone else) i use cr.MK xx devil horns, st.mk - cr.HP etc etc.

its pretty easy to land, not sure if you can use that after a level 3 though.

Oh, I sort of forgot the weight thing. After a Kanchou I’d always use c.mp into whatever, but sometimes I don’t want to use that to start, because then I can’t stagger with s.mp and I’m not sure if I can get an instance where it doesn’t use my otg.

yea im pretty sure getting a stagger would be impossible without using an OTG, that is unless you can link st.MP after going kanchou, cr.MP-St.HK xx run/stop

you can always stagger after kanchou no matter character weight but it requires use of OTG (cr.HP, j.LK-HK, cr.LK-MK, jMP-MK, st.MP)

Oh, yeah, that’s right. What was I thinking…? Oh, I was thinking post-patch if I use c.mp after the Kanchou. Hmm… Oh, and also the Pummel Horse after c.mk, that works on some characters so that’s another way to get stagger.

[media=youtube]lgIlv-w2XPk[/media]

2 corner combos, and a mid screen meter wasting combo. (I only did these against size 3 sadly. :slight_smile:
First combo: j. HK, cr. LK, cr. MK, j. MP, HK, st. MP, cr. HP, Excellebella, Diamond Dynamo, cr. MK, cr. HP,
j. LP(mash), st. LP, LP, cr.(or st.) MP, cr. HP, Excellebella, Diamond Dynamo (14696 to size 3)

Second Combo: j. HK, cr. LK, cr. MK, j. MP, HK, st. MP, cr. HP, Excellebella, Diamond Dynamo, cr. MK, cr. HP, air grab, cr. MK, HP, j. LP(mash), st. LP, LP, cr.(or st.) MP, cr. HP, Excellebella, Diamond Dynamo (I believe this does around 10-12k on a size one)

Third Combo: j. HK, cr. LK, cr. MK, j. MP, HK, st. MP, Diamond are Forever, walk forward, cr. MK, HP, j. LP(mash), st. LP, LP, cr.(or st.) MP, cr. HP, Diamond Dynamo (13982 to size 3)

you shouldnt be doing combos against size 3 characters only against 1V1 or 2v2, 3v3 so the damage multiplier is 1.0.

also you second combo wouldnt work since it has 2 otgs in it. by air grab i take it you mean j. L+LK? you pretty much cant combo from that move unless you do elbow drop into super right after it.

edit : after watching the video i saw that the reset you can actually tech out of since the opp hits the ground a second time before the cr.mk connects. believe me ive tried to make combos after airthrow work with bella and they basically arent really worth it. theres way better resets to go for. even doing grab bag is probably better since the tech window is only 4 frames.

I don’t think 3v3 is 1.0 damage multiplier, is it?

i know 1 v1 and 2v2 is so i just assumed 3v3 would be the same

Naaaah. 3v3 has size 2 ratios, 120% damage or whatever the exact percentage is to speed it up because 100% took to long for matches.

3v3 has a 1.3 modifier, yes

Sweet! Thanks for the heads up. :slight_smile: I’m REALLY out of practice with this game since I can’t find matches online any longer, and no one I know will play against me, so I had to drop Skullgirls for a while. :
In the video I spaced the fact that I needed to show the damage comparisons from size three to one, so this one isn’t the best one I’ve made. And yeah, by air grab I meant j. LP+LK, wasn’t sure how to type that out.
I was worried about that, I tested it against a few people, on and offline, and they never did tech out of it, so I assumed that it would work. Thanks for the feedback, I’ll take this all into the lab. :slight_smile:

Hey, I have a stupid combo. It goes something like…

j.mp, j.hp, c.lp, c.mp, c.hp, j.lp (mash), j.lk, c.lk, c.mk, j.mp, j.hk/j.mk, c.mp, s.hp, Pummel Horse, j.hp, j+d. mp, Super.

What is your perfect situation combo?

It doesn’t really matter. I’ve forgotten them anyway, I just have a single combo that works anywhere on anyone, and I’m not very good at remembering multiple different combos that I don’t continually use.

Man… I kinda wish Cerebella’s ground moves chained in the way her air moves did sometimes. If I could c.lk, c.mp, c.mk, it would make my day.

Two patch combos. With some other stuff.

[media=youtube]ikrTRfmeyIo[/media]

Not sure how much people have been thinking about post-patch combos, but i’ve been (kind of re)picking up Cerebella and this is what I’m going for right now, I believe it should work post patch.

2LK 2MP 5HP xx run xx stop >> 5LP 2MK >> j.MP delay j.HK >> land 5MP xx 214LP+LK >> dash 5LK 2MP 2HP >> j.LP LP~LP~LP~LP~LP >> land 5LP 5LP 2MP 5HK xx 623HP

Does 6.8K solo and meterless, uses OTG unfortunately.

Not sure if the 2 LPs will work, though they are both 5LP and are working now, so I think they should?

No, it won’t work. There’s a glitch that makes the computer think that your first run stop was a jump-in string.

Damn, guess I have to remove the relaunch then, hurts the damage pretty significantly though

You just have to discover some new stuff. I can do more damage than what you had midscreen, meterless, patch ready.