Skullgirls/Cerebella/Strategy

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Strategy

Goals
  • Control and maintain space with important moves like jMP and 6HP.
  • Get close and unleash a barrage of different offensive tools that will keep opponents guessing, or play defensively and punish your opponents approach options. Bella is a pretty flexible character that can comfortably do both.
Offense
  • At close range, you can start mixing up your opponent with moves like 2LK, MGR, and j2MP.
  • DDrop is also a good option if your team lets you convert from it, since it's fast and recovers quickly.
Neutral
  • Bella has a lot of tools that are hard to punish and hard to get away from at close range. At other ranges her tools are not as effective.
  • Deflector is a good anti-zoning tool from mid-fullscreen range, and on hit you can always get at least a hard knockdown with oki with dash 6HP into tumbling run.
Defense
  • Bella has plenty of defensive tools that can counter plenty of approach options of your opponent.
  • Some common ones are jMP, H Lock N Load, jHP, 5lk, jHK and Dynamo.
  • Knowing the correct situation to use each tool is what makes Bella difficult to master.
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).

How to use this character's moves

5LP
  • Standard chainable jab, good for tick throws, mashing out of pressure without hard commitment, starting pressure, and stabilizing combos.
  • 5LPx2 starts optimal combo enders. It hits OTG on everyone but on smaller characters you need to wait for them to bounce first. 2LP hits OTG without needing any timing, but does less damage.
5MP
  • Solid hitbox, frame advantage, can stagger, and deceptively good at anti-airing along with proxy guarding makes this button absurdly good with the required finesse.
    • Anti-airing with this button allows you to either convert with a HP of your choosing or Copter/Excella/Battle Butt and send them away to the corner. Alternatively, you may force a strike/throw mixup situation on their landing.
  • Plus frames on block and low recovery makes 2LK 5MP a good close-range hitconfirm option.
  • Starting a chain with this button staggers a grounded opponent, which is useful in corner carry and side swap combos, and is even stable in happy birthdays.
    • While the opponent is staggered, use Kanchou feint ([4]6K~MK) or DDrop to side swap, or Tumbling Run ([4]6K) to push them further to the corner and continue the combo.
    • Can also be used to set up resets (eg. deep falling jLK, or very close spacing 2MK Runstop)
    • Make sure to microdash after the jMP jHK restand to make sure it hits on PW and Fortune.
    • Can combo into MGR in the corner with a runstop or backdash if needed, even if they shake the stagger
    • Also combos into H LNL and Level 3 with the stagger (and H LNL > Level 3), but the stagger is better used on Pummel Horse or 5MP MGR in standard combos, and 5HP to combo into Level 3.
  • Also used in her 2MK runstop resets and on incoming to force a left/right and a landing mixup.
    • 5MP can hit crossup and combos into Kanchou at very close spacing, so you can create a double crossup after 2MK Runstop where the opponent has to block both in quick succession.
    • Requires difficult timing to get 5MP Kanchou fast enough to combo on hit while also not being slow enough to be autoblocked, so not many players go for this in matches as you might think.
5HP
  • Primarily a combo tool. Very high hitstun (29), allowing it to combo into things no other normal can:
    • Only normal that combos into Level 3.
    • Most reliable option for comboing into Kanchou (use 2MP prior to it to establish close spacing)
    • Combos into M LNL, which is useful as an ender in midscreen happy birthday combos.
    • Is +12 on hit when runstopped, which allows for links into light normals (and very difficult links into 2MK/5MK)
5LK
  • Ridiculous disjointed hitbox, good startup, and plus frames makes this a great all-around normal.
  • Good for anti-airing IAD approaches (and in general), catching jump-outs, and setting up air resets.
  • Moves Bella backwards during startup frames, then forwards again. This means it can be used to kara into MGR at point blank against everyone (needs oddly specific timing against Squigly).
  • High hitstun for a light normal (20), which allows for a surprising amount of combo flexibility:
    • Bella's only light normal that combos into 5HP without going through a medium first.
    • Combos into Cerecopter.
    • Can combo into Devil Horns if point blank, while dashing into them, or on close air hit.
  • Does have notable weaknesses:
