From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
|
| Cerebella: Diamond in the Rough
|
| Voiced by:
| Christina Vee
|
| Age:
| 18
|
| Birthday:
| April 11
|
| Bloodtype:
| B
|
| Height:
| 5' 6
|
| Weight:
| 130 lbs.
|
| Measurements:
| 32D-23-36
|
| Likes:
| Competition, Showing off, Cats, Professional wrestling, Sudoku, Flirting, Pleasing Vitale, Teasing her roommate Feng
|
| Dislikes:
| Badmouthing of the Circus, Badmouthing of Vitale, Angry people, Quitters, Cockroaches
|
Cerebella
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.[1]
In a nutshell
While Cerebella walks slow, hits hard, and has no less than 6 special and Blockbuster command grabs in her arsenal, her similarities to the oversized and sluggish grapplers of other fighting games end there. Vice-Versa can reach across the screen for a fleeing opponent, let her quicky charge ahead with armored special moves, or even change her jump arc with clever air normals. Her grabs often turn into devastating combo starters with the use of a single level of Dramatic Tension. While Cerebella deals unequaled damage as a one character team, at least one partner can cover her bad matchups, use her powerful Ensembles, and maybe even help show the crowd something really spectacular.
Basics
| Movement
|
| Walk: | Slow
|
| Jump: | Double jump
|
| Dash or Run: | Cerebella has long, slow forward and backward dashes.
|
| Air Dash: | No air dash
|
| Chains
|
| Standing: | 3 Buttons: OR OR OR
|
| Crouching: | 3 Buttons: OR OR OR
|
| Air: | 5 Buttons: OR
|
Signature Techniques
- Cerebella's command
attacks deal heavy damage for individual special moves and often beat the normal throws of other characters. Cerebella players who know when to use all five of her special move throws can pressure than opponent with them the entire round, using them to start a combo into a Blockbuster and even more damage when they succeed. A series of throw set ups, or even resets into throws, can kill a defending character extremely quickly if the opponent panics at close range, can't escape Cerbella's offense, or makes too many bad guesses while blocking.
- When opponents inevitably run away from the slower Cerebella and her threatening grabs she needs other moves to help her get across the screen. The Glide n' Clap (air HP) substitutes for an air dash in many ways if it's held, moving her forward with a quick glide once per jump. Combining it with her double jump allows her move around in the air with more freedom than some faster characters with an air dash. Restrictions breed creativity!
- Cerebella's
moves let her take a bit of damage to go through an opponent's attacks and hopefully get a bit closer. Tumbling Run takes her across the ground much faster than repeatedly dashing, and Lock n' Load has multiple hits of armor for its start up and active frames.
Ensemble Choices
- Titan Knuckle (→+HP): This long range Default Ensemble Choice lets the point character combo after the
on hit, but it may not be as effective as some of Cerebella's better custom Ensemble options.
- Lock n' Load (↓↘→+P): The Default Ensemble Choice MP and HP versions of Lock n' Load faithfully keep the
property as Cerebella attacks. An opponent must hit Cerebella multiple times to stop the Ensemble once she's on screen, making it extremely difficult to stop her before she lunges forward.
- Diamond Drop (↓↘→+LP+LK): As a custom Ensemble, Cerebella will preform the Diamond Drop on the opponent and leave her teammate to combo afterwards. The command
custom Ensemble demands specific defensive measures from the opponent, making it a powerful choice for Cerebella and particularly strong as a Stunt Double.
- Merry Go-Rilla (↓↙←+LP+LK): The longer range command
custom Ensemble requires slightly different placement, but can be just as strong as Diamond Drop. Combos after Merry Go-Rilla always require the point character to use the one OTG for the combo.
- Tumbling Run (← charge → + P): As a custom Ensemble Cerebella can run, but the single button custom action input prevents her from using any follow up attacks.
- Devil Horns (→↓↘ + MP): Despite it's short range, this is Cerebella's only choice for a
anti-air Ensemble.
- Cere-copter (→↓↘ + HP): As a custom Ensemble choice, this attack can trap opponents in block stun during its multiple hits. This causes significant chip damage from an Ensemble and allows the point character to confirm into a longer combo on hit, making it a top choice for Cerebella.
