Skullgirls/Cerebella: Difference between revisions
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{{SG Character Intro|char=Cerebella|short=cer|content= | |||
==Story== | ==Story== | ||
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While inherently good, Cerebella serves the mafia as a leg-breaker when not performing in the circus. Cerebella is the only person capable of controlling her powerful Living Weapon hat, Vice-Versa, so Vitale is stingy with his affections to keep her fighting in his corner. | While inherently good, Cerebella serves the mafia as a leg-breaker when not performing in the circus. Cerebella is the only person capable of controlling her powerful Living Weapon hat, Vice-Versa, so Vitale is stingy with his affections to keep her fighting in his corner. | ||
== | ==Overview== | ||
Cerebella is a grappler with a diverse tool-kit and has excellent hurtboxes/hitboxes on many of her normals. Her command grabs can turn many situations into a 50/50, and she has the tools to incorporate a variety of nasty resets into her combos. | Cerebella is a grappler with a diverse tool-kit and has excellent hurtboxes/hitboxes on many of her normals. Her command grabs can turn many situations into a 50/50, and she has the tools to incorporate a variety of nasty resets into her combos. | ||
* '''Command grabs''': Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). MGR has excellent range and DD is the fastest meterless move in the game. To complement these throw options, she has Excellebella (623LP+LK) which is air unblockable during the rising portion of the opponent's jump, and a good 2LK to tag opponents attempting to jump away. | * '''Command grabs''': Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). MGR has excellent range and DD is the fastest meterless move in the game. To complement these throw options, she has Excellebella (623LP+LK) which is air unblockable during the rising portion of the opponent's jump, and a good 2LK to tag opponents attempting to jump away. | ||
* '''Big Buttons''': Cerebella has lots of big buttons in both the ground and the air, such as 2LK, 5LK, 6HP, jMP, and jHP. These buttons have great range and/or a favorable amount of disjoint, and are useful for poking at the opponent. | |||
* '''Movement''': Cerebella has a few unique movement options to get close and threaten mixups. In addition to a double jump, her jHP will glide through the air if held down. She has an armored run special move ([4]6K) which has several followups. | * '''Movement''': Cerebella has a few unique movement options to get close and threaten mixups. In addition to a double jump, her jHP will glide through the air if held down. She has an armored run special move ([4]6K) which has several followups. | ||
= | {{StrengthsAndWeaknesses | ||
| intro =[[file:SG_cer_icon.png|32px]] '''Cerebella''' is the premier grappler of the game, setting up command grabs that lead to big damage and mix-ups. | |||
| pros = | |||
*'''Versatile Toolkit''': Cerebella has a large and varied collection of moves that allow her to respond to almost any situation. | |||
*'''High Damage''': She has consistently high damage output and meter gain, allowing her to make the most out of every touch or mix-up. | |||
* | *'''Great Range''': She has several attacks with good reach that also favorably disjoint. | ||
* | *'''Great Metered Usage''': All three of her supers are excellent, as they each make great reversals while also providing great utility as DHCs or Alpha Counters. | ||
* | *'''Great Assists''': Her assists are extremely varied in function while also often being among the best in their class. | ||
* Reversals: | |cons = | ||
* | *'''Meterless Reversals''': While Cerebella does have a number of meterless reversals to choose from, they carry significant flaws that hurt her defense. | ||
* | *'''Mobility''': Her ground dash is slow and her aerial mobility is lacking, making it harder to close in on the opponent. This is somewhat mitigated by Tumbling Run, but is still an issue nonetheless. | ||
*'''Solo Pressure''': Without assists to back her up, she can easily get pushblocked out and must take risks to get back in. | |||
|tablewidth=80 | |||
}} | |||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=3758}}</div> | |||
}} | |||
==Stats== | ==Stats== | ||
{{CharacterData-SG | {{CharacterData-SG | ||
| weight = Medium | | weight = Medium (Heavy outside of combos) | ||
| dash = Step | | dash = Step | ||
| doublejump = Yes | | doublejump = Yes | ||
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| forwardtech = 34 | | forwardtech = 34 | ||
| backwardtech = 35 | | backwardtech = 35 | ||
| slidingkd = | | slidingkd = 88 | ||