    • Low number of active frames (2), which necessitates precise timing to intercept approaches, even given the large hitbox.
    • Makes Bella stand up tall without any kind of head invul or low profile, so it is only strong against mostly horizontal approaches. It can't really handle vertical approaches.
5MK
  • When you're close to the opponent (especially in corner), 2LK 5MK is a useful hitconfirm:
    • Much better frame advantage than 2LK 2MP, and slightly more damage
    • More range than 5MP, the same frame advantage, and slightly more hitstun meaning more time to react, but 5MP is better on pushblock due to its shorter recovery.
  • The most advantageous of her normals when runstopped on block at a whopping +12, this makes going into any of her lights a true block string, and MGR will hit meaty. Very useful to do and you will be even more plus if they pushblocked the 5MK late.
  • Pushes the opponent away, which will always put them into MGR range, even against point blank Squigly, and it is used in some run stop 2LK burst baits.
5HK
  • Lengthy attack animation allows for easy assist calls in combos.
  • Deals slightly less damage than 5HP as a combo ender, but builds twice as much meter, more easily restands after OTG, and gives you more time to input Cerecopter if your execution isn't quite there yet.
  • First hit pops the opponent up, which can go into Excellabella or Devil Horns (if doing horn loops), while the second hit is an overhead and can be mixed with runstop > 2LK, MGR, or Level 3.
  • Sudden jolt of forward movement on frame 4 which is useful for kara cancels. Doesn't go as far as 2MP but is much faster.
2LP
  • Reliable, quick crouching jab. Solid normal.
  • Abare option against grounded opponents where 5LP might be low-profiled or not reach far enough horizontally.
  • Good for fast OTG pickups or for reliable links, eg. when converting off Excellebella in the corner and MGR midscreen or after Pummel Horse when 2MP has been used prior.
2MP
  • Very useful button thanks to its forward movement.
  • Standard hitconfirm button after 2LK, can reach from almost max range. -9 on block, but can be runstopped to be 0 on block.
  • Reliable 14f punish button for things with a little bit of pushback or spacing.
  • Can be used to extend MGR's range at the cost of speed.
2HP
  • Bella's main launcher. Mainly a combo tool, and your standard combo starter after a successful hitconfirm. Some standard combo examples:
    • jMK jHK
    • jLPxN jHP (restand)
    • Excellebella Dynamo (meter gain combo ender)
2LK
  • A cornerstone of Bella's gameplan.
  • A very good low poke due to its range, frame advantage, and ability to crush other low pokes since she reels her legs back before active.
  • Your main tool to check if they're blocking low, catching careless upbacking, and to condition the opponent to block low so you can open them up with a j2MK or command grab.
    • If they aren't pushblocking this move, just doing 2LK alone sets up a low/throw mixup since this move is +6.
  • Not enough hitstun to confirm into anything by itself, so you will need to chain to a medium normal - usually 2MP due to its forward movement, but 5MP/5MK are good options at close range.
2MK
  • Your other launcher that enables the jMP>jHK restand, horn loops in the corner, and to sideswitch for Kanchou if you need midscreen for DHC when cornered.
  • Doing 2LK/LP 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, j2MP, or Kanchou. You can also upforward into jLK>jHP>falling jLP into whatever you please in the corner.
2HK
  • Abnormal sweep as it is ±0 on block! A good low poke in neutral and useful blockstring tool to check them low, if they get hit you can Tumble Run to possibly chase their tech.
  • Runstopping this move doesn't shorten recovery, but it does build a little bit of meter.
  • High damage OTG option in combos (eg. Kanchou, OTG 2HK call assist+Battle Butt)
jLP
  • Ideal button air-to-air and disrespect air resets, to hit people below her, or to counter slow jump-ins. Also mainly used in jLPxN jHP restand.
    • Since you can chain into jLK during the mash, you can sneak in a plink airthrow at any time.
  • Extremely long vulnerable recovery, so don't use this button if it might whiff (eg. jump back jLP). Use jLK for that instead.
jMP
  • 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 you are unable to restand, or jHP to send then away if you need the space.
  • Landing and then linking to 2MP can confirm from surprisingly far away.
  • If this hits from max range air-to-air, you probably won't have time for a dash up confirm, but you should be able to enforce a low/throw mixup.
