|
|
Line 43: |
Line 43: |
| | crumple=32 | | | crumple=32 |
| | assistrecovery=36 | | | assistrecovery=36 |
| | standingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} > {{NotationIcon-SG|MP}} > {{NotationIcon-SG|MK}} > {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | | standingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} > {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} > {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} |
| | crouchingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} > {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} > {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | | crouchingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} > {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} > {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} |
| | airchain=5 Buttons: {{NotationIcon-SG|LP}} > {{NotationIcon-SG|LK}} > {{NotationIcon-SG|MP}} > {{NotationIcon-SG|MK}} > {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | | airchain=5 Buttons: {{NotationIcon-SG|LP}} > {{NotationIcon-SG|LK}} > {{NotationIcon-SG|MP}} > {{NotationIcon-SG|MK}} > {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} |
Revision as of 00:06, 3 January 2020
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.
Basics
Cerebella is a grappler with a diverse tool-kit and good normals. Her two command grabs will strike fear into anyone in range of them, 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). They're both great and useful in different situations. MGR has excellent range and DD is the fastest meterless move in the game at 4f startup. To complement these throw options, she has Excellebella which is air unblockable during the rising portion of the opponent's jump, and a good 2LK to tag opponents attempting to jump away.
- Movement: Cerebella has a few unique movement options to aid in her task of getting close to the opponent. Her jHP will glide through the air if held down, functioning as a pseudo-airdash. She has an armored run special move ([4]6K) which is versatile. It can be stopped at any point, or go into one of several follow up moves. The one hit of armor on it, as well as the armored Battle Butt follow up ([4]6~HK) can allow her to bypass zoning options and close distance.
- Resets:
- The corner stone of her reset game lies in her 2MK. It will launch the opponent at a low height, and when combined with instant run stops, it can set up a variety of resets.
- One of her run follow ups, Kanchou ([4]6K~[MK]), is a devastating cross-up attack. Setting up opportunities to land this move as an unexpected reset will surely instill fear into your opponent. However, it's horribly minus on block.
- Projectile reflect: Any character with a projectile has to stay aware of her projectile reflect, Diamond Deflector (623LP). Using it against opponents attempting to end blockstrings with a projectile and grant a full combo, and using it against predictable zoning will usually at least end in a sliding knockdown with 6HP.
- Reversals: Cerebella is blessed with a few different reversal options. Diamond Dynamo (236PP) is a level 1 reversal super which has a great anti-air hitbox and leads into a combo with a DHC, or if it ends near the corner. Her 360 super (360LP+LK) is the most damaging level 1 reversal in the game and the damage can be exchanged for a follow up combo to maintain momentum. Her meterless reversal, Devil Horns (623MP), isn't as reliable as the former options. It has a long invulnerable startup and its hitbox will only hit opponents right in Cerebella's face or opponents crossing her up. However, it has a significant window after the active frames to cancel into a super, which can be done even on block. She also has some non-invulnerable options that can be used as a reversal in specific situations like Lock n' Load (236HP), Battle Butt ([4]6K~HK), and Diamond Drop (236LP+LK).
Important Moves
- 2LK - Fast, low hitting attack with good reach. Gut check them with this, and make them suspect to throws.
- Merry Go-Rilla (214LP+LK) - Far reaching command grab. Use this at the same range you would poke with 2LK and mix-up crouch blocking opponents
- jMP - Excellent all around air normal
- jHP - Both a movement option and disjointed air-to-air. When just tapping it to attack, it will halt her jump momentum. You can also hold HP to glide through the air and release to attack.
- jHK - Jump in with lots of vertical reach and is active for a long time.
- 6HP - Her furthest reaching attack, and causes a sliding knockdown. Be careful using it too predictably, as it's slow and easy to punish on whiff.
Stats
Chains
Standing
|
3 Buttons: or > or > or
|
Crouching
|
3 Buttons: or > or > or
|
Air
|
5 Buttons: > > > > or
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Medium
|
Step
|
Yes
|
No
|
N/A
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
34
|
35
|
4
|
34
|
32
|
Move List
Standing Normals
Tune Up Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
300
|
2.5%
|
-3
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
18
|
16
|
19
|
7
|
{{{superhitstop}}}
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
300
|
2.5%
|
±0
|
+3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
15
|
16
|
19
|
7
|
{{{superhitstop}}}
|
|
|
- It's a jab, not much use except when you need your fastest normal. Same speed as 2LP, but chains into itself.
- The first hit can chain into 2LP instead of the second hit of 5LP.