| hardkd = 34 | | hardkd = 34 | ||
| crumple = 32 | | crumple = 32 | ||
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}} | }} | ||
==Assists== | |||
<gallery style="float:right"> | |||
File:SG_cer_dphp.png|200px|'''Cerecopter (default assist)''' | |||
File:SG_cer_qcfp.png|200px|'''H Lock'n'Load (default assist)''' | |||
File:SG_cer_dpthrow.png|200px|'''Excellebella (623LP+LK)''' | |||
File:SG_cer_qcfthrow_assist.png|x200px|'''Diamond Drop (236LP+LK)''' | |||
File:SG_cer_runh.png|x200px|'''Battle Butt''' | |||
</gallery> | |||
===Cerecopter (default assist)=== | |||
A lengthy [[Skullgirls/Team_Building#Lockdown_assists|lockdown assist]] with a fairly large hitbox. | |||
===H Lock'n'Load (default assist)=== | |||
A single hit, delayed startup [[Skullgirls/Team_Building#Armored_assists|armored assist]] that moves forward and has big damage and meter gain. It has good hitstun and doesn't cause a knockdown, so it can often lead to a combo and/or be used in combos. While it's slow, the opponent will have to move around it or commit to attacking it. It has two hits of armor, the third hit will connect as a normal hit. | |||
===Excellebella (623LP+LK)=== | |||
An anti-air grab (unblockable while rising) that doubles as a [[Skullgirls/Team_Building#Setup_assists|setup assist]]. Builds a generous amount of meter, has good conversions, and allows characters to build resources due to the lengthy animation. | |||
===Diamond Drop (236LP+LK)=== | |||
A high damage [[Skullgirls/Team_Building#Throw_assists|throw assist]]. During the throw animation the point character has plenty of time [[Skullgirls/Team_Building#Setup_assists|set up]] resources. | |||
===Battle Butt / Tumbling Run Followups=== | |||
Input [4]6 HP+HK on custom assist input select for Battle Butt. This is a very fast armored assist with a hitbox that hits high up. It retains the bonus properties when the opponent is at low health, so it can be used to chip them out. Its major downside is it sends the opponent very far away at high speed on hit, making it hard to combo off of. | |||
Other run followups can be chosen as follows: [4]6 MP+MK for Kanchou, and [4]6 LP+LK for Run Stop. Pummel Horse is not selectable as an assist. | |||
<br clear=all/> | |||
==Move List== | ==Move List== | ||
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| framedata = [[File:SG_cer_chp_fd.png|left]]}} | | framedata = [[File:SG_cer_chp_fd.png|left]]}} | ||
| | | | ||
* Standard launcher. | |||
}} | }} | ||
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| framedata = [[File:SG_cer_clk_fd.png|left]]}} | | framedata = [[File:SG_cer_clk_fd.png|left]]}} | ||
| | | | ||
* Low starter with good range and speed. | |||
}} | }} | ||
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| | | | ||
* Low profile hurtbox | * Low profile hurtbox | ||
* Even frame advantage on block, | * Even frame advantage on block, unusual for a sweep. | ||
* Runstop canceling this move does not change its frame advantage. | |||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = {{NotationIcon-SG|HP}} | | version = {{NotationIcon-SG|HP}} | ||
| guard = | | guard = Mid | ||
| properties = | | properties = | ||
| dmg = 950 | | dmg = 950 | ||
| meter = 7.5% | | meter = 7.5% | ||
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| | | | ||
* Alters Cerebella's air momentum. | * Alters Cerebella's air momentum. | ||
* While not an overhead, this move still provides a hefty amount of advantage on hit and block and allows another action afterwards. | |||
* Hold j[HP] to glide. | * Hold j[HP] to glide. | ||
** Release HP during a glide to perform jHP. If held until the end, Cerebella won't perform jHP. | ** Release HP during a glide to perform jHP. If held until the end, Cerebella won't perform jHP. | ||
** The glide can be canceled into j2MP or Grab Bag (j236LP+LK) | ** The glide can be canceled into j2MP or Grab Bag (j236LP+LK) | ||
** Only one glide can be | ** Only one glide can be performed per jump and it can't be used after a double jump. | ||
|}} | |}} | ||
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| blockstun = 31 | | blockstun = 31 | ||
| onhit = {{Property-SG|KD}} (vs air) | | onhit = {{Property-SG|KD}} (vs air) | ||
| onblock = | | onblock = +6 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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* Alters Cerebella's air momentum downwards. | * Alters Cerebella's air momentum downwards. | ||
* Crossup hitbox | * Crossup hitbox | ||
* Has a minimum of 4 active frames, which occur when Cerebella hits the ground | * Has a minimum of 4 active frames, which occur when Cerebella hits the ground. | ||