  • If the opponent blocks this move on the ground and doesn't pushblock, it sets up a low/throw mixup. If they do, you still have plenty of time to dash back in and force a low/throw mixup (depending on range).
jHP
  • Very plus on block and also high profiles a few things and halts your air momentum, but hits mid. Practice instant jHP by tapping HP immediately after jumping.
    • Since you recover in the air, you can do another jHP, j2MK, or falling jLP/LK to check the opponent.
  • Neutral jump instant jHP 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.
  • Can be used in neutral to crush dash 2LK approaches and to stop people from escaping the corner.
    • Decent air-to-air since you can get an OTG combo from it if you are near or in the corner.
jMK
  • Very long active period and can hit very low to the ground, but difficult to convert from at 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.
6HP
  • Long poke that is practically safe on block and grants a sliding knockdown on hit.
    • Good for long range punishes on bad assist calls.
    • Can be canceled into specials on whiff to cover yourself.
      • Cancelling into whiffed DDrop retracts the hurtbox to avoid being scooped up by assists or hitgrabs, and recovers reasonably quickly (but still slower than not cancelling).
      • Cancelling into H LNL and then reacting with super can counter attempts to jump over and punish.
  • 2MK > 6HP is used in some optimal corner routes, mainly from (CH) jHK starter.
    • Can go into Pummel Horse or Battle Butt + assist from 2MK>6HP and then OTG afterwards, or OTG-lessly if Pummel connected early.
    • Ideal starter for Devil Horns loops combos on light characters.
    • 2MK > 6HP is also used in optimal ender strings.
j2MP
  • Very fast instant overhead, -2 on block if done as IOH, that alters your air momentum, and can crossup, but uses your OTG to convert.
    • Useful when done after jLK as it will do it at the lowest possible height, making it +2, while also being another overhead on top of the low/throw mixup.
  • Very unsafe when blocked air-to-air or blocked high up as a jump-in.
    • Super cancel window as Cerebella hits the ground, useful to make yourself safe with Level 3 if they chicken block or force an RPS with 360 if they try to punish.
Normal Throw
  • 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.
    • Convert universally with OTG Pummel Horse midscreen, if you can get the charge in time, or with 5LK in the corner.
  • You can use kara 5LK MGR instead, but it's more execution heavy and a bit slower.
Tag
  • Faster and harder to react to compared to most other tags.
  • Crosses up often thanks to its forward trajectory.
  • Grants hard knockdown on hit which lets you run a mixup.
LNL
  • Sg lp.png
    • Very rarely used for anything, since it has no special properties and doesn't do that much damage.
  • Sg mp.png
    • Only has one hit of armor that doesn't cover active frames, but it has some use in combos:
    • 5HP M LNL Dynamo is a combo ender that works on midscreen happy birthdays (5HP Copter Dynamo makes the assist fall out during super hitstop)
    • Some combo routes use 5HP M LNL + assist (eg. Clide, Bypass)
  • Sg hp.png
  • The most useful outside of combos, since it has two hits of armor that covers the active frames.
  • Combos into Level 3, useful if you want to gamble 3 bars off a Raw LNL
    • Bella can route into H LNL from the jMP>jHK restand by doing dash 5MP, but uses 90 UD (not including prior buttons).
    • Raw H LNL>Level 3 can be used as a high damage, hard-to-interrupt, hard-to-punish punish for bad assist calls.
  • If you wake up with H LNL 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, cancel into Dynamo to anti-air them.
    • If they block the move, it's only -6, making it safe against most of the cast, and you can RPS them with another H LNL, Devil Horns, or Kanchou/Battle Butt.
Reflect (623LP)
  • Essential tool in matchups against careless zoning.
    • Keep in mind that you do not always have to reflect and that the opponent can pushblock you if the diamond makes contact.
  • Staggers on hit which can give enough time to dashjump in for a confirm or dash into 6HP for the Slide KD.
    • Always combos into Level 3 if immediately cancelled into, regardless of spacing or if the diamond counterhits the opponent or not. Can be hit confirmed into Level 3 at around midrange if you want to spend the meter, but if you can secure a regular combo first do that.
Horns (623MP)
  • Used in high-damage combo routes on light characters, most notably Devil Horns loops in the corner (and one loop midscreen).