- Used in combo ender strings since 5LPx2 deals the most damage out of the grounded light normals.
|
|
Medici Shakedown Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
600
|
7.5%
|
Stagger (+44 / +59 CH) OR +2
|
+5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
3
|
18
|
22
|
25
|
9
|
{{{superhitstop}}}
|
|
|
- Staggers a standing opponent if it hasn't been chained into, which is useful for setups since it provides massive frame advantage (+44 if they shake, +47 when runstop canceled).
- Horizontal and disjointed hitbox which covers Cerebella's head makes it a useful anti-air.
- The hitbox covers behind Cerebella's head, which makes it good for incoming crossups.
- The stagger is also useful in corner carry / side swap combos. While the opponent is staggered, Cerebella can use Kanchou feint ([4]6K~MK) or Diamond Drop to side swap, or Tumbling Run ([4]6K) to push them further to the corner and continue the combo.
- Can combo into MGR in the corner with a runstop and backdash, even if they shake the stagger.
|
|
Tent Stake Hammer Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
1000
|
10%
|
+1, KD (vs air)
|
-10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
3
|
26
|
29
|
18
|
11
|
{{{superhitstop}}}
|
|
|
- Does 1000 damage, so it has 27.5% minimum scaling instead of the usual 20%. It will knockdown on air hit, so if they are in the air use 5HK in your chain instead.
- Only grounded normal that combos into level 3.
- Great disjointed hitbox but poor startup, so it has its uses as a situational anti-air.
- On block, sends the opponent downward, which makes it useful during incoming setups to force the opponent to land quickly.
|
|
Point Cut Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
400
|
2.5%
|
+5
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9
|
2
|
14
|
20
|
17 (19 vs air)
|
7
|
{{{superhitstop}}}
|
|
|
- Ridiculous disjointed hitbox, fast startup, and plus frames makes this a great all-around normal.
- Moves Cerebella backwards. When kara canceled with MGR, it can connect at point blank. (video)
|
|
Cugine Kick Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
600
|
7.5%
|
+2
|
+5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
2
|
23
|
26
|
29
|
9
|
{{{superhitstop}}}
|
|
|
- Hitbox can go over some low profile moves, and pushes the opponent away so it is used in some run stop 2LK burst baits. Doesn't see much use otherwise.
|
|
Adagio Swing Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High (2nd hit)
|
-
|
600, 700
|
10% x2
|
+3
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
3, (20), 4
|
20
|
25, 26
|
26, 21
|
10, 12
|
{{{superhitstop}}}
|
|
|
- High damage, two hit normal. Generally used as a combo ender.
- The first hit pops the opponent into the air, and the second hit hits overhead.
- Builds a ton of meter for a normal, twice the normal amount.
- Its hitbox can dodge many low hitting moves.
- Lengthy attack animation allows for easy assist calls in combos.
- As a combo ender it deals slightly less damage than 5HP, but builds twice as much meter and more easily restands after OTG.
|
|
Crouching Normals
Kneecapper Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
250
|
2.5%
|
+2
|
+5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
13
|
16
|
19
|
7
|
{{{superhitstop}}}
|
|
|
- Tied for fastest normal with 5LP, but has more range. Use this if you need a faster poke than 2LK.
- Good for fast OTG pickups, eg. when converting off Excellebella in the corner.
|
|
Enforcer Elbow Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
550
|
7.5%
|
-1
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
6
|
21
|
25
|
17
|
10
|
{{{superhitstop}}}
|
|
|
- Moves Cerebella forward, making it very useful for hit confirm strings.
- The forward movement is used for a kara-grab with MGR or DD. (Special cancel this move on whiff into either of those moves after the forward movement of 2MP). This gives Cerebella a quick boost forward before performing the grab, effectively increasing the range of at the cost of startup frames.
- The forward movement is very convenient for punishes at a further range.
- Unable to crossup opponents not already in hitstun.
|
|
Boost-iere Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
950
|
10%
|
-1
|
-14
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
3
|
30
|
31
|
18
|
12
|
{{{superhitstop}}}
|
|
|
- Cerebella's main launcher.
- If your hit confirm chain hits, you generally end it with this move on most combo routes. Some routes will use 5HP instead (eg. midscreen Kanchou combos)
|
|
Diamond Scratch Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
325
|
2.5%
|
+3
|
+6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
3
|
10
|
15
|
18
|
7
|
{{{superhitstop}}}
|
|
|
- A textbook grappler low poke. Poke with this move to make sure they're blocking low, conditioning the opponent to crouch block and become vulnerable to throws.
