[details=Spoiler]Assuming you have your footsies down, you should be able to put your opponent into blockstun. To capitalize on that advantage, you need to mix up your attacks so they fail to defend at some point and allow you to do damage. The Skullgirls system has a few attributes that are important to keep in mind when trying to mix up the opponent.
-Unblockable protection means that if a high and a low hit simultaneously, only the first hit needs to be blocked correctly
-If someone is in blockstun, they are vulnerable to high/low mixups, but not left/right mixups since the block will be auto-corrected if the stun overlaps.
-Preblock prevents a character from jumping if they are holding any back direction while an enemy active frame is occurring nearby. This means that command grabs on the ground can be hard to escape without neutral or forward jumping and hence being vulnerable to other hits.
Some beginner mixups;
c.LK c.MP c.HP (if blocked) qcf+throw or dp+throw
j.MP (if blocked) land qcb+throw or dp+throw
j.MP land c.LK
The dp+throw should be used sparingly, as at midscreen it does not lead to more damage, and if it whiffs it’s easier to punish than whiffed qcf+throw. Additional mixups can be made to include the command run-throw follow up which hits overhead, and the MK followup which crosses up, however these are quite unsafe on block.[/details]
[details=Spoiler]These are a couple of beginner bnbs, they work on every character, so if you practice them enough they should be reliable. If you hit with moves other than the starting move listed, experiment with how to lead into the bnb.
c.LK c.MP c.HP jump cancel (jc) j.MP j.HK land c.MK HK (2 hits) qcf+LP qcf+PP
c.LK c.MP c.HP jc j.MK j.HP land c.LK c.MK jc j.MP j.MK land c.LP c.MK dp+throw qcf+PP
Some new players might find these combos daunting, so I’ll attempt to simplify it into real-world actions:
Use c.LK while it is in range by holding down on the joystick and pressing the A button (default on 360). While still holding down on the joystick, you press the Y button as soon as c.LK connects, then the the R1 button as soon as c.MP connects. Now you should be able to see whether those attacks were blocked or not. If they were blocked, continue on the midscreen bnb by holding up+forward to ‘jump-cancel’. Then once at the correct height, press the Y button, and then the R2 button when j.MP connects. This will knock the opponent to the ground and they will bounce with a purple circle. Before they bounce a second time, you will land next to them, hold down on the joystick and press the B button. As soon as you press the B button, you can let the joystick go back to normal, and then press the R2 button. This will hit twice, giving you time to take the joystick from a down position through a quarter of a circle motion to the forward position, and pressing the X button as soon as the second hit connects. Then do the same quarter circle forward motion :qcf: (if facing right) and press two punch buttons (X+Y, Y+R1, or X+R1) when the Lock 'n Load connects.
It’s easiest to learn combos by splitting them up into sections, and practicing them separately. Eventually the patterns for what to do when you’re on the ground, or after you launch them into the air become automatic and then you can start mixing-and matching to make new combos.[/details]
[details=Spoiler]c.MK is a great move for setting up resets, since it opens up left/rights in the corner and avoids ground based escapes.
Here are a few resets based on the corner bnb above up to the last c.MK
c.MK jc qcf+throw
c.MK jc(back) j.MP -triggers IPS
charge down back c.MK Command Run, Kanchou(f+k, MK)
And one for the midscreen bnb up to HK
HK (1 hit) qcb+throw or dp+throw
New players may be unaware of what resets are. Generally speaking they are deliberately dropped combos where the attacker has a strong mix-up immediately after the drop. They are usually used to avoid using meter while having a good chance of doing additional damage. They are good for this since in new combos, each move does closer to it’s full damage, and since performing a combo that takes 100% of the opponent’s health is difficult or impossible, it is better to have a strong mixup than a weak one after the full combo. In Cerebella’s case, ending a combo midscreen with Diamond Dynamo leaves the opponent far enough away that the mixups on wake-up are not very strong/safe, in comparison a reset from c.MK can be safe and have more options to surprise them with.[/details]
[details=Spoiler]Blocking is almost always the best defense, as with all characters if you crouch-block while the opponent is on the ground and stand-block while they are airborne you will usually be safe. Learning to change your blocking as they mix you up takes experience. If you are in a combo, you should usually be holding back to block in case they drop their combo or try to reset you. If you manage to block their attacks, and they hit multiple times, the heaviest hit will usually be unsafe on block, meaning you can connect with a c.LK once the blockstun is over. Beware of frame traps where they wait until you try to punish and cancel to a special move or a super.