* Instant j2MP startup is at least 17f. If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation. | * Instant j2MP startup is at least 17f. If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation. | ||
* If it hits late enough, it can count as Stage 2, making the ground string after Stage 3. | |||
}} | }} | ||
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| | | | ||
* Moves Cerebella forward during startup. Because of this, the range is actually much better than the hitbox implies. | * Moves Cerebella forward during startup. Because of this, the range is actually much better than the hitbox implies. | ||
* Combo: Throw (into corner) > OTG 2LK. Midscreen you can | * Combo: Throw (into corner) > OTG 2LK. Midscreen you can use Cerecopter > Dynamo to push them further to possibly followup in the corner or go into Pummel Horse (hard but universal) for a meterless conversion. | ||
}} | }} | ||
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| hitbox = [[File:SG_cer_qcfp_hb.png|225px]] | | hitbox = [[File:SG_cer_qcfp_hb.png|225px]] | ||
| caption = | | caption = | ||
| name = Lock n' Load | | name = Lock n' Load (LNL) | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
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| framedata = [[File:SG_cer_qcfhp_fd.png|left]]}} | | framedata = [[File:SG_cer_qcfhp_fd.png|left]]}} | ||
| | | | ||
* | * H version combos into Level 3 on hit. | ||
* On hit, occasionally leaves behind Scribble Cat (a purely visual easter egg) | * On hit, occasionally leaves behind Scribble Cat (a purely visual easter egg) | ||
}} | }} | ||
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* Point blank command grab. | * Point blank command grab. | ||
* Fastest startup in the game for a meterless move (4f). | * Fastest startup in the game for a meterless move (4f). | ||
* | * Side switches and throws them a significant distance away. | ||
}} | }} | ||
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| hitbox = [[File:SG_cer_qcbthrow_hb.png|225px]] | | hitbox = [[File:SG_cer_qcbthrow_hb.png|225px]] | ||
| caption = "Round and round we go!" | | caption = "Round and round we go!" | ||
| name = Merry Go-Rilla | | name = Merry Go-Rilla (MGR) | ||
| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} | | input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
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| framedata = [[File:SG_cer_qcbthrow_fd.png|left]]}} | | framedata = [[File:SG_cer_qcbthrow_fd.png|left]]}} | ||
| | | | ||
* Mid range command grab with a deadzone which causes it to whiff at point blank on most characters. Works at point blank against Big Band and Beowulf | * Mid range command grab with a deadzone which causes it to whiff at point blank on most characters. Works at point blank against Big Band and Beowulf. | ||
* | * Can combo afterwards with OTG. | ||
}} | }} | ||
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* Unblockable during the rising portion of the opponent's jump. | * Unblockable during the rising portion of the opponent's jump. | ||
* Very big hitbox | * Very big hitbox | ||
* Builds the most meter out of any of Cerebella's moves. Builds significantly less meter when used for a second time in a combo. | * Builds the most meter out of any of Cerebella's moves. Builds significantly less meter when used for a second time in a combo. | ||
* As assist: meter gain significantly reduced, 33% damage scaling. | * As assist: meter gain significantly reduced, 33% damage scaling. | ||
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| framedata = [[File:SG_cer_jqcfthrow_fd.png|left]]<br>[[File:SG_cer_jqcfthrow_notech_fd.png|left]]}} | | framedata = [[File:SG_cer_jqcfthrow_fd.png|left]]<br>[[File:SG_cer_jqcfthrow_notech_fd.png|left]]}} | ||
| | | | ||
* | * Unique techable air grab with a special move input. | ||
* Only a 6f window to throw tech (down from 14f for normal air throws). | * Only a 6f window to throw tech (down from 14f for normal air throws). | ||
* When Cerebella misses, she hits the ground and has the ability to ground tech. If no ground tech is chosen, there is an additional 12 frames of vulnerable recovery and some more additional invulnerable recovery. | * When Cerebella misses, she hits the ground and has the ability to ground tech. If no ground tech is chosen, there is an additional 12 frames of vulnerable recovery and some more additional invulnerable recovery. | ||
** Punishing this self-knockdown consumes OTG. | |||
* The number of hits before the final hit is determined by the height Grab Bag connects at. | * The number of hits before the final hit is determined by the height Grab Bag connects at. | ||
}} | }} | ||
