Skullgirls/Cerebella

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SG cer icon.png

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

For more guides and resources jump to the External Links section.

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.
  • 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.
  • Kanchou: One of the run followups is Kanchou, a move that will pass through the opponent and hit crossup. While it's incredibly unsafe on block, it's potentially unseeable, is a high damage combo starter, and has the option to feint and pass through the opponent without attacking. This is far from Cerebella's only mixup option, but it can add another layer of explosiveness to her reset game.


Strengths Weaknesses
  • Huge toolkit, prepared for nearly any situation
  • Big buttons that are often favorably disjoint
  • High damage
  • Great metered reversals
  • Great assists
  • Great DHCs
  • Middling reversal options without meter - has a few options, but all of them have big flaws.
  • Fairly bad ground dashes (somewhat made up for with her command run)
  • Weak solo pressure, easily pushblocked out and has to take risks to get back in

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.
  • Reversals:
    • 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.
    • 360 (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.
    • Use wakeup LnL (236HP) before either of these to armor through attacks and confirm your reversal will work.

Stats

Movement

Weight Dash Double Jump Airdash IAD Lockout
Medium Step Yes No N/A

Chains

Standing 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Crouching 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Air 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
34 35 4 34 32


Move List

Standing Normals

SG cer slp.png
SG cer slp hb.png
Tune Up
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
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 N/A
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 N/A
  • Can chain into 2LP instead of 5LP x2.
  • Tied for Cerebella's fastest normal with 2LP.
SG cer smp.png
SG cer smp hb.png
Medici Shakedown
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
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 N/A
  • Staggers a grounded opponent if it hasn't been chained into.
  • Crossup hitbox
SG cer shp.png
SG cer shp hb.png
Tent Stake Hammer
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
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 N/A
  • Causes knockdown on air hit
  • Gives the opponent significant downwards momentum when air blocked.
  • Combos into Level 3 (214PP).
SG cer slk.png
SG cer slk hb.png
Point Cut
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
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 N/A
  • Moves Cerebella backwards on frame 3, then forwards past her original position.
  • When kara canceled with MGR, it can connect at point blank. (video)
SG cer smk.png
SG cer smk hb.png
Cugine Kick
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
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 N/A
  • High profile hurtbox
SG cer shk.png
SG cer shk hb.png
Adagio Swing
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
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 N/A
  • The first hit pops the opponent into the air.
  • Gives a sudden jolt of forward movement on frame 4.
  • High profile hurtbox
  • Builds a ton of meter for a normal, twice the normal amount.

Crouching Normals

SG cer clp.png
SG cer clp hb.png
Kneecapper
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
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 N/A
  • Tied for fastest normal with 5LP, but has more range.
SG cer cmp.png
SG cer cmp hb.png
Enforcer Elbow
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
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 N/A
  • Moves Cerebella forward. Preferred kara button to extend range of command throws, and for punishes at further range.
  • Unable to crossup opponents not already in hitstun.
SG cer chp.png
SG cer chp hb.png
Boost-iere
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
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 N/A
  • Standard launcher.
SG cer clk.png
SG cer clk hb.png
Diamond Scratch
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
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 N/A
  • Low starter with good range and speed.
SG cer cmk.png
SG cer cmk hb.png
Loop de Loop
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
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 N/A
  • Launches the opponent to a lower height than 2HP.
SG cer chk.png
SG cer chk hb.png
Medici Legbreaker
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
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 N/A
  • Low profile hurtbox
  • Even frame advantage on block, unusual for a sweep.
  • Runstop canceling this move does not change its frame advantage.

Jumping Normals

SG cer jlp.png
SG cer jlp hb.png
Trapeze Act
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
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 N/A
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… N/A
  • Tied for fastest air normal in the game.
  • Press jLP again to chain into jLP xN, a follow up that can be done an indefinite number of times (see bottom two hitboxes).
  • Chaining the same move into itself can't trigger IPS if the first hit does not trigger IPS.
SG cer jmp.png
SG cer jmp hb.png
Slap Chop
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
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 N/A
  • Chaining into this move will cause a knockdown on air hit.
SG cer jhp.png
SG cer jhp hb.png
Glide n' Clap
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Sg hp.png 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 N/A
[ Sg hp.png ] 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 N/A
  • Alters Cerebella's air momentum.
  • Hold j[HP] to glide.
    • 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)
    • Only one glide can be preformed per jump and it can't be used after a double jump.
  • Can be used as an instant overhead
    • On hit as IOH after landing: ~+12
    • On block as IOH after landing: ~+15
SG cer jlk.png
SG cer jlk hb.png
Single Cut
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
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 N/A
  • Crossup hitbox
SG cer jmk.png
SG cer jmk hb.png
Brilliant Dropkick
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
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 N/A
SG cer jhk.png
SG cer jhk hb.png
Princess Cut
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
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 N/A
  • Causes knockdown on air hit.
  • Gives the opponent significant downwards momentum when air blocked.

