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.
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 (6K) which has several followups.
Cerebella is the premier grappler of the game, setting up command grabs that lead to big damage and mix-ups.
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.
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.
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.
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 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: 6 MP+MK for Kanchou, and 6 LP+LK for Run Stop. Pummel Horse is not selectable as an assist.
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 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.
Unique techable air grab with a special move input.
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.
Punishing this self-knockdown consumes OTG.
The number of hits before the final hit is determined by the height Grab Bag connects at.
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.
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 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 6HK while holding MK will immediately perform Kanchou.
Video for more in depth explanation and other possible shortcuts.
Doing instant run followups will always execute at least 1 frame of run.