Move List
Normals
| Command
| Name / Quote
| Properties (glossary)
|
|
| Tune Up
| Chains Twice
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300
| 2.5%
| 6
| 2
| 18
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 16
| 19
| -3
| 0
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300
| 2.5%
| 6
| 2
| 15
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 16
| 19
| 0
| 3
|
|
|
| Medici Shakedown
|
|
| Put er there!
|
| An elbow attack from Vice-Versa. The stagger will only occur when it used outside of a chain combo.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 600
| 7.5%
| 12
| 3
| 18
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 22
| 25
| OR 2
| 5
|
|
|
| Tent Stake Hammer
|
|
| Nailed it!
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1100
| 10.0%
| 17
| 3
| 26
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 11
| 29
| 18
| 1 OR
(vs air)
| -10
|
|
|
| Point Cut
| Chains Twice
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 400
| 2.5%
| 10
| 2
| 14
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 20
| 17 (19 vs air)
| 5
| 2 (4 vs air)
|
|
|
| Cugine Kick
| Chains Twice
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 650
| 7.5%
| 11
| 2
| 23
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 26
| 29
| 2
| 5
|
|
|
| Adagio Swing
| (1st hit) (2nd hit)
|
| Up and over!
|
| Cerebella flips over Vice-Versa and kicks twice. The first kick takes a standing opponent off the ground but does not cause a knockdown whole the second kick hits as an overhead. Cerebella can also cancel to a Diamond Drop between the two hits, making this attack useful for confusing the opponent and getting a reset.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 725, 825
| 10.0% x2
| 15
| 3, (20), 4
| 20
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10, 12
| 25, 26
| 26, 21
| 3
| -2
|
|
|
+
| Kneecapper
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 250
| 2.5%
| 6
| 2
| 13
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 16
| 19
| 2
| 5
|
|
|
+
| Enforcer Elbow
|
|
| Comin round!
|
| Cerebella lunges forward behind Vice-Versa's elbow. The forward movement makes this attack Cerebella's best option for a kara cancel command grab.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 625
| 7.5%
| 14
| 6
| 21
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10
| 25
| 17
| -1
| -9
|
|
|
+
| Boost-iere
|
|
| Chin up!
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1025
| 10.0%
| 14
| 3
| 30
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 12
| 31
| 18
| -1
| -14
|
|
|
+
| Diamond Scratch
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 325
| 2.5%
| 8
| 3
| 10
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 15
| 18
| 3
| 6
|
|
|
+
| Loop de Loop
|
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 675
| 7.5%
| 11
| 2
| 24
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 29
| 17
| 4
| -8
|
|
|
+
| Medici Legbreaker
|
|
| Whoops!
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1100
| 10.0%
| 18
| 2
| 16
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10
| 14
| 17
|
| 0
|
|
|
(air)
| Trapeze Act
|
|
|
|
| Cerebella attacks once with a unique first hit, then holds the pose and continues with a series of rapid punches as the attack chains into itself indefinitely. The pose does not restrict any other action from normal jump state after a chain of j.LPs end. Chaining the same move into itself can't trigger IPS if the first hit does not trigger IPS. In a long combo where damage scaling is not a concern, launching the opponent with c.HP then immediately comboing rapid j.LPs will take the opponent to the ground to land on their feet without any strict timing requirements.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 250
| 2.5%
| 6
| 2
| 27
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 17
| 20
| -11
| -8
|
|
...
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 250...
| 2.5%...
| 6
| 2, (10), 2, (1), 2, (1), 2...
| 27
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7, 5, 5, 5...
| 17...
| 20...
| -11
| -8
|
|
|
(air)
| Slap Chop
|
|
|
|
| Vice-Versa attacks with a wide, vertical swipe. The large attack box makes this a strong air to air poke. The long hit stun make this move extremely useful for landing opponents on their feet after a launcher, but will cause a knockdown if Cerebella chains into it.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 625
| 7.5%
| 14
| 3
| 17
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 11
| 31
| 23
| 12 OR
(chain)
| 4
|
|
|
(air)
| Glide n' Clap
|
|
| Smash!