Push-block is an ability to get some distance if you block something. It is performed by pressing two punches while in blockstun. If you pushblock during the early parts of a chain or multi-hitting move it will not work, so wait until late in the blockstun to do it. Cerebella does very well at medium range, so pushblocking is quite a good option unless they are ending blockstrings with unsafe moves.
Throw tech is tougher to do than blocking, you cannot tech while crouching in Skullgirls so keep that in mind, and try to see patterns in your opponent to guess when they might go for a throw. If you are being combo’d, mashing throw can be useful to guard against some resets, but it is a guess, and will sometimes backfire.
Supers are all invincible on startup, so they can be used to avoid getting hit and punishing the opponent for trying. The downside is that often if they get blocked, you will be the one punished, and you have less meter to do damage with later.
-Diamond Dynamo has a huge hitbox, and is quite useful against characters like Painwheel that like to get above you. If you are confident that they are attacking (or in Painwheel’s case, flying) then it is an option to go to. If it hits, you can DHC (Blockbuster Sequel) to a teammate’s super to get more damage. If it gets blocked and you do not have a safe super to DHC to, you will most likely get punished with a full combo.
-Ultimate Showstopper (360) has great invincibility, and will hit anything that is in range, on the ground, and not invincible, even if they are blocking or trying to throw you. It is also easy to use when avoiding resets, since you can continuously move the joystick in circles mashing throw and not worry about timing. However,** most experienced players know about this tactic and will be prepared to jump and then punish a whiff**. Select Supers can be used to extend the damage from Showstopper, but it does a large amount by itself. It is most useful on wake-up, at the end of blockstrings, or as a very late anti-air, but should always be used sparingly. Against Cerebella, a 360 is never the best option, since if they are not in recovery from their own super, and are on the ground they can cancel whatever they are doing into 360 and the second one will always win.
-Diamonds are Forever is quite useful defensively due to the unlimited armor, and being safe on block. It can be used as a late anti-air, otherwise it is largely guesswork. If the opponent is too far away, they will be able to jump the projectile and likely punish. It is a bad option if you are very low on life, since armor does not protect you from damage. If it hits, you can usually follow up with a combo unless you started facing a corner.
Raw tags (MP+MK, or HP+HK while on the ground)
Raw tags will make your current point character become invincible and exit the stage, while another member of your team enters. This can sometimes be used to escape mixups and allow Cerebella to recover red life. However, the character that comes in is not invincible, so if the opponent is ready to block, the new character can be punished with a full combo.** Use this sparingly, and remember that you can’t do it while in the air.**
Stunt doubles (Forward+MP+MK or forward+HP+HK while blocking)
This uses 1 metre, and can be used in the air or on the ground if you are in blockstun. It makes Cerebella invincible while the other teammate comes in and performs their assist move with some invincibilty. The usefulness of these depends a lot on what you choose for an assist, and what other defensive options there are. Keep it in mind when building your team, consider using it to avoid being chipped to death, or to avoid particularly difficult mixups once you block the first hit.
Assists (LK+MP or LP+MK for assist 1, MP+HK or MK+HP for assist 2)
These can be used defensively or offensively depending on what assist you choose to be on your team. You can call assists on the ground or in the air, during combos or in the neutral game, but not after a superjump. A jump cancel from c.HP counts as a superjump.
Every assist is vulnerable for at least a short amount of time before they start their move. If Cerebella gets hit before they start their move, they will stop and exit. If the assist is blocked that character can often be punished unless you protect them with Cerebella.
To avoid the risks in calling assists, it’s important to learn when they’re useful, and to call them at good times. An assist such as Parasoul’s Napalm Pillar is invincible during the move, and makes for a good anti-air, so calling it while the opponent is jumping is a good idea. However, if they are too far away, or too close, the assist could whiff, or be hit before it starts. Experience will tell you when it works or doesn’t.
Slide (Command run, MK followup)
This is a risky move, but since it it invincible to mid-attacks, it can be used to slide through multi-hitting projectiles or normals such as painwheel’s charged spikes. It can even go through some supers like Filia’s Gregor Samson. If close enough, it will attack the opponent from behind, but will probably be blocked unless they are doing something with long recovery.
Battle-Toads (Command run, HK followup)
This move can come out very quickly if you double tap HK when doing a command run. Since it has 2-3 hits of armor it can beat most attacks, and it serves as a decent anti-air. Unfortunately it is not safe on block and leaves you in the air where you cannot cancel to super. Use it as a late anti-air against 1-hit attacks like Parasoul’s j.HP, or sparingly on wake-up. Occasionally when it is blocked there is time to land and do 360 before you are punished, but it is not consistent.
