Skullgirls/Cerebella

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Story

The biggest sensation in the Cirque des Cartes, Cerebella is a tumbling, soaring dynamo of star power: throughout the Canopy Kingdom, she’s admired for her enormous strength and alluring curves. Sadly, this acrobatic orphan only desires the attention of one man, mobster Vitale Medici, who took her in and became the closest thing to a father she’s ever known.

While inherently good, Cerebella serves the mafia as a leg-breaker when not performing in the circus. Cerebella is the only person capable of controlling her powerful Living Weapon hat, Vice-Versa, so Vitale is stingy with his affections to keep her fighting in his corner.

Overview

Cerebella is a grappler with a diverse tool-kit and has excellent hurtboxes/hitboxes on many of her normals. Her command grabs can turn many situations into a 50/50, and she has the tools to incorporate a variety of nasty resets into her combos.

  • Command grabs: Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). MGR has excellent range and DD is the fastest meterless move in the game. To complement these throw options, she has Excellebella (623LP+LK) which is air unblockable during the rising portion of the opponent's jump, and a good 2LK to tag opponents attempting to jump away.
  • Big Buttons: Cerebella has lots of big buttons in both the ground and the air, such as 2LK, 5LK, 6HP, jMP, and jHP. These buttons have great range and/or a favorable amount of disjoint, and are useful for poking at the opponent.
  • Movement: Cerebella has a few unique movement options to get close and threaten mixups. In addition to a double jump, her jHP will glide through the air if held down. She has an armored run special move ([4]6K) which has several followups.
Playstyle
SG cer icon.png Cerebella is the premier grappler of the game, setting up command grabs that lead to big damage and mix-ups.
Pros Cons
  • 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.


Video Overview

Stats

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

Movement

Weight Dash Double Jump Airdash IAD Lockout
Medium (Heavy outside of combos) Step Yes No N/A

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
34 35 88 34 32



Assists

Cerecopter (default assist)

A lengthy lockdown assist with a fairly large hitbox.

H Lock'n'Load (default assist)

A single hit, delayed startup armored assist that moves forward and has big damage and meter gain. It has good hitstun and doesn't cause a knockdown, so it can often lead to a combo and/or be used in combos. While it's slow, the opponent will have to move around it or commit to attacking it. It has two hits of armor, the third hit will connect as a normal hit.

Excellebella (623LP+LK)

An anti-air grab (unblockable while rising) that doubles as a setup assist. Builds a generous amount of meter, has good conversions, and allows characters to build resources due to the lengthy animation.

Diamond Drop (236LP+LK)

A high damage throw assist. During the throw animation the point character has plenty of time set up resources.

Battle Butt / Tumbling Run Followups

Input [4]6 HP+HK on custom assist input select for Battle Butt. This is a very fast armored assist with a hitbox that hits high up. It retains the bonus properties when the opponent is at low health, so it can be used to chip them out. Its major downside is it sends the opponent very far away at high speed on hit, making it hard to combo off of.

Other run followups can be chosen as follows: [4]6 MP+MK for Kanchou, and [4]6 LP+LK for Run Stop. Pummel Horse is not selectable as an assist.

Move List

Standing Normals

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
Mid 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.
  • While not an overhead, this move still provides a hefty amount of advantage on hit and block and allows another action afterwards.
  • Hold j[HP] to glide.
    • 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 performed per jump and it can't be used after a double jump.
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) +6
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.
  • Instant j2MP startup is at least 17f. If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation.
  • If it hits late enough, it can count as Stage 2, making the ground string after Stage 3.

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 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.
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 (LNL) 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
  • H version combos into Level 3 on hit.
  • 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).
  • Side switches and throws them a significant distance away.
SG cer qcbthrow.png
SG cer qcbthrow hb.png
"Round and round we go!"
Toggle Hitboxes
Toggle Hitboxes
Merry Go-Rilla (MGR) 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.
  • Can combo afterwards with OTG.
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
  • 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
  • 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.
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. 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 [4]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.
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.
  • 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.
  • When inputting as a run followup in combos, use LKMK or LKHK. Using punches causes it to come out 1 frame slower (true for all run followups but particularly important for runstop)
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's armor.
  • Cerebella is airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown.
  • Gains additional properties when the opponent is at 1500 HP or lower:
    • Base damage increases to 2000.
    • Chip damage on block increases to 500.
    • Hitstop on both hit and block increases to 25.
    • Blockstun increased to 23, is now -12 on block.
    • Opponent is launched higher on hit.
    • Adds a bonus points visual effect (unless the hit is burstable).
  • The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
  • 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 (property of hitgrabs).
  • The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.

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
  • Reversal multi-hit super.
  • 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).
  • 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 hyper armor on startup, which can be hit any number of times without breaking and cannot be swept.
    • The frame data ticker indicates that the recovery is also armored, but it isn't.
  • The first part, before the flash, has extremely slow startup, hits low, and does no damage. This part of the attack can't hit airborne opponents.
  • The 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.
    • It does not pass through and hit multiple characters like Diamond Deflector does, though.
  • Plus on block, but potentially punishable if the first hit is pushblocked.
  • If used as a DHC:
    • Will not have the first low hit, only the two post-flash hits.
    • Has an additional 1f of start up after the flash.
    • Will clear all hitstop from the opponent if they are not attacking, blocking, or in hitstun.

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
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 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 era 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 SG cer color28.png SG cer color29.png
Color 26
SGColor26.png
Based on D.Va from Overwatch.
Color 27
SGColor27.png
Based on the Harbour Princess from KanColle.
Color 28
SGColor28.png
Based on Twintelle from ARMS.
Color 29
SGColor29.png
Based on Mike Wazowski and James P. Sullivan from Monsters, Inc.



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!

Players to Watch

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
SG cer color19.png
Caio Lugon
@Caio_Lugon
Brazil
Brazil
Active Ms. Fortune M Fiber / Annie H Knuckle / Cerebella H LNL
Farofa
Example Play
SG cer color3.png
Cloudking
@cloudking211
United States
United States
NJ
Active Valentine H Bypass / Cerebella Excella / Double M Bomber
Consistent top 8 presence, strongest Val/Bella/Double player.
Example Play
SG cer color16.png
Dekillsage United States
United States
NY
Active Filia H Hairball / Cerebella Copter / Big Band H Brass
Bombos.
Example Play
SG cer color8.png
Ikkisoad
@Ikkisoad
Brazil
Brazil
Active Valentine H Bypass / Painwheel H Nail / Cerebella Kanchou

Example Play
SG cer color22.png
Mocktopus United States
United States
NY
Active(?) Cerebella H LNL / Big Band M Beat
Old SG player. Plays fortune point now I think(?)
Example Play
SG cer color20.png
Ranger European Union
European Union
Active Valentine H Bypass / Filia H Hairball / Cerebella H LNL or Filia H Hairball / Cerebella H LNL / Valentine H Bypass
One of EU's strongest Bella players. Loves super optimal combos.
Example Play
SG cer color18.png
ShakyFingers
@ShakeyFingers
United States
United States
AR
Active Robo-Fortune 5HP / Big Band H Train / Cerebella H LNL
PSN's premier Bella player, owner of arcane knowledge. Optimal combos and absurd setups.
Example Play
SG cer color21.png
SwiftfoxDash United States
United States
TX
Active Peacock L George / Cerebella H LNL
Rocking Pea/Bella since the long ago, consistent top 8 placements and a very strong player.
Example Play


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other