Command Normals

SG cer fhp.png
SG cer fhp hb.png
Titan Knuckle
Toggle Hitboxes
Toggle Hitboxes
6HP 6.gif + Sg hp.png
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 N/A
  • Hurtbox lingers after active frames.
SG cer jdmp.png
SG cer jdmp hb.png
Unbreakable Elbow
Toggle Hitboxes
Toggle Hitboxes
j2MP j.2.gif + Sg mp.png
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 N/A
  • Alters Cerebella's air momentum downwards.
  • Crossup hitbox
  • Has a minimum of 4 active frames, which occur when Cerebella hits the ground. This applies even when the button is pressed very low to the ground, potentially giving this move instant startup.
  • 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.

Universal Mechanics

SG cer throw.png
SG cer throw hb.png
Cere-rana
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
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 N/A
  • 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 only Dynamo or Pummel Horse on some characters (hard).
SG cer airthrow.png
SG cer airthrow hb.png
The Flying Wisegirl
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (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 N/A
  • Combo: Air throw > jLP 2MK or jLK 2MK. Air throw > jHK can work if the air throw is high enough.
SG cer tag.png
SG cer tag hb.png
Break-in Elbow
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
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 N/A
  • Trajectory is angled slightly forward, giving this tag crossup potential.
  • * 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 you don't use OTG to combo.
SG cer snap.png
SG cer snap hb.png
Hammer Toss
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
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 13 9
  • Moves Cerebella backwards slightly. Use 2MP > 5HK(1) > Snapback to ensure it won't whiff in a combo.

Specials

SG cer qcfp.png
SG cer qcfp hb.png
Toggle Hitboxes
Toggle Hitboxes
Lock n' Load Sg 236.png + Sg p.png
Sg lp.png 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 N/A
Sg mp.png 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 N/A
Sg hp.png 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 N/A
  • Slow armored move that does significant damage, and hard to punish. Use as a reversal to confirm armor hits into either of her level 1 supers.
  • 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)
SG cer dplp.png
SG cer dplp hb.png
"Backatcha!"
Toggle Hitboxes
Toggle Hitboxes
Diamond Deflector Sg 623.png + Sg lp.png
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 N/A
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) N/A
  • 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 from a successful deflect causes a stagger on hit, even against air opponents who will fall to the ground then enter stagger.
    • 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.
    • Cerebella becomes invulnerable to projectiles during the recovery of a successful reflect.
    • Reflecting a poison vial from Valentine will get rid of any previous poision effect.
  • Window for reflection is 22f total, beginning with the first frame of start up.
SG cer dpmp.png
SG cer dpmp hb.png
"Rock n' roll!"
Toggle Hitboxes
Toggle Hitboxes
Devil Horns Sg 623.png + Sg mp.png
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 N/A
  • Meterless reversal, but will only hit characters right next to or directly above Cerebella.
  • Significant super cancel window after active frames.
SG cer dphp.png
SG cer dphp hb.png
"Spin to win!"
Toggle Hitboxes
Toggle Hitboxes
Cerecopter Sg 623.png + Sg hp.png
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 N/A
  • Crossup hitbox
  • Moves Cerebella forward
SG cer qcfthrow.png
SG cer qcfthrow hb.png
Toggle Hitboxes
Toggle Hitboxes
Diamond Drop Sg 236.png + Sg lp.png + Sg lk.png
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 N/A
  • Point blank command grab.
  • Fastest startup in the game for a meterless move (4f).
  • 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. Midscreen, 6HP can tack on some extra damage. Dynamo can lead to a conversion via corner pickup, DHC, or an appropriate assist. See Conversions for more information.
SG cer qcbthrow.png
SG cer qcbthrow hb.png
"Round and round we go!"
Toggle Hitboxes
Toggle Hitboxes
Merry Go-Rilla Sg 214.png + Sg lp.png + Sg lk.png
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 N/A
  • 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, 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)
  • Combo: 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.
SG cer dpthrow.png
SG cer dpthrow hb.png
"I'll slap you senseless!"
Toggle Hitboxes
Toggle Hitboxes
Excellebella Sg 623.png + Sg lp.png + Sg lk.png
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) N/A
  • Unblockable during the rising portion of the opponent's jump.
  • Very big hitbox
  • Combo: OTG 2LK (corner), Dyanmo (midscreen)
  • 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.
SG cer jqcfthrow.png
SG cer jqcfthrow hb.png
"Try this on!"
Toggle Hitboxes
Toggle Hitboxes
Grab Bag (Air Only) Sg 236.png + Sg lp.png + Sg lk.png
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 N/A
  • A unqiue 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.
  • The number of hits before the final hit is determined by the height Grab Bag connects at.
SG cer bfk.png
Tumbling Run [ 4.gif ] , 6.gif + Sg k.png
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 N/A
  • Cerebella charges forward with 1 hit of armor. Using the run is faster than her normal dash, but 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.
SG cer runl.png
Run Stop During Tumbling Run:
Sg lk.png / Sg lp.png
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 N/A
  • Stops the run with 16f of recovery. Instant run stop is often used in combos and pressure.
  • 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.
SG cer runm.png
SG cer runm hb.png
"Buweh~"
Toggle Hitboxes
Toggle Hitboxes
Kanchou During Tumbling Run:
Sg mk.png / Sg mp.png
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 N/A
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 N/A
  • Cerebella attempts to pass through the opponent as MK is held, and only executes the attack as long as she successfully crosses up.
  • The portion of this attack where Cerebella passes through the opponent is also projectile invulnerable.
  • Tapping MK will do a feint, where she attempts to crossup but will not perform the move.
    • The entire recovery of the feint, after the projectile invulnerable frames, is super cancelable.
  • The time it takes to cross up can vary depending on distance and character width. This is especially noticeable on Big Band.
  • Using this move for the 2nd time in a combo will result in a regular knockdown.
  • 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]6MPMK on the custom assist selection.
SG cer runh.png
SG cer runh hb.png
Toggle Hitboxes
Toggle Hitboxes
Battle Butt During Tumbling Run:
Sg hk.png / Sg hp.png
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* N/A
  • A quick attack 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.
  • Damage increases to 2000, hitstop increases to 25, and adds a bonus points visual effect when the opponent is at 1500 HP or lower.
  • 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.
SG cer runthrow.png
SG cer runthrow hb.png
"Magnifique!"
Toggle Hitboxes
Toggle Hitboxes
Pummel Horse During Tumbling Run:
Sg lp.png + Sg lk.png
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) N/A
  • An overhead hit grab which has a lengthy animation and staggers on hit. Invulnerable to throws and scales the combo to 45%.
  • A 2MP can always be linked afterwards, regardless if the opponent shakes the stagger.
  • Can't be selected as an assist.
  • Only advances the damage scaling one hit for the entire move (propery of grabs).
  • The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.