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| framedata = [[File:SG_cer_bflk_fd.png|left]]<br>[[File:SG_cer_bfmk_fd.png|left]]<br>[[File:SG_cer_bfhk_fd.png|left]]}} | | framedata = [[File:SG_cer_bflk_fd.png|left]]<br>[[File:SG_cer_bfmk_fd.png|left]]<br>[[File:SG_cer_bfhk_fd.png|left]]}} | ||
| | | | ||
* Cerebella charges forward with 1 hit of armor. | * Cerebella charges forward with 1 hit of armor. Faster than her normal dash, but more committal. | ||
During this move she has access to 3 different follow up moves: Kanchou (MP or MK), Battle Butt (HP or HK), or Pummel Horse (LP+LK). The run can be stopped manually by pressing LP or LK. | * During this move she has access to 3 different follow up moves: Kanchou (MP or MK), Battle Butt (HP or HK), or Pummel Horse (LP+LK). The run can be stopped manually by pressing LP or LK. | ||
* The strength of the kick move used determines how long the run will go for before automatically stopping. LK is short, MK is medium, and HK is long. | * The strength of the kick move used determines how long the run will go for before automatically stopping. LK is short, MK is medium, and HK is long. | ||
* Holding a button which corresponds to a follow up while inputting run will execute the follow up the fastest possible way. For example: Inputting run with [4]6HK while holding MK will immediately perform Kanchou. [https://youtu.be/f03Neaz8XTs | * Holding a kick button which corresponds to a follow up while inputting run will execute the follow up the fastest possible way. For example: Inputting run with [4]6HK while holding MK will immediately perform Kanchou. | ||
** [https://youtu.be/f03Neaz8XTs Video] for more in depth explanation and other possible shortcuts. | |||
** Doing instant run followups will always execute at least 1 frame of run. | |||
}} | }} | ||
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| framedata = [[File:SG_cer_runl_fd.png|left]]}} | | framedata = [[File:SG_cer_runl_fd.png|left]]}} | ||
| | | | ||
* Stops the run with 16f of recovery | * Stops the run with 16f of recovery. | ||
* The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up. | * The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up. | ||
* To select as an assist, input [4]6LPLK on the custom assist selection. | * To select as an assist, input [4]6LPLK on the custom assist selection. | ||
* When inputting as a run followup in combos, use LKMK or LKHK. Using punches causes it to come out 1 frame slower (true for all run followups but particularly important for runstop) | |||
}} | }} | ||
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| framedata = [[File:SG_cer_runh_fd.png|left]]}} | | framedata = [[File:SG_cer_runh_fd.png|left]]}} | ||
| | | | ||
* A quick attack with 2 hits of armor independent from Tumbling Run | * A quick attack with 2 hits of armor, independent from Tumbling Run's armor. | ||
* Cerebella is airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown. | * Cerebella is airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown. | ||
* | * Gains additional properties when the opponent is at 1500 HP or lower: | ||
** Base damage increases to 2000. | |||
** Chip damage on block increases to 500. | |||
** Hitstop on both hit and block increases to 25. | |||
** Blockstun increased to 23, is now -12 on block. | |||
** Opponent is launched higher on hit. | |||
** Adds a bonus points visual effect (unless the hit is burstable). | |||
* The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up. | * The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up. | ||
* To select as an assist, input [4]6HPHK on the custom assist selection. | * To select as an assist, input [4]6HPHK on the custom assist selection. | ||
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* A 2MP can always be linked afterwards, regardless if the opponent shakes the stagger. | * A 2MP can always be linked afterwards, regardless if the opponent shakes the stagger. | ||
* Can't be selected as an assist. | * Can't be selected as an assist. | ||
* Only advances the damage scaling one hit for the entire move ( | * Only advances the damage scaling one hit for the entire move (property of hitgrabs). | ||
* The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up. | * The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up. | ||
}} | }} | ||
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| framedata = [[File:SG_cer_qcfpp_fd.png|left]]}} | | framedata = [[File:SG_cer_qcfpp_fd.png|left]]}} | ||
| | | | ||
* | * Reversal multi-hit super. | ||
* The first hit will not hit as crossup if the opponent is not in hitstun. | * The first hit will not hit as crossup if the opponent is not in hitstun. | ||