- If they aren't pushblocking this move, just doing 2LK alone without a hit confirm chain sets up a low/throw mixup since this move is +6.
|
|
Loop de Loop Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
550
|
7.5%
|
+4
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
2
|
24
|
29
|
17
|
9
|
{{{superhitstop}}}
|
|
|
- A mini-launcher that launches the opponent lower than 2HP. An essential component of her reset game.
- Doing 2LK 2MK Run Stop can set up her basic reset. As they're coming down, you can either air throw or hit them with 5LK before they can get an air button out. If they won't press anything, you can perform a mixup on the ground, such as 2LK, MGR/DD, jHP/j2MP, or Kanchou.
|
|
Medici Legbreaker Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Sweep
|
1100
|
10%
|
Soft KD (Invuln.)
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
2
|
16
|
14
|
17
|
10
|
{{{superhitstop}}}
|
|
|
- Cerebella's only other chainable low move after 2LK, and unfortunately it's a sweep so there's no reward for hitting it besides a soft knockdown. However, it's not as minus as most sweeps, it's even on block so at worst your turn will end.
- Runstop canceling this move does not change its frame advantage.
- High damage, so can be used in combos when hitting OTG.
|
|
Jumping Normals
Trapeze Act Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
250
|
2.5%
|
-21
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
37
|
17
|
20
|
7
|
{{{superhitstop}}}
|
|
|
x2, x3, ...
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
250, 100, 100…
|
2.5%...
|
-12
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
1
|
2, (3), 2, (3)...
|
28
|
17…
|
20…
|
7, 5, 5, 5…
|
{{{superhitstop}}}
|
|
|
- Pressing the button once is a good normal on its own, it's tied for fastest air normal in the game and has a huge hitbox underneath Cerebella. Ideal air-to-air to disrespect air resets, to hit people below her, or to counter slow jump-ins.
- After the first hit, the button can be pressed any number of times for follow up hits. This enables an essential restand with the air chain jLPx3 > jHP. (video tutorial). Even just mashing jLP until Cerebella lands will restand, which is useful if undizzy is a concern.
- Chaining the same move into itself can't trigger IPS if the first hit does not trigger IPS.
|
|
Slap Chop Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
575
|
7.5%
|
+10 OR KD (vs air, chained into)
|
+4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
3
|
17
|
31 (29 vs air)
|
23
|
11
|
{{{superhitstop}}}
|
|
|
- Amazing air button with plenty of hitstun to land and confirm against ground opponents. Confirm into jHK for an OTG combo against air opponents
- If the opponent blocks this move on the ground and doesn't pushblock, it sets up a low/throw mixup.
- Chaining into this move in the air will cause a knockdown vs air opponents.
|
|
Glide n' Clap Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
75% Damage Scaling
|
950
|
7.5%
|
KD (vs air)
|
+4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7, (35), 8
|
3
|
15
|
34
|
37
|
11
|
{{{superhitstop}}}
|
|
|
[ ]
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7, (35)
|
N/A
|
12
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Outstanding disjointed air to air move that alters Cerebella's air momentum and has generous hitstun and blockstun. Great move to use when Cerebella has the opponent trapped in the corner
- Pressing and holding HP will have Cerebella glide. Releasing HP will have her perform the move, and holding HP for the entire glide will end the glide without performing the move. Cerebella can interrupt the glide with j2MP or Grab Bag, but cannot block. Only one glide can be preformed per jump and it can't be used after a double jump.
- Will hit as an instant overhead against crouching opponents by jumping and then immediately tapping HP.
- Neutral jumping works at point blank range on the entire cast, but if you're too far away you may want to upforward before tapping HP instead.
- The blockstun makes it safe and the hitstun allows for a confirm into a 2LK or 2LP, albeit at 75% damage scaling.
- The lowest possible jHP is technically +17 on hit, but Cerebella is still airborne after recovering, so realistically you are about +12 when you touch the ground.