Lock n’ Load (qcf+P)
The HP version of this move serves as a decent anti-air that is harder to punish than Battle-toads, since it can be super cancelled. Use it as a longer range anti-air, but beware of whiffing underneath them. Against moves like Painwheel’s j.MP or Double’s j.HP, as long as the startup of Lock n’ Load is out of their range, the multiple hits do not hit fast enough to stuff it. A sneaky technique to use with this move is to do it while the opponent is close to you on the ground, then cancel into 360 before it hits. The armor will absorb single hits, and the super will punish. The same thing can be done with command run as long as you don’t use a followup.
This move is quick, and cancels any projectile it touches, retaliating with a quick projectile that staggers on hit. The timing is often difficult even from full-screen, and most moves have time to recover and block before the reflected projectile can hit from that range. That said, it is useful against Painwheel’s charged spikes, which can’t be armored through. Against Parasoul’s zoning, do not attempt a reflector if there is already a tear in range of Cerebella. Against Peacock, it’s usually better to try to rush her down, but if you manage to block Argus Agony, reflect the second part of the super and you could potentially get a full combo.
Devil Horns (dp+MP)
This has some invincibility, but very short horizontal range. Rarely used outside combos, but if a painwheel is hovering directly above you, it could work.
This has much better horizontal range, and has good vertical range too, against Painwheel, learn the range and attempt to dash in and grab them out of their flight. In most other situations it is a risky anti-air.
Jumping back and gliding, especially while calling an assist is a good mid-range defensive option when the opponent is approaching. React to their movement and release the button as soon as they get in range, even if they are blocking you will have the initiative.
When jumping back this is slightly inferior to glide, but with a double jump you can wait and see what the opponent is doing before deciding how to react. If you see that they will land without hitting you, a double jump towards them with a j.MP can cross them up, or do enough blockstun to give you the advantage.
This can be used as an anti-air normal, but can be difficult to use effectively. It has a good vertical and horizontal hitbox for a light, but is not one of Cerebella’s main tools. Close range air pressure that is low to the ground such as Painwheel or Filia are where it can be useful.[/details]
Starting the round
[details=Spoiler]Unlike marvel you cannot move prior to the start of the round, so the options for the very beginning are somewhat limited. In general you can either go for a safe option to scout the opponent, or take a gamble to potentially get an immediate lead.
Air dominance is very important in Skullgirls, and Cerebella is no different. Jumping back and blocking gives time to see the opponent’s opening move and react with a double jump or anassist call, or a glide. It doesn’t give up air dominance either, since a double jump can match super jump height with the right timing. Holding back is important to avoid getting caught off guard and also to set up a command run when you land if needed.
Assists such as Double’s Hornet Bomber, Filia’s Hairball, Parasoul’s Egret charge can be used to put pressure on the opponent, or punish a failed gamble. Most will not protect you against a quick jump-in attack, but if you are charging back you can use whichever anti-air is appropriate including Battle-toads.
As discussed before, this is an unsafe move, but has a good chance at beating any normal or special they decide to use at the beginning of the match. You can time it to be instant to beat people moving forward, or delay it slightly to give yourself a chance to choose different followups.
-Pummel Horse (command run, throw)
This hits overhead, and if you call a horizontal assist before the run it can be used to catch air attacks, throws, or crouch-blocks. It is very risky, as the recovery is extremely long.
With an assist this can actually be semi-safe, however you can be thrown or swept out of it.
Slightly delayed can catch some jumpins, but the best chance is using the ground dash, or c.MP to kara-cancel it into range. It is only unblockable if the opponent is on the way up, so if done late it will be less effective.
If the opponent has a habit of blocking your first attacks on the ground, dashing into range (try to get it just on the edge of the right range) can be a good gamble. The recovery is pretty quick, but will get punished by jump-ins. If backed by an assist that is delayed such as Egret charge, it is a bit safer.
-Super jump j.HK
If the opponent tends to jump forward, or immediately attack when jumping, this will usually beat whatever they’re doing. Beware though, if you super jump you cannot call assists, and cannot super until you land.
-Titan Knuckle (forward+HP)
This is quick and safe on block at starting range. It will catch back-dashes, and if they jump it can be cancelled into a special move anti-air. You can also call assists during the move. It will not beat all attacks, but due to the distance, most openings that stuff Titan knuckle do not lead to big damage.[/details]