Supers

SG cer qcfpp.png
SG cer qcfpp hb.png
Toggle Hitboxes
Toggle Hitboxes
Diamond Dynamo
Level 1
Sg 236.png + Sg p.png + Sg p.png
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 3 x8, 17 7
  • A reversal super with a good hitbox, and also used in combos from her command grabs.
  • Combo: OTG 2LK (corner). Some midscreen options are available, see the Combos page for more information.
  • 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 larger-than-normal buffer for attacks after Dynamo:
    • 0f buffer for normal throws
    • 5f buffer for normals and held instant Tumbling Run followups
    • 6f buffer for supers, empty Tumbling Run, snaps, and other specials
    • 9f buffer for assist calls
  • On hit, dash inputs are disabled for 13f after recovery.
SG cer 360.png
SG cer 360 hb.png
"Here we go! Get ready for a showstopper!"
Toggle Hitboxes
Toggle Hitboxes
Ultimate Showstopper
Level 1
Sg 360.png + Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab Invuln. (Full),
Chains Backwards (Devil Horns),
50% Damage Scaling
0, 300 x4, 100, 3500 -100% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 0 4 62 N/A N/A N/A 1
  • 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.
  • 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). 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.
  • Can DHC after the final, damaging hit.
SG cer qcbpp.png
SG cer qcbpp hb.png
"A girl's best friend!"
Toggle Hitboxes
Toggle Hitboxes
Diamonds Are Forever
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low (1st hit), Mid Hyper Armor,
45% Minimum 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, 8, 20 5
  • 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. 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 diamond will pass through and destroy all oncoming enemy projectiles and cause a wall bounce on hit.
  • Combo: (wait for wall bounce) dash > OTG 2LK (midscreen). Corner: see the Combos page.
  • Up close the attack is very safe, but the opponent can challenge a follow up from Cerebella with a PBGC.
  • If used as a DHC, the move has an additional 1f of start up after the flash.

Taunt

SG cer taunt.png
"Come on, babe..."
Medici Muscle Sg lp.png , Sg mp.png , 4.gif , Sg lk.png , Sg mk.png
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 N/A
  • Increases the chance of Scribble Cat appearing after a successful Lock N' Load to 25%.
SG cer assist.png
"Adieu!"
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 36 N/A N/A N/A N/A
  • Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
  • Longer recovery → more time to punish the assist.

