Skullgirls/Cerebella/Team Building

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Assists this character provides

Cerecopter (default assist)

SG cer dphp.png

A lengthy lockdown assist with a fairly large hitbox.

H Lock'n'Load (default assist)

SG cer qcfp.png

A single hit, delayed startup armored assist with damage that hits like a truck. An opponent must hit Cerebella multiple times or carefully place a sweep to stop the assist once she's on screen, making it extremely difficult to stop her before she lunges forward.

Excellebella (623LP+LK)

SG cer dpthrow.png

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.

Tumbling Run Followups

Input [4]6 HP+HK for Battle Butt, [4]6 MP+MK for Kanchou, and [4]6 LP+LK for Run Stop. Pummel Horse is not selectable as an assist.

Assists this character especially benefits from

  • She benefits from an assist that lets her convert off Dynamo and Diamond Drop. These moves are very important to Cerebella's gameplan and don't normally have a meterless followup midscreen. The ability to combo off these moves is possible with an assist and provides much more reward when these moves land.
    • Assists that convert from midscreen Diamond Drop on most characters (not Beo/Band) without needing to Dynamo: Cilia Slide (Double), H Bypass (Valentine)
    • Examples that convert from midscreen Dynamo on all characters: the two above, plus M Beat Extend (Big Band), M Buer (Painwheel), Butcher's Blade (Eliza)
  • She can also benefit from any assist that has lengthy blockstun or has slow startup that allows Bella to use her normally unsafe moves, primarily Battle Butt, and stay safe. This not only gives her a safe defensive tool with Battle butt + assist, but also enhances Battle Butt as a poking tool which can be very strong.
    • Examples: L George (Peacock), Butchers Blade (Eliza), H Beam (Robo), H Brass (Big Band), H Hairball (Filia), H Drill (Fukua), L Tear Shot (Parasoul)
  • Single-hit moves that launch and knock down give Bella a scary amount of frontloaded damage in the corner, since they allow use of Battle Butt and 6HP early in the combo.
    • Examples: H Brass (Big Band), H Hurl (Beowulf), Dive of Horus (Eliza), H Buer (Painwheel), Napalm Pillar (Parasoul)
    • Example route using H Hurl.

DHCs

  • She can continue a combo with Dynamo without meter if she ends up putting the opponent in the corner and has OTG. She can also combo midscreen with the right assist making this an even stronger option.
  • Diamonds (Level 3) is good damage, allows for a follow-up, and (mostly?) safe on block.
  • Her 360 can be DHC'd out of after the most damaging hit. Without a DHC, she cannot continue a combo in that situation.

Meter management

  • Lock n Load and Excellebella (on point and as an assist) builds a ton of meter in one hit. She also generally builds good meter in her combos using run follow ups.
  • Cerebella gets a lot of mileage out of her supers. Dynamo and 360 are two great reversals, and are used in conjunction with Lock n Load. Dynamo is also used for many of her conversions. Diamonds (level 3) does good damage and has other utility (hyper armor, hits low, negates projectiles, and is safe).


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Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
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