  • Side switches, although on extremely rare occasions it will stay same-side depending on how you and the opponent were positioned (eg. if the opponent extends a hurtbox into it)
  • Generous super cancel window.
  • Extremely short horizontal range and slow speed make this an unreliable reversal on its own, but it is high reward on hit, especially when cornered where it will work against IAD resets or poor jump ins. Useful against opponents jumping over you due to the verticality and angle it has.
    • 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, mainly to see what the opponent is doing and react with the correct super for the situation.
Cerecopter (623HP)
  • Mostly used as a combo ender or chip-out tool.
  • Can be used on incoming to crossup.
  • Extremely good assist for pressure and space control.
DDrop (236LP+LK)
  • Clocking in at 4f startup, this is tied for the fastest meterless move in the game (with Ravenous Umbrella 2LP).
  • Useful for abare, mixups, and to punish things typically unpunishable by the rest of the cast. Also, has fairly quick recovery for a command grab (26f).
  • Sideswaps, so ideal to use when Bella is cornered.
  • If thrown directly into corner, can combo afterwards with OTG 2LK. Midscreen, 6HP can tack on some extra damage.
    • Needs an appropriate DHC or assist to convert midscreen. Important factor when building teams around Cerebella.
MGR (214LP+LK)
  • Long command grab that grants an easily meterless confirm anywhere on the screen without needing assist, at the cost of OTG. Also fairly quick recovery on whiff (29f).
  • If the opponent isn't spacing their jump-ins properly, stay outside their jump-in range and use this move as they land.
  • Kara throw with 2MP to extend the range even further - 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)
  • See Skullgirls/Cerebella/Combos#MGR_2 for conversions
Excellebella (623LP+LK)
  • Unblockable when the opponent is rising, so can be used to read a jump.
  • Low reward midscreen without spending meter on Diamond Dynamo to get a solo corner conversion or a midscreen assist conversion.
  • Builds a ton of meter but also builds a lot for the opponent. Good combo ender alternative to Cerecopter that sacrifices damage for better meter gain (see Skullgirls/Cerebella/Combos#Ender_strings).
  • Combo: OTG 2LK (corner), Dynamo (midscreen).
  • 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.
Grab Bag (j236LP+LK)
  • Special cancel into it for a reset when it'll KO. Best used before 240 undizzy for maximum damage.
  • You can't combo after it without a specific assist (e.g charged Item Drop) but you can go for it once in a while since it has a much shorter tech window (6f), granted the startup is slow enough to be reactable.
  • Throw invincible, so can beat airthrow mixups, particularly on incoming. Very annoying.
  • If the opponent punishes this on whiff after Bella has hit the ground, it consumes OTG (!!!).
    • If they're not ready for this, it's likely they will drop their combo and you may even be able to tech inwards and punish.
Tumbling Run ([4]6K)
  • Useful for closing distance after a knockdown and as a mobility tool.
  • Distance varies by button strength pressed, but since you can manually Run Stop at any point during the run anyway, the LK and MK runs are pointless. Always use the HK run when trying to cover ground.
  • Generally not a good approach option if used too close, without an assist to cover you, since you only have 1 hit of armor and your followup options are limited. Best used to get from fullscreen to halfscreen.
  • Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
    • While this will happen on accident more likely than on purpose, if you are able to do it consistently (somehow), it is a strong option nonetheless.
Run Stop ([4]6K~LK)
  • Instant runstop is often used in combos and pressure. Improves the frame data of most of her medium and heavy normals (except sweep).
    • 2LK 2MP runstop is even on block, and +9 or better on 2nd hit pushblock.
    • 5HP runstop is +12 on hit which allows for linking light and your Sg mk.png normals (6 frame link for 5LP/2LP, 4 frame link for 2LK, 1 frame link for 5/2MK). Useful in many combo routes.
    • 2MK runstop is also +12 on hit and is one of her strongest reset points.
  • Light normals naturally have low recovery, so it isn't a good idea to runstop cancel them.
  • Runstops build a pretty nice chunk of meter in combos.
  • Similarly, canceling your hitconfirm string on block can improve the frame advantage.
  • Relevant video