Colors

SG cer color1.png SG cer color2.png SG cer color3.png SG cer color4.png SG cer color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Based on Rainbow Mika from Street Fighter Alpha 3.
Color 3
SGColor3.png
Based on Harley Quinn from DC Comics.
Color 4
SGColor4.png
Based on Nights from Nights into Dreams.
Color 5
SGColor5.png
Based on Hulk Hogan from the 1980s area WWF.

SG cer color6.png SG cer color7.png SG cer color8.png SG cer color9.png SG cer color10.png
Color 6
SGColor6.png
Based on Hugo from Street Fighter 3: Second Impact.
Color 7
SGColor7.png
Original color palette based on Cerebella's story mode ending.
Color 8
SGColor8.png
Original alternate color palette used for the Double mirror match in Cerebella's story mode.
Color 9
SGColor9.png
Based on Rash from Battletoads.
Color 10
SGColor10.png
Original alternate color palette.

SG cer color11.png SG cer color12.png SG cer color13.png SG cer color14.png SG cer color15.png
Color 11
SGColor11.png
Original color palette based on AMERICA.
Color 12
SGColor12.png
Original alternate color palette.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Potemkin from Guilty Gear.
Color 15
SGColor15.png
Original alternate color palette.

SG cer color16.png SG cer color17.png SG cer color18.png SG cer color19.png SG cer color20.png
Color 16
SGColor16.png
Original alternate color palette.
Color 17
SGColor17.png
Based on Maleficent from Disney's Sleeping Beauty.
Color 18
SGColor18.png
Based on Homura Akemi from Puella Magi Madoka Magica.
Color 19
SGColor19.png
Original color palette based on Brazil's flag. Crowdfunding request.
Color 20
SGColor20.png
Original color palette based on a flame motif custom paint job often seen on a hot rod. Crowdfunding request.

SG cer color21.png SG cer color22.png SG cer color23.png SG cer color24.png SG cer color25.png
Color 21
SGColor21.png
Original color palette based on Annie of the Stars from Skullgirls. Crowdfunding request.
Color 22
SGColor22.png
Based on the Heavy (red team) from Team Fortress 2. Crowdfunding request.
Color 23
SGColor23.png
Original alternate color palette.
Color 24
SGColor24.png
Based on Shigen Naoe from The Last Blade.
Color 25
SGColor25.png
Based on Ira Gamagōri from Kill la Kill.

Bella 26.png TestBella 2.png
Color 26
SGColor26.png
Based on D.Va from Overwatch.
Color 27
SGColor27.png
Based on the Harbour Princess from KanColle.



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.

SG intropose CerL.jpg Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Cerebella flexes her arms.
Perfection!
Rock it!
SG intropose CerM.jpg Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Cerebella is lifted in from an aerial hoop and then does a one legged pose.
They want more!
Magnifique!
Teehee!
SG intropose CerH.jpg Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
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!

Notable Players

This is absolutely not a conclusive list! Bella is a popular character, and there are a lot of strong players in every region. If you'd like to be included on the list, please reach out to the wiki maintainers.

Name (English/Japanese) Color Location Team Contact Status Notes Example Play
ShakyFingers enter AR, USA Saw/ H-Train/ H LNL @ShakeyFingers Active PSN's premier Bella player, owner of arcane knowledge. Optimal combos and absurd setups. Link
Mocktopus enter NY, USA H LNL/ M Extend - Active(?) Old SG player. Plays fortune point now I think(?) Link
Dekillsage enter NY, USA H Hairball/ Copter/ H Brass - Active Bombos. Link
SwiftfoxDash enter TX, USA L George/ H LNL - Active Rocking Pea/Bella since the long ago, consistent top 8 placements and a very strong player. Link
Cloudking enter NJ, USA H Bypass/ Excella/ H Bomber @cloudking211 Active Consistent top 8 presence, strongest Val/Bella/Double player. Link
Ranger enter EU H Bypass/ H Hairball/ H LNL or H Hairball/ H LNL/ H Bypass - Active One of EU's strongest Bella players. Loves super optimal combos. Link
Caio Lugon enter Brazil M Fiber / Cerecopter / Pillar @Caio_Lugon Active Farofa Link
SeaJay enter NSW, Australia H Bypass/ Excella/ M Extend Twitter: @SeaJay4444
Discord: SeaJay#4444
Active Intermediate OCE Bella player. Battlebutt+assist addict.
Has a youtube channel with lots of Bella tech.
Link

NOTE: These tables are still WIP, mostly the notes/descriptions. - Seen

External Links

When browsing Skullheart, keep in mind it was most active when the game was on an older patch.


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FAQ
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Training Room
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Cerebella
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