* The first three hits will prevent dead opponents from becoming invulnerable once they reach a wall, to prevent a situation where Dynamo is punishable by the incoming character on hit. | * The first three hits will prevent dead opponents from becoming invulnerable once they reach a wall, to prevent a situation where Dynamo is punishable by the incoming character on hit. | ||
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* A fully invulnerable command grab that cannot be jumped after the flash (0f startup after the flash, 1f of super flash hitstop). | * A fully invulnerable command grab that cannot be jumped after the flash (0f startup after the flash, 1f of super flash hitstop). | ||
* As a DHC, it has an additional 1f of post-flash startup and removes all hitstop on the opponent, making it always jumpable. | * As a DHC, it has an additional 1f of post-flash startup and removes all hitstop on the opponent, making it always jumpable. | ||
* Can cancel into Devil Horns (623MP) before the final hit, granting a follow up combo. If it starts a combo and is cancelled into Devil Horns, both the Devil Horns and the chain after will be Stage 2 (ie. doesn't build undizzy, not tracked by IPS) | * Can cancel into Devil Horns (623MP) before the final hit, granting a follow up combo. | ||
** If it starts a combo and is cancelled into Devil Horns, both the Devil Horns and the chain after will be Stage 2 (ie. doesn't build undizzy, not tracked by IPS). | |||
* Can DHC after the final, damaging hit. | * Can DHC after the final, damaging hit. | ||
}} | }} | ||
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| framedata = [[File:SG_cer_qcbpp_fd.png|left]]}} | | framedata = [[File:SG_cer_qcbpp_fd.png|left]]}} | ||
| | | | ||
* A two part super with | * A two part super with hyper armor on startup, which can be hit any number of times without breaking and cannot be swept. | ||
** The frame data ticker indicates that the recovery is also armored, but it isn't. | |||
* The first part, before the flash, has extremely slow startup, hits low, and does no damage. This part of the attack can't hit airborne opponents. | * The first part, before the flash, has extremely slow startup, hits low, and does no damage. This part of the attack can't hit airborne opponents. | ||
* The second part is after the flash where Cerebella punches (2400 damage) and hurls a diamond forward (2800 damage). The punch will only hit up close. | * The second part is after the flash where Cerebella punches (2400 damage) and hurls a diamond forward (2800 damage). The punch will only hit up close. | ||
* The diamond will pass through and destroy all oncoming enemy projectiles and cause a wall bounce on hit. | * The diamond will pass through and destroy all oncoming enemy projectiles and cause a wall bounce on hit. | ||
* | ** It does not pass through and hit multiple characters like Diamond Deflector does, though. | ||
* | * Plus on block, but potentially punishable if the first hit is pushblocked. | ||
* If used as a DHC, the | * If used as a DHC: | ||
** Will not have the first low hit, only the two post-flash hits. | |||
** Has an additional 1f of start up after the flash. | |||
** Will clear all hitstop from the opponent if they are not attacking, blocking, or in hitstun. | |||
}} | }} | ||
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| input = Automatically done after an assist move | | input = Automatically done after an assist move | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = N/A | ||
| properties = - | | properties = - | ||
| dmg = N/A | | dmg = N/A | ||
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| text3=Based on [http://en.wikipedia.org/wiki/Harley_Quinn Harley Quinn] from DC Comics. | | text3=Based on [http://en.wikipedia.org/wiki/Harley_Quinn Harley Quinn] from DC Comics. | ||
| text4=Based on [https://en.wikipedia.org/wiki/Nights_(character) Nights] from Nights into Dreams. | | text4=Based on [https://en.wikipedia.org/wiki/Nights_(character) Nights] from Nights into Dreams. | ||
| text5=Based on [http://en.wikipedia.org/wiki/Hulk_Hogan Hulk Hogan] from the 1980s | | text5=Based on [http://en.wikipedia.org/wiki/Hulk_Hogan Hulk Hogan] from the 1980s era WWF. | ||
| text6=Based on [http://wiki.shoryuken.com/Hugo_(3S) Hugo] from Street Fighter 3: Second Impact. | | text6=Based on [http://wiki.shoryuken.com/Hugo_(3S) Hugo] from Street Fighter 3: Second Impact. | ||
| text7=Original color palette based on Cerebella's story mode ending. | | text7=Original color palette based on Cerebella's story mode ending. | ||