- Likewise on block, technically +20 but more like +15.
|
|
Single Cut Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
300
|
2.5%
|
+2
|
+5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
4
|
12
|
17
|
20
|
7
|
{{{superhitstop}}}
|
|
|
- Fast air-to-air move and cross-up normal. The low hitstun relative to her other moves requires either a low height or chaining into other jump normals to convert
|
|
Brilliant Dropkick Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
650
|
7.5%
|
+1
|
+4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
11
|
8
|
19
|
22
|
10
|
{{{superhitstop}}}
|
|
|
- Very long active period and can hit very low to the ground, but difficult to convert from and the ranges you would want to use it as a poke besides from chaining into jHP. Combo fodder and sometimes used in specific setups, such as safejumps. Doesn't see much use otherwise.
|
|
Princess Cut Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
950
|
10%
|
KD (vs air)
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
10
|
16
|
28
|
31
|
11
|
{{{superhitstop}}}
|
|
|
- Great jump-in with a big vertical hitbox and tons of blockstun. Be aware it can be land canceled and punished though, so be careful.
|
|
Command Normals
Titan Knuckle Toggle Hitboxes Toggle Hitboxes
|
6HP
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
1600
|
10%
|
Sliding KD
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
3
|
22
|
26
|
19
|
14
|
{{{superhitstop}}}
|
|
|
- Big and slow button that causes a sliding knockdown. After the active frames, the extended hurtbox stays out for a while so it's very vulnerable to whiff punishes.
- 2MK > 6HP is used in some optimal combo routes.
- Good for long range punishes on bad assist calls.
|
|
Unbreakable Elbow Toggle Hitboxes Toggle Hitboxes
|
j2MP
|
j. +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
800
|
7.5%
|
KD
|
-16 (-2 IOH)
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11*
|
until ground, 4
|
17
|
24
|
22
|
12
|
{{{superhitstop}}}
|
|
|
- Cerebella drops to the ground where she will, on hit or miss, go through a recovery animation as she gets up. The attack has active frames as Cerebella falls and a minimum 4 active frames as she hits the ground, no matter what.
- Can be used as a surprisingly big button to catch people who are underneath Cerebella off guard. It can even cross-up in some situations
- Used as an instant overhead. It's -2 on block if done as IOH, unlike jHP which has much more advantage, and a bit harder to convert off of from a distance. It also has to use up OTG to convert off of it. The upshot is it's less likely to whiff, and doesn't scale to 75% like jHP.
- Even if you perform this move right as Cerebella lands, you get those additional active frames when landing with 0 frames (or similarly fast) of startup, making it a unique option against air resets done very close to the ground.
- * If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation. This consistently makes instant j2MP at least 17f.
|
|
Universal Mechanics
Cere-rana Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Throw
|
50% Damage Scaling
|
1000
|
5%, 10%%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
1
|
28
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Even though she has her command grabs, her normal throw fills the purpose of a close range throw that won't throw them out of the corner.
- Cerebella moves forward during her throw so this is actually one of the bigger normal throw ranges in the game.
- In the corner, OTG 2LK will lead into a full combo. Midscreen conversions will need meter to spend on Dynamo, or, there's a very character specific conversion with Pummel Horse. See the Combos page for more information.
|
|
The Flying Wisegirl Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (in air)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Air Throw
|
50% Damage Scaling
|
200 x3, 800
|
0%, 3% x3, 6%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
18
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Spikes the opponent downwards for an OTG conversion anywhere on the screen.
- Use jLP 2MK or jLK 2MK to convert. jHK can work if the air throw is high enough.
|
|
Break-in Elbow Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag
|
500
|
7.50%
|
Sliding KD *
|
-36
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
20
|
(Until ground), 2
|
41
|
10
|
13
|
12
|
{{{superhitstop}}}
|
|
|
- Cerebella drops from the top of the screen. She doesn't actually fall straight down - her trajectory is angled slightly forward, so this move is infamous for crossing up in unexpected ways.
- Faster and harder to react to compared to most other tags.
- * Does not look visually similar to a sliding KD (the opponent won't slide across the floor), but behaves like one in the sense that it won't cause a blue bounce if a follow up OTG isn't performed.
|
|
Hammer Toss Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Snapback
|
0
|
-100%
|
N/A
|
-37
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12 + 3
|
3
|
22
|
N/A
|
13
|
(9) 13
|
{{{superhitstop}}}
|
|
|
- Deceptively short range since Cerebella moves backwards. While confirming into snap in a happy birthday combo, use 2MP > 5HK(1) xx Snapback to make sure the snap won't whiff.
|
|
Specials
Toggle Hitboxes Toggle Hitboxes
|
Lock n' Load
|
+
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
900 (100)
|
(2.5%), 13.8462%
|
+1
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
24
|
9
|
22
|
24
|
17
|
9
|
{{{superhitstop}}}
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Armor (1 hit)
|
1150 (100)
|
(2.5%), 18%
|
+3
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
28
|
9
|
22
|
26
|
17
|
9
|
{{{superhitstop}}}
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Armor (2 hits)
|
1400 (100)
|
(2.5%), 18%
|
+6
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
36
|
9
|
22
|
29
|
17
|
9
|
{{{superhitstop}}}
|
|
|
- After a lengthy, completely armored startup on the MP and HP versions, Cerebella lunges forward with an attack that deals gigantic damage in a single hit.
