(This guide is outdated, btw. Latest version is 2.3.Come on down to Skullheart to get all the latest updates.. This message is dated at 5/15/2013. I keep up with guide time stamps, so you can easily move to sections you haven’t read for the scoop.)
Hey all, I’m here to teach stuff about Cerebella. Nearly everything I know, pretty much, will be put here. Hopefully you learn something; I spent quite a bit of effort on this thing.
Welcome to Cerebella! Skullgirls’ only grappler at the moment, and its biggest star! You may have decided to use Cerebella for any number of reasons. I like her cause hat arms are cool as shit. Regardless, you’ve found your way here, the one stop shop for all your Cerebella needs. I’m going to be explaining things to you things you didn’t know, and I’m going to take it step by step so hopefully no one gets left behind.
This guide is split up into three parts, Beginner, Intermediate, and Advanced. I suggest not moving on to the next section until you know, or can at least grasp all the information in the section you’re in. If you feel you want to skip the Beginner section because you already have been playing fighting games and know stuff, I suggest at least skimming through it. I give a detailed analysis of the basics of Cerebella, important things to know if you want to move on, and a few things that are important to playing Skullgirls (like IPS rules and character weights and other stuff).
Now, on to the learning! (after the Index, I mean)
Amendments: Updates I’ve made since posting this guide.
[details=Spoiler][spoiler=Version 1.1, 12/04/12]Amended c.mk, Chapter 1.2, normals, crouching
Amended s+f.hp, Chapter 1.2, normals, command
Amended DDrop, Chapter 3.3
Amended MGR, Chapter 3.1
Version 1.2, 02/03/13
[details=Spoiler] Amended MGR, Chapter 3.1
Amended DDrop, Chapter 3.1[/details]
Version 1.3, 02/14/13
[details=Spoiler] Added Double Snap Chapter
Changed Guide Name[/details]
Version 1.4, 2/21/13
Added Burst Bait Chapter
Version 1.5, 2/25/13
[details=Spoiler] Added “c.hp, j.lp (mash), j.lk”, Chapter 3.3
Added “c.mk, j.lp, j.lk, lk(?)”, Chapter 3.3
Added “c.hp, Battle Toads”, Chapter 3.3
Added “c.mk, c.hp, Grab Bag”, Chapter 3.3
Added “Diamond Dynamo”, Chapter 3.1
Amended s+f.hp, Chapter 1.2, normals, command normals
Amended Devil Horns, Chapter 1.2, specials
Amended Normal Grab, Chapter 3.1
Amended Double Snap #9, Chapter 3.4
Glossary: I’ll use a few Cerebella specific abbreviations. For now, this isn’t a beginners guide, so I’ll assume you have basic knowledge of other fighting game terms. I will update the guide in the future though, and will probably add more beginner-friendly stuff.
[details=Spoiler]DAF: Diamonds Are Forever, Cerebella’s Level 3 super, qcb pp
DDrop: Diamond Drop, a command grab, qcf lp+lk
DD: Diamond Dynamo, the super, qcf pp
DH: Devil Horns, a special, srk mp
lnl: Lock N’ Load, a special, qcf p
MGR: Merry-Go-Rilla, a command grab, qcb lp+lk
PH: Pummel Horse, a command grab, b(hold), f k, lp+lk
US: Ultimate Showstopper, the super grab, 360 lp+lk[/details]
Beginner! – or – Welcome To Cerebella!
1.1. Cerebella Introduction! – or – The Character You Are Playing!
1.2. Move Properties! – or – Call Me Jagger!
1.3. Beginner Combos! – or – Teaching Men To Fish!
1.4. Weight Classes! – or – Know Your Foe!
1.5. Infinite Protection System! – or – The Shackles Of Freedom!
1.6. Team Based Game! – or – To Team Or Not To Team!
Intermediate! – or – Step your game up!
2.1. Combo Scaling! – or – Efficient Hitting And You!
2.2. Command Grabs! – or – Why It Makes Sense!
2.3. Forced Scaling! – or – Suspicious Horses!
2.4. Pushblocking (Reaction Shots)! – or – Trying Not To Lose Your Head!
2.5. Move Starters! – or – A Full Day’s Supply of Vitamin C!
2.6. Combo Extenders! – or – Make Them Think You’re Cheating!
2.7. Team Synergy! – or – When I Move You Move, Just Like That!
Advanced! – or – Get on my level!
3.1. Unique Starting Moves! – or – What Do I Do Now?!
3.2. Combo Extenders! – or – Cream Of The Crop!
3.3. Cross-ups and Resets! – or – Crossed Eyes And Bruised Pride!
3.4. Double Snaps! - or - This Town Ain’t Big Enough For The Three Of Us!
3.5. Burst Baits! - or - Touch Or Tackle?
3.6. Push Block Guard Cancel! – or – The Best Defensive Offense Is An Offensive Defense!
3.7. Teams! – or – My Nakama…!
3.8. Example Combos! – or – Look At Your Bella, Now Back To Me!
1.1. Cerebella Introduction! – or – The Character You Are Playing!
[details=Spoiler]Cerebella is, of course, a grappler. This means that she has a lot of grabs. Unlike most other grapplers, though, she has some pretty good combos. Most grapplers are slow, too. Not Cerebella. If used right, she can float like a Butterfly and sting like a Freight Train. I’ll get more detailed later, but her play style revolves around some really long ranged moves, hard hitting combos, armor, and grabs.