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| text26=Based on [https://overwatch.fandom.com/wiki/D.Va D.Va] from Overwatch. | | text26=Based on [https://overwatch.fandom.com/wiki/D.Va D.Va] from Overwatch. | ||
| text27=Based on [https://kancolle.fandom.com/wiki/Harbour_Princess the Harbour Princess] from KanColle. | | text27=Based on [https://kancolle.fandom.com/wiki/Harbour_Princess the Harbour Princess] from KanColle. | ||
| text28=Based on [https://armswiki.org/wiki/Twintelle Twintelle] from ARMS. | |||
| text29=Based on [https://pixar.fandom.com/wiki/Mike_Wazowski Mike Wazowski] and [https://pixar.fandom.com/wiki/James_P._Sullivan James P. Sullivan] from Monsters, Inc. | |||
| color1=SG_cer_color1.png | | color1=SG_cer_color1.png | ||
| color2=SG_cer_color2.png | | color2=SG_cer_color2.png | ||
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| color25=SG_cer_color25.png | | color25=SG_cer_color25.png | ||
| color26=Bella_26.png | | color26=Bella_26.png | ||
| color27=TestBella_2.png }} | | color27=TestBella_2.png | ||
| color28=SG_cer_color28.png | |||
| color29=SG_cer_color29.png }} | |||
==Intro Poses== | ==Intro Poses== | ||
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|} | |} | ||
== | == Players to Watch == | ||
{{PlayerList|colorPrefix=SG_cer_color|data= | |||
{{PlayerListEntry | |||
|name = Caio Lugon <br>[https://twitter.com/Caio_Lugon @Caio_Lugon] | |||
|color = 19 | |||
|region = br | |||
|status = Active | |||
|notes = {{CharLink-SG|msf| M Fiber}} / {{CharLink-SG|ann| H Knuckle}} / {{CharLink-SG|cer| H LNL}} <br>Farofa <br>[https://youtu.be/Bo5cPRZUuOI?t=493 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Cloudking <br>[https://twitter.com/cloudking211 @cloudking211] | |||
|color = 3 | |||
|region = us | |||
|regionNote = NJ | |||
|status = Active | |||
|notes = {{CharLink-SG|val| H Bypass}} / {{CharLink-SG|cer| Excella}} / {{CharLink-SG|dbl| M Bomber}} <br>Consistent top 8 presence, strongest Val/Bella/Double player. <br>[https://youtu.be/sBSL7ZbZrWU?t=7215 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Dekillsage | |||
|color = 16 | |||
|region = us | |||
|regionNote = NY | |||
|status = Active | |||
|notes = {{CharLink-SG|fil| H Hairball}} / {{CharLink-SG|cer| Copter}} / {{CharLink-SG|big| H Brass}} <br>Bombos. <br>[https://www.youtube.com/watch?v=2dc01K8sdo4&feature=youtu.be&t=3531 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Ikkisoad <br> [https://twitter.com/Ikkisoad @Ikkisoad] | |||
|color = 8 | |||
|region = br | |||
|status = Active | |||
|notes = {{CharLink-SG|val| H Bypass}} / {{CharLink-SG|pwl| H Nail}} / {{CharLink-SG|cer| Kanchou}} <br> <br>[https://youtu.be/7nv277xp8z4?t=3656 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Mocktopus | |||
|color = 22 | |||
|region = us | |||
|regionNote = NY | |||
|status = Active(?) | |||
|notes = {{CharLink-SG|cer| H LNL}} / {{CharLink-SG|big| M Beat}} <br>Old SG player. Plays fortune point now I think(?) <br>[https://www.youtube.com/watch?v=wij-kWYjsRA Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Ranger | |||
|color = 20 | |||
|region = eu | |||
|status = Active | |||
|notes = {{CharLink-SG|val| H Bypass}} / {{CharLink-SG|fil| H Hairball}} / {{CharLink-SG|cer| H LNL}} or {{CharLink-SG|fil| H Hairball}} / {{CharLink-SG|cer| H LNL}} / {{CharLink-SG|val| H Bypass}} <br>One of EU's strongest Bella players. Loves super optimal combos. <br>[https://www.youtube.com/watch?v=6UoowhIfJ5E&feature=youtu.be&t=10918 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = ShakyFingers <br>[https://twitter.com/ShakeyFingers @ShakeyFingers] | |||
|color = 18 | |||
|region = us | |||
|regionNote = AR | |||
|status = Active | |||
|notes = {{CharLink-SG|rfo| 5HP}} / {{CharLink-SG|big| H Train}} / {{CharLink-SG|cer| H LNL}} <br>PSN's premier Bella player, owner of arcane knowledge. Optimal combos and absurd setups. <br>[https://www.youtube.com/watch?v=Q3UjkjhCp60 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = SwiftfoxDash | |||
|color = 21 | |||
|region = us | |||
|regionNote = TX | |||
|status = Active | |||
|notes = {{CharLink-SG|pea| L George}} / {{CharLink-SG|cer| H LNL}} <br>Rocking Pea/Bella since the long ago, consistent top 8 placements and a very strong player. <br>[https://www.youtube.com/watch?v=2pBSGfYUZ7M&feature=youtu.be&t=39m20s Example Play] | |||
}} | |||
}} | |||
{{SG}} | {{SG}} |
Latest revision as of 00:57, 7 February 2024
Story
The biggest sensation in the Cirque des Cartes, Cerebella is a tumbling, soaring dynamo of star power: throughout the Canopy Kingdom, she’s admired for her enormous strength and alluring curves. Sadly, this acrobatic orphan only desires the attention of one man, mobster Vitale Medici, who took her in and became the closest thing to a father she’s ever known.