- The idea of his move is not necessarily to make it hit. If you wake up with this move or use it in a blockstring, you can see what the opponent is doing and react accordingly with an early super cancel. If they're crouch blocking or pressing a ground button, cancel into 360. They cannot jump or special/super cancel in reaction to the super flash of the 360. If they're pressing an air button, Dynamo will hit them. If they block the move, it's only -6, making it safe at most ranges.
- The H version can combo into Level 3 on hit. This can be used as a high damage, hard-to-interrupt punish for bad assist calls.
- On hit, occasionally leaves behind Scribble Cat (a purely visual easter egg)
|
|
"Backatcha!" Toggle Hitboxes Toggle Hitboxes
|
Diamond Deflector
|
+
|
|
Whiff
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
22
|
N/A
|
21
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
Reflection
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
85% Damage Scaling, Invuln. (Proj.), Projectile
|
300 (100)
|
5.1%
|
Stagger
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
--
|
N/A
|
29
|
32
|
0 (8 on block)
|
{{{superhitstop}}}
|
|
|
- When any projectile that comes in contact with Cerebella during this move, it's reflected back as its own gem projectile that travels horizontally and absorbs all other projectiles in its way. The gem causes a stagger on hit, even against air opponents who will fall to the ground then enter stagger. The follow up is scaled to 85%. Cerebella becomes invulnerable to projectiles during the recovery of a successful reflect.
- Essential tool in matchups against zoners.
- If Cerebella is too far away to dash up and confirm into a full combo from the stagger, landing 6HP is also a good choice that works from further ranges and causes a sliding knockdown.
- Unlike other moves that cause stagger, hitting with multiple gems will not put the opponent in a regular hitstun; the stagger length is simply reset.
- Window for reflection is 22f total, beginning with the first frame of start up.
- Reflecting a poison vial from Valentine will get rid of any previous poision effect.
- Moves that can be reflected
- Filia: Ringlet Spike, Trichobezoar
- Cerebella: Diamond Deflector (deflection), Diamonds Are Forever
- Peacock: 5HP, jMK, jHK (Avery), BANG BANG BANG!, George's Day Out, Boxcar George, George at the Air Show, Shadow of Impending Doom, Fire in the Hole!, Argus Agony
- Parasoul: Napalm Shot, Napalm Toss (timed or manual explosion from any tear), Tag In, Silent Scope, Motor Brigade, Inferno Brigade
- Ms. Fortune: Headbutt, ZOOM!, Decap Attack, Cat Strike, Cat Spike, Feline Allergies, Tag In, Snapback (the resulting attack from hitting the head), The 5th of Dismember (2nd hit)
- Painwheel: Gae Bolga Stinger (all versions)
- Valentine: Dead Cross, Flew Shot, Checkmate Incision
- Double: jHK (Avery), Luger Replica, Catellite Lives, Ring Laser, Bomb
- Squigly: Tremolo, Squigly Battle Opera, Inferno of Leviathan
- Big Band: Strike Up the Band (missile attacks after sucessful initial hit)
- Eliza: 2MP (2nd hit), Upper Khat, Dive of Horus
- Fukua: Love Dart, Forever a Clone (LK and HK only), Blown Kiss, BFF
- Beowulf: Hurting Hurl (Assist only)
- Robo-Fortune: jHP, 2HK, Theonite Beam, Headrone RAM, Headrone Impact, Headrone Salvo, Catastrophe Cannon (All versions)
|
|
"Rock n' roll!" Toggle Hitboxes Toggle Hitboxes
|
Devil Horns
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full)
|
1200 (100)
|
(2.5%), 13.84%
|
KD
|
-29
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
3
|
48
|
18
|
21
|
16
|
{{{superhitstop}}}
|
|
|
- Meterless reversal, but has long startup and will only hit characters right next to or directly above Cerebella.
- Has a significant window after the active frames where a super cancel is allowed. This can be used to frametrap punish attempts on block with a super.
- Used in high-damage combo routes on light characters.
