Skullgirls/Cerebella/Strategy: Difference between revisions

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;Offense
;Offense
At close range to start mixing up your opponent with moves like 2lk, merry-go-rilla, j2mp.
At you can start mixing up your opponent with moves like 2lk, merry-go-rilla, j2mp.
;Neutral
;Neutral
Bella has alot of tools that are hard to punish and hard to get away from at close range. At other ranges her tools are not as effective. Deflector does however give her more control from mid-fullscreen range
Bella has alot of tools that are hard to punish and hard to get away from at close range. At other ranges her tools are not as effective. Deflector does however give her more control from mid-fullscreen range

Revision as of 07:27, 7 January 2020

Strategy

Goals

Control space and maintain your space with important moves like jMP and 6HP. Once your opponent is close to bella,you can either unleash a barrage of different offensive tools that will keep opponents guessing what you will do next or, play defensively and punish your opponents approach options.

Offense

At you can start mixing up your opponent with moves like 2lk, merry-go-rilla, j2mp.

Neutral

Bella has alot of tools that are hard to punish and hard to get away from at close range. At other ranges her tools are not as effective. Deflector does however give her more control from mid-fullscreen range

Defense

Bella also has plenty of defensive tools that can counter plenty of approach options of your opponent.Some common ones are jMP, H Lock N Load, jHP, 5lk, jHK and diamond dynamo. Knowing the correct situation to use her great tools is what makes bella difficult to master.

Counterplay

How to beat this character

  • No air reversal so air resets can be effective, but make sure they can't be disrespected by her 6f jLP.
  • Average mobility so keepaway can be effective (dependent on assists)
  • Has a lot of good reversal options that need to be baited and punished, know your HCH combo routes.
  • Fast multi-hit IADs beat out a lot of her favourite tools.

Counters to common techniques

  • Pushblock away jMP jump-ins to avoid the MGR/2LK mixup afterwards.
  • jHK can be anti-aired and air-to-aired since it's not very disjoint, fairly slow, and has low horizontal range. A land cancel punish is technically possible if their jHK timing is very predictable.
  • jHP can be hard to contest, but don't be afraid to try and air-to-air it midscreen since air-to-air jHP can't really be converted.
  • When subjected to a MGR/2LK 50/50, neutral or forward jump can punish MGR's long recovery with a falling button.
  • Pretty much all of her options out of tumbling run are beaten by upbacking (level 3 beats upbacking, but it's reactable).
  • When baiting reversals, one option is to neutral jump and hold downback. This will beat her most common reversal options (dynamo, level 3, 360).
  • Level 3 is plus on block, but pushblocking her away will waste her 3 bars and avoid a mixup. You can punish or create an advantageous situation with a PBGC. Video
  • Deflector can be baited and punished (with jump-ins, assist calls, supers, Peacock crossup teleport, etc). Robo-Fortune can predict a beam reflect attempt and dash up to hit a button.
  • Kanchou has a distinctive sound that is reactable at some spacings, and you get an easy and huge punish for blocking it. If your opponent is kanchou-happy you might want to try upforwarding out of resets.


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