|
| Vice-Versa's hands clap together at a downward angle in front of Cerebella, causing a long hit stun vs a standing opponent and sending aerial opponent flying across the screen for a knockdown. Pressing and holding HP causes a glide then the clap attack on release, allowing Cerebella to change her jump direction without an air dash. Cerebella can interrupt the glide with an Unbreakable Elbow or Grab Bag, but cannot block or stop the glide in any safer way than simply letting for the clap. Tapping HP for Glide n' Clap will preform the clap attack only. Gliding to the maximum distance ends without a clap, leaving Cerebella free to preform any other action as she falls to the ground. Only one glide can be preformed per jump.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1050
| 10.0%
| 7, (20), 8
| 3
| 15
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 11
| 34
| 37
| 17 OR
(vs air)
| 20
|
|
(hold)
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| N/A
| N/A
| 7, (20)
| N/A
| 12
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
| N/A
| N/A
|
|
|
(air)
| Single Cut
|
|
|
|
| asdf
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300
| 2.5%
| 7
| 4
| 12
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 7
| 17
| 20
| 2
| 5
|
|
|
(air)
| Brilliant Dropkick
|
|
|
|
| asdf
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 725
| 7.5%
| 14
| 11
| 8
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10
| 19
| 25
| 1
| 7
|
|
|
(air)
| Princess Cut
|
|
|
|
| asdf
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1000
| 10.0%
| 13
| 2
| 24
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 11
| 28
| 31
| 3 OR
(vs air)
| 6
|
|
|
Command Normals
| Command
| Name / Quote
| Properties (glossary)
|
|
+
| Titan Knuckle
| Default Ensemble Choice
|
| Smile!
|
| Vice-Versa reaches nearly half screen with a slow, powerful punch. The slide effect sends the opponent across the screen, but Cerebella can still combo afterwards if the opponent gets stuck in the corner. Titan Knuckle, like any normal, can cancel to a special move freely on hit or on whiff immediately after the active frames. Cancelling to Diamond Drop turns this attack into a low risk, but slightly awkward looking, strategy for poking at an opponent from a distance.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1300
| 10.0%
| 21
| 3
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 14
| 26
| 19
|
| -5
|
|
|
(air) +
| Unbreakable Elbow
|
|
|
|
| Cerebella drops to the ground where she will, on hit or miss, go through a recovery animation as she gets up. The attack has active frames as Cerebella falls and a minimum 4 active frames as she hits the ground. A combo after this attack requires Cerebella to cancel to a Blockbuster from the ground after hitting from a low height. Most of the time nothing can combo, but the knockdown will leave the opponent close enough to Cerebella for a mixup of her choice as they recover.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1000
| 4.2%
| 11
| (until ground)
| 27
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 12
| 24
| 27
|
| N/A
|
|
|
Normal Throws
| Command
| Name / Quote
| Properties (glossary)
|
|
+
| Cere-rana
| 50% Damage Scaling
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1000
| 15.0%
| 9
| 5
| 30
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
|
(air) +
| The Flying Wisegirl
| 50% Damage Scaling
|
| Hold still!
|
| Vice-Versa grabs at the opponent for a normal air throw. Cerebella can combo Unbreakable Elbow afterwards if high enough off the ground.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 200 x3, 800
| 3.0% x3, 6.0%
| 7
| 3
| 18
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
|
Special Moves
| Command
| Name / Quote
| Properties (glossary)
|
|
+
| Lock n' Load
| Default Ensemble Choice (MP)
|
|
|
| Cerebella lunges forward with a punch from Vice-Versa, with armor protecting the start up and active frames of the MP and HP verions of attack. Cerebella doesn't care about taking a little damage as long as she makes contact with opponent. On hit, Lock n' Load cancels to Diamond Dynamo and on block it leaves her in range for a command grab. This move occasionally generates a poorly drawn cat on hit.
|
version:
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1075
| (2.5%) 14.0%
| 24
| 18
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 24
| 17
| -15
| -22
|
|
version:
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1450
| (2.5%) 18.2%
| 29
| 18
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 26
| 17
| -13
| -22
|
|
|
|
version:
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1800
| (2.5%) 18.2%
| 39
| 18
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 29
| 17
| -10
| -22
|
|
|
|
|
+ +
| Diamond Drop
| 55% Damage Scaling
|
|
|
| Vice-Versa grabs directly in front of Cerebella for her most versatile command throw. Opponents will often run away from Cerebella to avoid the grab's range, fast start up, and high damage. Diamond Dynamo can combo after Diamond Drop midscreen on most opponents, or if saving tension is a better strategy, Titan Knuckle will always connect after a Diamond Drop. Cerebella has a wide range of combos available after a Diamond Drop with her back to the corner.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 2300
| (2.5%) 5%, 8%
| 4
| 3
| 26
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
- Invulnerable to throws for all start up and active frames through the first 2f of recovery.