- The long startup invuln can be used to your advantage, for example you can Devil Horns cancelled into 360 or Dynamo to beat Squigly's Daisy Pusher on the ground.
|
|
"Spin to win!" Toggle Hitboxes Toggle Hitboxes
|
Cerecopter
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
275 x7, 500 (20 x7, 300)
|
(2.5%) 2.5% x7, 3.6%
|
KD
|
-18
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
19
|
2, 4, 4, 4, 4, 4, 4, 4
|
34
|
12 x7, 16
|
15 x7, 19
|
2 x7, 12
|
{{{superhitstop}}}
|
|
|
- A multi-hitting attack that hits on both sides as Cerebella lunges forward. Due to the lunge, it can leave the opponent at a range where it's difficult to punish. Mainly a combo ending tool, and a phenomenal assist.
- The lunge also makes this move a gimmicky incoming crossup.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Command Grab
|
Invuln. (Throw), 55% Damage Scaling
|
0, 2300
|
(2.5%) 5%, 8%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
4
|
3
|
26
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Point blank command grab. One of the fastest startups in the game at 4 frames, which will beat out and/or punish lots of moves most characters can't.
- Sends the opponent behind Cerebella far away enough where Cerebella can't convert unless they're thrown into the corner. In that case, micro dash 2LK will convert. Otherwise, Dynamo will bring them a bit closer to the corner, but you will still need the corner or a DHC to lead into a full combo. Meterlessly, 6HP can tack on a bit more damage, and if you have the right assist, such as M Beat Extend, you can use this method to get a meterless full conversion outside of the corner.
|
|
"Round and round we go!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Command Grab
|
55% Damage Scaling
|
0, 2300
|
(2.5%) 3%, 7%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
3
|
29
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Mid range command grab with a deadzone which causes it to whiff at point blank on most characters.
- Always allows for a combo at the cost of OTG. Micro dash 2LK > 2MK, jMP > jHK restand works on the majority of the cast. 2LP > 2MP > 2HP, jLPx3 > jHP is an easier, less optimal conversion.
- If the opponent isn't spacing their jump-ins properly, stay outside their jump-in range and use this move as they land.
- Works at point blank against Big Band and Beowulf, and at farther ranges than from other characters.
- Kara throw with 2MP to extend the range (Input 2MP, then special cancel into MGR as Cerebella moves forward)
- Kara throw with 5LK allows you to throw the entire cast except Squigly at point blank. (video)
|
|
"I'll slap you... senseless!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Anti-Air Grab
|
50% Damage Scaling
|
0, 150 x5, 900
|
(2.5%) 5%, 2% x5, 5.4%
|
KD
|
-13
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
2
|
33
|
N/A
|
21
|
N/A (11 on block)
|
{{{superhitstop}}}
|
|
|
- Anti-air grab that is unblockable during the rising portion of the opponent's jump. If the opponent is on the way down, it is blockable and functions like a hit grab. Good to use against opponents stuck on up-back or as a situational anti-air.
- Can convert with an OTG 2LP or 2LK in the corner, but midscreen you will need to cancel to Dynamo to get anything.
- Builds the most meter out of any of Cerebella's moves. Builds significantly less meter when used for a second time in a combo.
- Good combo ender alternative to Cerecopter that sacrifices damage for better meter gain. You could do 5LPx2 5MP 2HP xx Excellebella xx Dynamo (easier), or 5LPx2 2MK 6HP xx Excellebella xx Dynamo (more optimal/difficult).
- Useful assist for characters that can build resources (Valentine vials, Squigly charge, Beowulf hype, Big Band taunt, Robo-Fortune heads), as it allows them to build said resources mid-combo without any risk.
- However, Excellebella builds a lot less meter as an assist, and forces scaling down to 33%. It's important to not use it early in a combo.
|
|
"Try this on!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Air Throw
|
Invuln. (Throw)
|
0, 150 xN, 1200 *
|
(2.5%), 0%, 2.5% xN, 6.6667%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
until ground
|
60**
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- An air command grab, the only move of its kind in the game. Opponents can still tech this throw with a 6f window. On hit, Cerebella is not left in a position to convert into anything, so this is a good option to use when the damage will kill. When Cerebella misses, she hits the ground and has the ability to ground tech.
- * The number of hits before the final hit is determined by the height Grab Bag connects at.
- ** If no ground tech is chosen, there is an additional 12 frames of vulnerable recovery and some more additional invulnerable recovery.
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Armor (1 hit)
|
N/A
|
3.33%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
1
|
N/A
|
16
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Cerebella charges forward with 1 hit of armor. Using the run to traverse the screen is faster than her dash, if a bit 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.
- 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. Since you can manually Run Stop at any point during the run anyway, this is a bit pointless. Always use the HK run when trying to cover ground.