Why would you want to pick Cerebella? Maybe you just decided to open this guide, but are on the fence about Cerebella. Well, for one, she has the simplest, easiest combos of the entire cast. Every other character has lengthy combos with different variations for most of the cast. On top of being relatively easy, Cerebella’s combos are very damaging.
And important things to remember about playing Cerebella is that she doesn’t move quickly unless she’s hitting someone, and even then she moves at a steady pace. Grabs are sudden, almost intrusive, to your opponent. Your goal as Cerebella should be to make your opponent not feel safe. Hit them, grab them, push them, smack them, anything to make them feel afraid to make a move. Then things become quicker, and the wins come more easily. You’re basically a bully, which I guess goes with Cerebella’s character as a strong set of arms for Vitale
That’s how Cerebella is best played, according to me.[/details]
1.2. Move Properties! – or – Call Me Jagger!
s.lp: Cerebella shows her opponent the old one-two combo. This move doesn’t have much going for it. It chains into itself for two hits, which is cool, but its main purpose appears to be allowing you an easier hitconfirm off of j.lp mash.
s.mp: Cerebella and Vice-Versa thrust their elbows forward for a crippling blow. Cerebella’s only staggering normal. The stagger only works if it’s the first hit in the chain, and the opponent is grounded when it hits. This is really only useful when you want to combo into Command Grabs or jumping attacks, as those are difficult to do or even impossible without stagger.
s.hp: Vice-Versa slams his fist down, with some assistance from Cerebella, for a heavy hitting strike. This move is the single strongest normal-normal hit Cerebella has. It can be used for run-stop combos, which is awesome (explained later), and it is can also be successfully canceled into PH and Kanchou. However, if you use this move on an airborne opponent, they will likely hit the ground before you can do anything else.
s.lk: Cerebella turns and kicks her foot back at her opponent, giving them a taste of one of the hidden swords in her shoes. This can be very successful as an Anti-air attack, depending on what the opponent has for air options. Very, very useful for comboing an airborne opponent, best followed up with s.mp.
s.mk: Vice-Versa plants down, allowing Cerebella kick forward with both feet. In most situations, it will hit where c.mk won’t, which is good for if you need to move forward in your combo without wasting your mp. That’s basically its only special purpose, as far as normal combos go.
s.hk: Cerebella, using Vice-Versa as a stand, kicks the opponent once with a normal kick, and once more with her hidden sword. This move can be kinda awesome. It’ll hit after an otg, whereas any other hk or hp attack will probably ruin the combo. The second kick hits overhead… on everyone not named Valentine or Double. [/details]
c.lp: Cerebella throws out a simple crouching punch. Prepatch, this move would be useful in long corner combos, or run-stop combos, but it doesn’t look like it has much of a purpose anymore. s.lp can chain into itself, doing roughly twice the damage, and has the same range. You can do s.lp, c.lp, for basically the same damage. It’s nice to know that if you accidently crouch early, your combo won’t mess up though. It’s best use now is probably as an OTG if you need/used your lk button. Also, it’s slightly fast than c.lk, so if you are close to your opponent and you think they might attack at the same time you do, this may be the move you want.
c.mp: Cerebella and Vice-Versa slide forward with their elbows. One of Cerebella’s most useful normals. In combos, this move will bring her far enough forward to continue the combo, which makes a lot of things possible/easy that weren’t before. It also slides you forward, which can be used to get a little extra distance on a special, which is nice in giving you a greater range than your opponent anticipated.
c.hp: Vice-Versa shows off his strength with an awe-inspiring upwards palm strike. This move is Cerebella’s High Launcher. It’s a necessary move, but other than that it doesn’t have many things to say about it. It can be used as a far-reaching anti-air.
c.lk: Cerebella kicks forward at her opponent’s feet with one of her hidden swords. It’s her main resource for starting a combo, and thus is her best normal. This is her furthest reaching light, which can successfully chain into c.mp for a full midscreen combo. It also hits low.
c.mk: Cerebella performs a low flip kick, launching the opponent into the air. My personal favorite normal move. c.mk is a low launching attack that pulls the enemy towards you, unlike any other launcher in the game. This move is key to Cerebella, as it allows one of Cerebella’s only two restands (not corner/spacing/character specific) in a single combo. It can allow many different resets, which will be explained later.
c.hk: Vice-Versa stretches far and low, knocking the opponent off their feet. It has an excellent range, which is awesome for catching someone who thinks they are spaced correctly. It can also provide you with your only means of counter-attack in certain situations, so become familiar with the range. It hits low and causes a teachable knockdown (like every other c.hk in the game). [/details]
j.lp: Cerebella, using Vice versa to steady herself in the air, delivers a barrage of punches that don’t stop until she lands. I hate this move. Cerebella’s other normal circumstance restand. Anytime you knock the opponent up into the air, for the most part, you can connect with this move and bring them back down. The down side is that if done too early it can utterly cripple your combo, being so many hits. There are few ways to continue a combo from the ground with using your OTG. It’s hard for me to like, but there is a plus side; being so many hits, if you do this move when the scaling is already down there, you can get as much as 600 dmg at the end, just from the restand. For comparison, s+f.hp, the most damaging normal, does 357 at the end of its scaling.