Summary of medium and heavy ground normal frame advantage with runstop:

Move On hit RS on hit On block RS on block
5MP (Stagger) +44 +47 +5 +8
5MP (No Stagger) +2 +5 +5 +8
5MK +2 +9 +5 +12
2MP -1 +8 -9 +0
2MK +4 +12 -8 +0
5HP +1 +12 -10 +1
5HK +3 +9 -2 +4
5HK(1) +8 +9
2HP -1 +14 -14 +1
2HK +45 +45 +0 +0


Kanchou ([4]6K~MK)
  • 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 Dynamo and then picking them up OTG, if they do not fly over Dynamo.
  • The feint can be used as a reset point or mixup attempt between kanchou/feint into a low throw mixup, due note that you aren't plus when doing this, but not entirely unsafe either depending on button used prior.
    • Extremely unsafe on block, so take care not to use this predictably.
    • Also leaves you the option to do feint into Level 3 or 360 once in awhile.
  • Has projectile invuln during the dash, so it can be used to get through zoning, but is only effective when it will leave you near the opponent afterwards so that you can super cancel the recovery and hit them. Not doing so leaves you liable to be punished, if not outright killed.
Butt ([4]6K~HK)
  • 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 punished if it's blocked.
    • 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 used during a run if you see the opponent committing to something you can armor through or to disrespect their attempts to challenge you after/during a block string.
  • The points version of Battle Butt is Bella's best chip-out tool and her best meterless combo ender.
    • Still unsafe on block if the chip damage doesn't kill, but is actually safer than the no-points version thanks to extra blockstun (-12 vs -19), and the extra hitstop on block can mess with their punish timing. Mash super afterwards to catch bad punishes.
  • Good success rate as a "get off me" meterless reversal, but low reward.
Dynamo (236PP)
  • Fast reversal with a generous amount of invuln, loses to crossups (will sometimes hit them anyways), and your standard combo ender super.
    • If it does hit backwards against a crossup, you may or may not get a followup combo midscreen depending on if the final hit connects or not.
  • Used to combo after a lot of her specials (LNL, Excella, Copter, DDrop).
  • Can combo afterwards in the corner with a generous amount of time to link any button OTG.
  • Midscreen followup options include 6HP, Cerecopter on some characters, and Excellebella on Big Band.
    • 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.
    • Can convert midscreen using certain assists, or an appropriate DHC. Important factor when building teams around Cerebella.
360
  • Can Horns cancel before the last hit for a solo OTG conversion anywhere on the screen, but this forgoes the most damaging hit. Do this when the last hit won't kill and you don't have DHC options.
    • This conversion can route into a reset, or do more damage than the final hit would have without spending more meter (albeit at the cost of building undizzy and meter for the opponent).
    • Same combo situation as after MGR, just with a dash beforehand. 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 Monster, 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.
Level 3 (214PP)
  • Slow but very high reward reversal super. +14 on block, and you keep the meter if it's thrown out of startup.
    • Despite being plus on block, if the opponent blocks the first hit, they can usually PBGC punish you on reaction.
  • Easily thrown or avoided by jumps and crossups, but has very good reward on hit, especially if they are counterhit by the second hit and/or sent midscreen for a wallbounce.
  • Does much more damage at close range. The diamond projectile is only about half of the damage, the other half is a close-range punch.
  • Inefficient solo 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.
  • The optimal followup post-DHC is usually dash 5MK (restand) 5HP Pummel Horse.
  • Midscreen conversion: dash > OTG 2LK, or dash 2MK instead for an OTGless conversion.
    • Do not move forwards until the wallbounce occurs, or you can move the camera enough to prevent a wallbounce from happening.
  • Corner conversion: see the Combos page.
    • Corner conversions sometimes aren't possible when Level 3 hits as a DHC.

Matchups

Work in progress.

Annie

  • ???

Beowulf

  • One of the two characters that cannot fit in MGR's dead zone (the other being Big Band)
    • Fortunate because DDrop 6HP does not work on either character.
    • MGR also beats H Chair and all of his armored chairless normals.

Big Band

  • One of the two characters that cannot fit in MGR's dead zone (the other being Beowulf)
    • Fortunate because DDrop 6HP does not work on either character.
    • MGR also beats brass and L/M Beat, but not his metered reversals.
    • Being a command grab, MGR also negates defensive parry+throw option selects on the ground.
  • You can instant overhead Band with jLK (slight delay) jHK, then link 2LP on the ground. This works from surprisingly far away with dashjump.
  • Band can stop Tumbling Run approaches extremely well using TK M Cymbals.
  • It's hard to get crossunders on him, but point blank 2MK kara 2HP RS can do it (albeit by sacrificing frame advantage)

Black Dahlia

  • ???

Cerebella (Mirror)

  • Actually a pretty honest mirror without assist.
  • Don't lose the jMP/6HP footsies war or get pushed to the corner.