- 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. Watch this video for a more in depth explanation and other possible shortcuts. Doing instant run followups will always execute at least 1 frame of run.
- Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
- The entire duration of the run allows for a super cancel.
- Can be selected as a gimmicky push-away assist with [4]6K.
|
|
|
Run Stop
|
During Tumbling Run: /
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
16
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Stopping Tumbling Run short causes an identical animation to the recovery frames of the run.
- Cancelling 5HP to Tumbling Run and immediately run stopping allows Cerebella to link her light attacks (6 frame link for 5LP/2LP, 4 frame link for 2LK).
- Similarly, canceling your hitconfirm string on block can improve the frame advantage.
- Instant Run Stop can be selected as an assist with [4]6LPLK, but it's useless as an assist.
- The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
|
|
"Buweh~" Toggle Hitboxes Toggle Hitboxes
|
Kanchou
|
During Tumbling Run: /
|
|
Activation
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Proj.) (Frame 3)
|
1000 (100)
|
(2.5%), 13.84%
|
Wall Bounce (once per combo), KD
|
-25
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
2, (at most 28), 8
|
4
|
42
|
17
|
20
|
18
|
{{{superhitstop}}}
|
|
|
Feint
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Invuln. (Proj.) (Frame 3)
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
43
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- A devastating cross-up attack. Cerebella attempts to pass through the opponent as MK is held, and only executes the attack as long as she successfully crosses up. Tapping MK will do a feint, where she attempts to crossup but will not perform the move.
- Horribly minus on block.
- The time it takes to cross up can vary depending on distance and character width. This is especially noticeable on Big Band.
- The portion of this attack where Cerebella passes through the opponent is also projectile invulnerable.
- Using this move for the 2nd time in a combo will result in a regular knockdown.
- The attack is not super cancelable before the active frames, however the recovery of the feint version is.
- Setting up opportunities to land this move as a reset in creative ways will quickly build up fear in the opponent. In fact, they may be so scared they will glue their stick to the up-back position or even start holding forward. Even though this move is extremely risky, the opponent will have to keep it in mind.
- 5HP xx Kanchou is used in some midscreen combo routes.
- Can easily convert after hitting the opponent fullscreen for a wallbounce. See the Combos page for more information.
- If hitting the opponent directly into the corner, you can still convert by super canceling to Diamond Dynamo and then picking them up OTG.
- Instant Kanchou can be selected as an assist with [4]6MPMK, but it isn't a very useful assist since it's easy to stuff, the opponent doesn't need to block the other way to block it, and converting off it can be awkward. One upside is that it's difficult to punish on block since the opponent is facing the wrong way.
- The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Battle Butt
|
During Tumbling Run: /
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Armor (2 hits)
|
1400 OR 2000*
(150 OR 500)
|
(2.5%), 9.47%
|
KD
|
-19
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
8
|
28
|
13
|
16
|
14 OR 25*
|
{{{superhitstop}}}
|
|
|
- Vice-Versa grows some horns as Cerebella preforms a leaping headbutt, with 2 hits of armor independent from Tumbling Run.
- Cerebella is airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown (but you can still be airthrown).
- This move is very hard to challenge with its armor, relatively fast startup, and large hitbox that can even hit opponents in the air. But it's awfully minus and you will be puinished if it's blocked. Can be used during a run if you see the opponent committing to something you can armor through.
- Calling an assist and performing Battle Butt is a great way to force your way into close range, since the assist should cover your frame disadvantage.
- Can be selected as an assist with [4]6HPHK. Potentially a useful assist due to its 2 hits of armor, fast startup and high damage, but more difficult to confirm off of than H Lock n' Load.
- * Damage increases to 2000, hitstop increases to 25, and adds a bonus points visual effect when the opponent is at 1500 HP or lower. (video guide)
- The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
|
|
"Magnifique!" Toggle Hitboxes Toggle Hitboxes
|
Pummel Horse
|
During Tumbling Run: +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
Invuln. (Throw), 45% Damage Scaling, Hit Grab
|
0, 175 x6 (100)
|
(2.5%), 5%, 0% x6
|
Stagger (+19 / +34 CH) OR +4
|
-37
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
25
|
3
|
58
|
N/A, 48
|
24
|
N/A, 0 (11 on block)
|
{{{superhitstop}}}
|
|
|
- An overhead hit grab which has a lengthy animation and staggers on hit. Invulnerable to throws and scales the combo to 45%.
- Only advances the damage scaling one hit for the entire move.
- A 2MP can always be linked afterwards, regardless if the opponent shakes the stagger.