j.mp: Vice-Versa swats the opponent down with a powerful swipe. An excellent Air-to-Air move, and it’s even really good as an Air-to-Ground move. The hitbox is epic, and can be any characters worst nightmare if they like to fly/jump/airdash. There are only a few aerial attack that will beat this one, but that doesn’t mean much to this really fast swipe. This move also has a buttload of hitstun; you can easily hit on a grounded opponent, use j.hp to glide for a moment, release the j.hp, land, and continue your attack all as one combo.
j.hp: Cerebella can glide through the air with Vice-Versa, knocking any opponent back with a thunderous clap. This move has a huge hitbox as well, bigger than j.mp, and hits really hard. It can be used in the corner on most opponents for corner juggles. This move also has a glide function, where when you hold it you glide through the air. It’s sorta like a makeshift airdash, kinda. The glide will not start if you’ve double jumped, though, and you can only glide once per jump. Something to note is that once you start the glide, there is no safe way to stop. You can either A) let go of the button to clap, B) hit j+d.mp for The People’s Elbow, C) use Grab Bag (qcf grab), or D) wait for the end of the glide. J.hp can be very nice, but can be very vulnerable. The glide can get you places your opponent didn’t consider, and with its wide and destructive hitbox can beat most every air move in the game. Be careful though, it’s a little slow, and with the vulnerable glide you can end up with the nasty surprise rather than your opponent. Fun trial: try to clap six times in a row, without landing in between claps.
j.lk: Cerebella gives the opponent a taste of one of her hidden blades. This moves best use is to cross your opponent up with it. It’s really good at that. However, the hitstun is tiny, so you have to act quickly and precisely to combo off it. Also, it can be used as an AA, as it’s instant (basically), and the range is pretty good for what it is. Not as great as j.mp, or j.hp, or even j.mk, but don’t sleep on it.
j.mk: Cerebella jumps through the air with a flying drop kick. A jumping dropkick! I love drop kicks! Ahem. Well, this move is kinda cool. It’s not quite as cool as j.mp, but I find the protruding hitbox can be fairly effective as an AA. It can also be used for resets (but so can everything as bella). Something important to note is that this move, very strangely, does not hit high. It can be blocked by a crouching opponent, unlike every other Cerebella air normal, so if you are attacking a grounded opponent, go for j.mp or j.hk.
J.hk: A powerful, downward thrusting kick with Cerebella’s hidden blade. This move can be really useful. It can reach places no other moves can really quickly, and in situations no other move can capitalize on. For example, I once used it to attack a double after she had summoned cat heads and sent them up at me (She was mashing the punch, so couldn’t block). It has a lot of hitstun as well, so unless you brain fart for no random reason, you’ll be able to combo off it on a grounded opponent. Aside from that, it can be used to knock the opponent out of the air, creating probably the easiest to combo off of knockdown midscreen.[/details]
s+f.hp: Vice-Versa tears forward with a mighty punch, blowing anything it touches to the far corner of the screen. This move is Cerebella’s strongest normal, but aside from looking badass, it doesn’t have much place in combos. It knocks the opponent back so far and fast that you simply cannot continue your attacks. If in the corner, it can be cancelled into a special/super for additional damage, but once they hit the ground they cannot be touched again until they stand up. Something interesting to note is that sometimes, a s+f.hp canceled into Excellabella will combo midscreen. The opponent has to be airborne and really close, performing an airdash probably, but it can happen. While a successfully comboed Titan Knuckle may not add anything to your combo (if not in the corner), it can be followed up with Tumble Run to advance on your opponent while they are helpless to get up. Try something like c.lk, c.mk, j.mp, j.hk, s.mk, s+f.hp, Tumble Run, lk. This can allow you to advance very quickly, and stand over your opponent as they get up. The charge for tumble run should be started immediately after you hit hp. Another thing that this can be used for is using it to poke at your opponent, then cancelling with DDrop to make sure the fist doesn’t get hit.
J+d.mp: Vice-Versa and Cerebella drop from the sky elbow first, crashing into anything in their way. This move… well, it basically hates you. The only thing that can be done afterwards is a super. If solo, that’s the end of your combo, since the elbow eats up your OTG no matter what. If you’ve used your OTG, you can’t super. If on a team, you can DHC, and if your character can combo without OTG after that, you are kinda cool, but still. Something that HAS to be noted about this move is its hit box on the move. When doing The People’s Elbow (as I call it, I don’t like “Unbreakable Elbow”), it may appear as if you are attacking with the big ol’ elbow. However, the first thing that actually hits your opponent is Cerebella’s fist, poking out nearly out of sight. You can see it clearly if you turn on hitboxes. That can be important, or irrelevant. Probably one of those two. [/details]