While inherently good, Cerebella serves the mafia as a leg-breaker when not performing in the circus. Cerebella is the only person capable of controlling her powerful Living Weapon hat, Vice-Versa, so Vitale is stingy with his affections to keep her fighting in his corner.
Overview
Cerebella is a grappler with a diverse tool-kit and has excellent hurtboxes/hitboxes on many of her normals. Her command grabs can turn many situations into a 50/50, and she has the tools to incorporate a variety of nasty resets into her combos.
- Command grabs: Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). MGR has excellent range and DD is the fastest meterless move in the game. To complement these throw options, she has Excellebella (623LP+LK) which is air unblockable during the rising portion of the opponent's jump, and a good 2LK to tag opponents attempting to jump away.
- Big Buttons: Cerebella has lots of big buttons in both the ground and the air, such as 2LK, 5LK, 6HP, jMP, and jHP. These buttons have great range and/or a favorable amount of disjoint, and are useful for poking at the opponent.
- Movement: Cerebella has a few unique movement options to get close and threaten mixups. In addition to a double jump, her jHP will glide through the air if held down. She has an armored run special move ([4]6K) which has several followups.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Medium (Heavy outside of combos) | Step | Yes | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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34 | 35 | 88 | 34 | 32 |
Assists
Cerecopter (default assist)
A lengthy lockdown assist with a fairly large hitbox.
H Lock'n'Load (default assist)
A single hit, delayed startup armored assist that moves forward and has big damage and meter gain. It has good hitstun and doesn't cause a knockdown, so it can often lead to a combo and/or be used in combos. While it's slow, the opponent will have to move around it or commit to attacking it. It has two hits of armor, the third hit will connect as a normal hit.
Excellebella (623LP+LK)
An anti-air grab (unblockable while rising) that doubles as a setup assist. Builds a generous amount of meter, has good conversions, and allows characters to build resources due to the lengthy animation.
Diamond Drop (236LP+LK)
A high damage throw assist. During the throw animation the point character has plenty of time set up resources.
Battle Butt / Tumbling Run Followups
Input [4]6 HP+HK on custom assist input select for Battle Butt. This is a very fast armored assist with a hitbox that hits high up. It retains the bonus properties when the opponent is at low health, so it can be used to chip them out. Its major downside is it sends the opponent very far away at high speed on hit, making it hard to combo off of.
Other run followups can be chosen as follows: [4]6 MP+MK for Kanchou, and [4]6 LP+LK for Run Stop. Pummel Horse is not selectable as an assist.
Move List
Standing Normals
Tune Up Toggle Hitboxes Toggle Hitboxes
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Medici Shakedown Toggle Hitboxes Toggle Hitboxes
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Tent Stake Hammer Toggle Hitboxes Toggle Hitboxes
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Point Cut Toggle Hitboxes Toggle Hitboxes
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Adagio Swing Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Kneecapper Toggle Hitboxes Toggle Hitboxes
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Enforcer Elbow Toggle Hitboxes Toggle Hitboxes
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Boost-iere Toggle Hitboxes Toggle Hitboxes
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Diamond Scratch Toggle Hitboxes Toggle Hitboxes
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Loop de Loop Toggle Hitboxes Toggle Hitboxes
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Medici Legbreaker Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Trapeze Act Toggle Hitboxes Toggle Hitboxes
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Slap Chop Toggle Hitboxes Toggle Hitboxes
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Glide n' Clap Toggle Hitboxes Toggle Hitboxes
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Single Cut Toggle Hitboxes Toggle Hitboxes
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Brilliant Dropkick Toggle Hitboxes Toggle Hitboxes
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Princess Cut Toggle Hitboxes Toggle Hitboxes
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Command Normals
Titan Knuckle Toggle Hitboxes Toggle Hitboxes
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Unbreakable Elbow Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Cere-rana Toggle Hitboxes Toggle Hitboxes
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The Flying Wisegirl Toggle Hitboxes Toggle Hitboxes
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Break-in Elbow Toggle Hitboxes Toggle Hitboxes
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Hammer Toss Toggle Hitboxes Toggle Hitboxes
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Specials
Toggle Hitboxes Toggle Hitboxes
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"Backatcha!" Toggle Hitboxes Toggle Hitboxes
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"Rock n' roll!" Toggle Hitboxes Toggle Hitboxes
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"Spin to win!" Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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"Round and round we go!" Toggle Hitboxes Toggle Hitboxes
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"I'll slap you senseless!" Toggle Hitboxes Toggle Hitboxes
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"Try this on!" Toggle Hitboxes Toggle Hitboxes
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"Buweh~" Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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"Magnifique!" Toggle Hitboxes Toggle Hitboxes
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Supers
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"Here we go! Get ready for a showstopper!" Toggle Hitboxes Toggle Hitboxes
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"A girl's best friend!" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Come on, babe..."