Double

  • If the Double likes to jump back jHK defensively, you can dash into the projectile and flick.
  • DDrop 6HP+assist is particularly hard on this character (3 frame link)

Eliza

  • Against Sekhmet you can 2HK to cover a grounded approach, and react with Excella if Sekhmet jumps over it.
  • Eliza doesn't have a throw invincible reversal without Level 3, which opens her up to command grabs.

Filia

  • Bella's 5LK is a wall of hitbox that can stop airdash approaches when timed correctly.

Fukua

  • ???

Ms. Fortune

  • ???

Painwheel

  • Very hard to contest well-spaced Painwheel jMP in this matchup. Try not to get hit by it.
  • Excella seems like it would be a key tool in this matchup, but your reward for landing it is a lot lower than Painwheel's reward for weaving out of its range and then MCHing you for whiffing it. Good luck though.

Parasoul

  • Flick punishes pillar bikes midscreen. When cornering Parasoul you need to pushblock the first bike then PBGC, ideally 2HP.

Peacock

  • Peacock doesn't have a fully invincible reversal at all, which opens her up to command grabs.
    • There is L Bang but that specifically calls out throws, which is just jumping but worse.
  • Being 10 frames, MGR is a real punish on M Bang (-16).
  • Bella 2MP pushes into Peacock far enough to dodge the fake teleport bomb and punish.
  • Do not forget: Lenny is not a projectile and is not flickable.
  • Flick punishes Argus after blocking the beam, but watch out for DHC options.
    • You can also flick the beam itself immediately after the flash.

Robo-Fortune

  • Bella has a lot of trouble catching this stupid character, but once you do you can exploit their weak defense and mix them up.
  • Being 17 frames, Robo 5HP loses to well-timed Bella 2LK. The 2LK breaks the armor and then whatever medium button will MCH her.
    • 5MK is a good choice of medium button here, being fast (11f) and plus on block.
    • Robo 5HP also loses to command grabs of course.

Squigly

  • Hard to prevent this stupid character from running away and getting charge, so you mostly have to play Squigly's game.
  • You can flick raw SBO.
  • You can beat raw Daisy as long as you're not already committing to a special with kara Horns > Dynamo or 360.
  • Niche case: against raw Daisy and you're already in Tumbling Run, Pummel Horse wins cleanly thanks to throw invuln.
  • Level 3 punishes if you're not dragonos:
    • jHK 5MP 360 does 6.8k but you have to block the level 3 after.
    • jMP is less damage, but more consistent if the spacing is too wide for neutral jump jHK and too narrow for forward jump jHK.
    • jHK/jMP 5HP snapback removes the orb, and may or may not grant a conversion depending on team situation.

Umbrella

  • ???

Valentine

  • Flick is basically useless in this matchup since all air dead crosses are diagonal, so the diamond will go under her (or she'll recover in time to block it).

Counterplay

How to beat this character

  • No air reversal so air resets can be effective, but make sure they can't be disrespected by her 6f jLP.
  • Average mobility so keepaway can be effective (dependent on assists)
  • Has a lot of good reversal options that need to be baited and punished, know your HCH combo routes.
  • Fast multi-hit IADs beat out a lot of her favourite tools.

Counters to common techniques

  • Pushblock away jMP jump-ins to avoid the MGR/2LK mixup afterwards.
  • jHK can be anti-aired and air-to-aired since it's not very disjoint, fairly slow, and has low horizontal range. A land cancel punish is technically possible if their jHK timing is very predictable.
  • jHP can be hard to contest, but don't be afraid to try and air-to-air it midscreen since air-to-air jHP can't really be converted.
  • When subjected to a MGR/2LK 50/50, neutral or forward jump can punish MGR's long recovery with a falling button.
  • Pretty much all of her options out of tumbling run are beaten by upbacking (level 3 beats upbacking, but it's reactable).
  • When baiting reversals, one option is to neutral jump and hold downback. This will beat her most common reversal options (dynamo, level 3, 360).
  • Level 3 is plus on block, but pushblocking her away will waste her 3 bars and avoid a mixup. You can punish or create an advantageous situation with a PBGC. Video
  • Deflector can be baited and punished (with jump-ins, assist calls, supers, Peacock crossup teleport, etc). Robo-Fortune can predict a beam reflect attempt and dash up to hit a button.
  • Kanchou has a distinctive sound that is reactable at some spacings, and you get an easy and huge punish for blocking it. If your opponent is kanchou-happy you might want to try upforwarding out of resets.


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