- Used in more damaging combo routes around the time damage scaling has already reached near 45%.
- Invulnerable to throws during all start up and active frames through 6f of recovery.
- Cannot be selected as an assist because it was deemed too strong - overhead, breaks armor, can build a ton of resources, and is a viable alpha counter into super.
- The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
|
|
Supers
Toggle Hitboxes Toggle Hitboxes
|
Diamond Dynamo Level 1
|
+ +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full)
|
300 x8, 2100 (80 x8, 200)
|
-100%
|
Ground Bounce
|
-34
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6 + 6
|
14, 14, 14, 14, 14, 14, 14, 11, (13), 6
|
54
|
30 x8, 22
|
33 x8, 25
|
(7), 3 x8, 17
|
{{{superhitstop}}}
|
|
|
- A reversal super with a good hitbox, and also used for conversions from her command grabs.
- If this super leads to the corner, Cerebella can convert on her own with an optional micro dash into 2LK 2MK.
- If the super ends midscreen, the options are more limited:
- On her own, Cerebella can always land a 6HP, or Cerecopter on some characters. If these won't kill or reduce the number of touches needed to kill, consider doing a Tumbling Run to keep pressure on the opponent instead.
- When combined with certain assists, 6HP + assist can lead to a full combo. See the Combos page for more information.
- Otherwise, this super is easy to DHC from to add damage or to eventually lead to a combo, depending on your team.
- 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.
- There is a ~3f buffer for attacks after Dynamo.
- On hit, dash inputs are disabled for 13f after recovery.
- If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).
|
|
"Here we go! Get ready for a showstopper!" Toggle Hitboxes Toggle Hitboxes
|
Ultimate Showstopper Level 1
|
+ +
|
|
|
- A fully invulnerable command grab that cannot be jumped after the flash (0f startup after the flash, and 1f of super flash hitstop).
- Unlike Dynamo, this super can be converted from without meter anywhere on the screen, thanks the ability to cancel into Devil Horns before the final, damaging hit. If the super won't kill (which, due to the high damage, it will in many circumstances), you can trade the damage for a conversion. This conversion can do more damage than the final hit would have without spending more meter (albeit at the cost of undizzy). See the Combos page for more information.
- You can DHC after the final damaging hit, allowing for both damage and conversions if you have the meter and the right team.
- Examples of DHCs that can lead to a combo: Double BoG, Parasoul Level 3, Beowulf Airwulf, Squigly MKHK or LKHK SBO, Eliza Level 3, Painwheel Hatred Install, Robo-Fortune Magnet or Level 3, Peacock Lenny.
- Excellent range and speed enables punishes against attacks that are typically considered safe.
- As a DHC, it has an additional 1f of post-flash startup and removes all hitstop on the opponent, making it jumpable.
- 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).
|
|
"A girl's best friend!" Toggle Hitboxes Toggle Hitboxes
|
Diamonds Are Forever Level 3
|
+ +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low (1st hit), Mid
|
Hyper Armor, 45% Min. Scaling, Projectile
|
0, 2400, 2800 (0, 600, 400)
|
-300%
|
Wall Bounce
|
+14
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
28
|
5, (29 + 0), 5, (8), --
|
35
|
35, 30, 25
|
38, 33, 28
|
15, (5), 8, 20
|
{{{superhitstop}}}
|
|
|
- A two part super with the entire duration protected by hyper armor, which can be hit any number of times without breaking and cannot be swept.
- The first part, before the flash, has extremely slow startup, hits low, and does no damage.
- 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.
- Easy to convert from OTG after a fullscreen wallbounce, and still possible to convert closer to the corner. See the Combos page for more information.
- Up close the attack is very safe, but the opponent can challenge a follow up from Cerebella with a PBGC.
- The first hit will never hit an aerial opponent.
- Easily thrown or avoided by jumps and crossups when used as a reversal, but has very good reward on hit, especially if they are counterhit by the second hit and/or sent midscreen for a wallbounce.
- If used as a DHC, the move has an additional 1f of start up after the flash.
- Low damage per meter when used as a combo ender, but a very good DHC when under 240 undizzy and at full scaling. The damage is a respectable 3.3k, you can continue the combo after the wallbounce midscreen, and the next few moves will benefit from the DHC's scaling reset.
- If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).
|
|
Taunt
"Come on, babe..."
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
81
|
N/A
|
N/A
|
N/A
|
{{{superhitstop}}}
|
|
|
- Increases the chance of Scribble Cat appearing after a successful Lock N' Load to 25%.
|
|
Colors
External Links
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|