This guide is for players who are new to the character, or new to fighting games. I aim to explain Cerebella's main tools, and give some ideas for where to start. For people who are more interested in quick factoids and/or want some bread and butter combos to start off with, I've bolded what I think are the most important points. Think of it as a pre-emptive tl;dr.
How to do a 360 motion without jumping
This slipped my mind at first, but I'm sure some people are wondering how it works. If you are unaware, "Ultimate Showstopper" is Cerebella's grab super which is performed with a full circle (360) motion and a throw command (LP+LK). Normally if you hold up though, you will jump making it impossible to do Cerebella's supers. In Skullgirls, a 360 is registered if the 4 primary directions (forward, down, back, up) are input in either clockwise or anti-clockwise order within a short time. Unique to the game is that if it registers a 360 motion by Cerebella, it will not perform a jump. However, a partial 360 motion will not register.
-What does this mean? The correct way to do 360 and avoid jumping is to always start from forward, or back, and always go down before going up.
Cerebella is a grappler with above average mobility on the ground and in the air. She has several moves with armor, a projectile reflect, and solid normals. Her best position is with the opponent locked down in the corner where she can subject them to high, low, command throw mixups that lead to big damage. Her options for reversals are somewhat limited, but not the worst.
Before we discuss combos, resets, and lockdown, we need to figure out how to get hits, and control space. Our main tools are the jumping medium punch (j.MP), and the crouching light kick (c.LK)
. These are useful since they have good range and speed, lead into damage in most situations, as well as being relatively safe from punishment. As a Cerebella player, you should get comfortable with the range of these two normals and use them to poke at your opponent from a safe distance, when they connect you can go into a combo or a blockstring/mixup.
Additional tools to add to your belt:
-The instant jumping light kick (j.LK) which has similar speed and range as c.LK, and is useful against some air moves and in situations where the opponent is expected to jump.
-Super jump hard kick (sj.HK) which can be used as a surprise to quickly gain air dominance if j.MP is insufficient.
-Jumping hard punch (j.HP or Glide) which is useful for movement and in partially defensive situations if you have time to jump backwards. The hitbox and hitstun on it are pretty ridiculous, though if you hit air-to-air with it, they will be sent flying out of range. It also stops horizontal momentum, so can be counter-productive when pushing the opponent towards the corner.
-Titan Knuckle (f+HP) which is useful to throw at long range as a surprise, or at the start of the round. As with footsies in general, out-ranging your opponent can give you an advantage, so backing off and testing the opponent with a titan knuckle, cancelled into something else to make it safe or used in combination with an assist, is a good way to control space.
Also, controlling space with TK is nothing to write about, or if it is, Age should do it at the top of this thread. You're just making sure they know what your territory is. Remember one round where you were in the corner, and I used J.mp, backed up out of BT range, and used TK?
-Merry-go-rilla (qcb+throw) can be somewhat useful against people who like to crouch block
-Excellabella (dp+throw) can be used as a poke against Painwheel if she is flying
Cerebella needs to be able to keep within a certain range to stay dangerous, which means you need to have her movement down. She may appear sluggish at first, but with the right timing and space control, she can be a juggernaut that makes the stage seem tiny to the opponent.
-Dashing (double tap a direction or press two punches)
There is very little reason to walk forwards, when dashing is faster and can be done while blocking. Cerebella's dash is slow to gain momentum, but if you learn the timing for when the dash picks up speed, you can cancel into c.LK (or other moves) to cover ground very quickly into hitconfirms or pokes. Alternatively, there is very little reason to dash backwards, since you cannot block and it is not much faster than walking back.
-Jumps and Double Jumps (up or up+direction, same in the air)
In Skullgirls you can block while jumping, so if there is room to get off the ground, there isn't much risk to doing so. If you realise you are in a bad position, the double jump can be used to adjust, or pushblock (two punches near the end of blockstun) can be used to avoid getting stuck in the opponent's pressure. One of Cerebella's best ways to cover ground is to cancel her ground dash into a jump just as it gains momentum. The arc of the dash-jump will vary depending on the speed of the dash at the time you cancel it. As with normal jumps, you can immediately hold back once in the air to be able to block if needed.
-Glide (Hold j.HP, release to perform the attack at any point in the glide)
This can be thought of as a ghetto air dash, but is mostly inferior to dash-jumping. If used from full screen, many teams will be able to hit you before you are able to block. It does have its uses as a way to extend your jump arc if the opponent is retreating quickly. You can also call a horizontal assist, jump backwards, and glide to either use j.HP defensively, or continue the glide covered by the assist. I tend to use glide in mixups on incoming characters, since it can be cancelled to Grab Bag (qcf+throw in air), or held down to cross up with an assist.
-Lock n' Load (qcf+P)
As far as I know, only the medium and heavy versions of these have armor. They can be used to get closer as long as you do not get hit with a sweep. There are usually better alternatives for movement.
-Command Run (charge back, down back, or upback, then f+K)
This is again vulnerable to sweeps, however it moves Cerebella quickly along the ground, and the followups give some mixup opportunities. It can be used to follow horizontal assists, or power through projectiles at close-mid range. The MK follow-up is actually invincible to mid attacks (non lows/overheads) and slides slightly faster than the run, if close enough to the opponent, it will continue through and perform an unsafe attack, but if not it will stop short. Learning when to hold back to charge the command run is an important part of Cerebella's offense and defense. As a rule of thumb, unless you need to use the joystick in a different way for a motion or for positioning, always hold back, up+back, or down+back.
Skullgirls Battle Feed
~ Playlists of Skullgirls content on youtube
My youtube account
~ Low quality footage of long sets, and some other bits and pieces
Dustloop's Combo Guide for Cerebella
~ A great place to start if you want to build your own combos
SRK Skullgirls Wiki - Cerebella
~ Detailed information on damage, and frame data for her normals
Xbox Live Matchmaking
Xbox Live Metatag
Playstation Network Matchmaking
Weekly online tournament for PSN
Weekly online tournament for XBL
Skullgirls IRC channel
Beating the final boss (spoilers)
Guitalex's Casual Player's Guide to Improvement
Jmcrofts' Filia/Cerebella Guide
Teambuilding for Cerebella
~ Record/upload your matches for critiques and advice