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"Adieu!"
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Colors
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Color 1![]() Default color palette. |
Color 2![]() Based on Rainbow Mika from Street Fighter Alpha 3. |
Color 3![]() Based on Harley Quinn from DC Comics. |
Color 4![]() Based on Nights from Nights into Dreams. |
Color 5![]() Based on Hulk Hogan from the 1980s era WWF. |
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Color 6![]() Based on Hugo from Street Fighter 3: Second Impact. |
Color 7![]() Original color palette based on Cerebella's story mode ending. |
Color 8![]() Original alternate color palette used for the Double mirror match in Cerebella's story mode. |
Color 9![]() Based on Rash from Battletoads. |
Color 10![]() Original alternate color palette. |
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Color 11![]() Original color palette based on AMERICA. |
Color 12![]() Original alternate color palette. |
Color 13![]() Original alternate color palette. |
Color 14![]() Based on Potemkin from Guilty Gear. |
Color 15![]() Original alternate color palette. |
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Color 16![]() Original alternate color palette. |
Color 17![]() Based on Maleficent from Disney's Sleeping Beauty. |
Color 18![]() Based on Homura Akemi from Puella Magi Madoka Magica. |
Color 19![]() Original color palette based on Brazil's flag. Crowdfunding request. |
Color 20![]() Original color palette based on a flame motif custom paint job often seen on a hot rod. Crowdfunding request. |
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Color 21![]() Original color palette based on Annie of the Stars from Skullgirls. Crowdfunding request. |
Color 22![]() Based on the Heavy (red team) from Team Fortress 2. Crowdfunding request. |
Color 23![]() Original alternate color palette. |
Color 24![]() Based on Shigen Naoe from The Last Blade. |
Color 25![]() Based on Ira Gamagōri from Kill la Kill. |
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Color 26![]() Based on D.Va from Overwatch. |
Color 27![]() Based on the Harbour Princess from KanColle. |
Color 28![]() Based on Twintelle from ARMS. |
Color 29![]() Based on Mike Wazowski and James P. Sullivan from Monsters, Inc. |
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Intro Poses
Cerebella has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
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Intro pose 1: Hold ![]() ![]() Cerebella flexes her arms. Perfection! Rock it! |
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Intro pose 2: Hold ![]() ![]() Cerebella is lifted in from an aerial hoop and then does a one legged pose. They want more! Magnifique! Teehee! |
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Intro pose 3: Hold ![]() ![]() Cerebella spins her hat and then puts it on and does a "Praise the Sun!" pose. Now for the main attraction! Hang on to your hat! |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Caio Lugon @Caio_Lugon |
![]() Brazil |
Active | ![]() ![]() ![]() Farofa Example Play | |
Cloudking @cloudking211 |
![]() United States NJ |
Active | ![]() ![]() ![]() Consistent top 8 presence, strongest Val/Bella/Double player. Example Play | |
Dekillsage | ![]() United States NY |
Active | ![]() ![]() ![]() Bombos. Example Play | |
Ikkisoad @Ikkisoad |
![]() Brazil |
Active | ![]() ![]() ![]() Example Play | |
Mocktopus | ![]() United States NY |
Active(?) | ![]() ![]() Old SG player. Plays fortune point now I think(?) Example Play | |
Ranger | ![]() European Union |
Active | ![]() ![]() ![]() ![]() ![]() ![]() One of EU's strongest Bella players. Loves super optimal combos. Example Play | |
ShakyFingers @ShakeyFingers |
![]() United States AR |
Active | ![]() ![]() ![]() PSN's premier Bella player, owner of arcane knowledge. Optimal combos and absurd setups. Example Play | |
SwiftfoxDash | ![]() United States TX |
Active | ![]() ![]() Rocking Pea/Bella since the long ago, consistent top 8 placements and a very strong player. Example Play |