- Complete invulnerability starting 1f active frames through first 2f of active.
|
|
+ +
| Merry Go-Rilla
| 55% Damage Scaling
|
| Round and round we go!
|
| Vice-Versa reaches forward with one arm for a command grab with longer range than any of Cerebella's other throws. It will miss vs close opponents, with the minimum range overlapping the maximum range for Diamond Drop. Cerebella can always combo a c.LK or a Diamond Dynamo after a Merry Go-Rilla, but this requires the one OTG for the combo.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 2300
| (2.5%) 3%, 7%
| 10
| 3
| 29
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
- Invulnerable to hits for all start up.
- Complete invulnerability for the last 2f of start up.
- Invulnerability to throws for all active frames.
|
|
+
| Diamond Deflector
|
|
| Backatcha!
|
| Cerebella and Vice-Versa both point forward. The attack hits up close but it's real use is to reflect oncoming projectiles back at an opponent. Regardless of the oncoming projectile's direction, Cerebella shoots back with an extremely fast gem projectile horizontally across the screen. The gem travels will absorb and negate all oncoming projectiles for an unlimited number of hits. On hit, the gem scales combo damage to 30% and causes a stagger on hit and a lengthy stun on block, giving Cerebella time to charge forward unopposed.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 400
| (2.5%) 14.0%
| 7
| 5
| 31
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8
| 27
| 30
| -8
| -5
|
|
- Window for reflection has 4f of start up and is active for 18f, independent from the move's hit.
|
after successful reflect:
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300
| 6.1%
| N/A
| N/A
| N/A
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 0
| 29
| 32
|
| N/A
|
|
- Causes 30% damage scaling.
|
|
+
| Devil Horns
|
|
| Excellent!
|
| Vice-Versa attacks with a hit directly above Cerebella, sending the opponent upwards on hit for an eventual knockdown. An ppponent on the ground and in front of Cerebella need to be extremely close to get hit by this attack.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1450
| (2.5%) 14.0%
| 24
| 7
| 44
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 16
| 18
| 21
|
| -29
|
|
- Invulnerable through all start up and active frames through the first 4f of recovery.
|
|
+
| Cere-copter
|
|
| Spin to win!
|
| Cerebella lunges forward as Vice-Versa spins, attacking on both sides of Cerebella. Cere-copter has slow low start up, a long recovery, no invulnerability, and its many hits will quickly scale a combo. While Cerebella can do much better on point this attack is one of her best custom Ensembles.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 250 x7, 1350
| (2.5%) 2.5% x7, 3.6%
| 19
| 2, 4, 4, 4, 4, 4, 4, 4
| 34
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 2 x7, 12
| 12 x7, 16
| 15 x7, 19
|
| -18
|
|
|
+ +
| Excellebella
| 35% Damage Scaling
|
| I'll slap you... senseless!
|
| Vice-Versa reaches at an upward angle for a throw on hit. The attack becomes unblockable when the opponent has any upward momentum. The fast start up makes it useful for catching an opponent trying to jump away from a Diamond Drop, after a launcher, or trying to air dash at Cerebella.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 150 x5, 1100
| (2.5%) 14.0%, 2.0% x5, 9.0%
| 10
| 2
| 37
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 6
| N/A
| 21
|
| -17
|
|
- Will never hit a standing or crouching opponent.
|
|
(charge) +
| Tumbling Run
| (1 hit)
|
|
|
| Cerebella charges forward behind 1 hit of armor. Running gets across he screen faster than her dash and gives her the option use any of 3 attacks from the run or end it manually. She can cancel the run to a Blockbuster at any time.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| N/A
| (2.5%)
| 1
| N/A
| 16
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
| N/A
| N/A
|
|
- Run lasts 38f for LK, 46f for MK, and 55f for HK.
|
|
During Tumbling Run:
| Run Stop
|
|
|
|
| Stopping Tumbling Run short causes an identical animation to the recovery frames of the run. Cancelling s.HP to Tumbling Run and immediately canceling allows Cerebella to link her light attacks with 1-2f timing.
|
|
During Tumbling Run:
| Kanchou
|
|
| Buweh!~
|
| Cerebella lunges forward, attempting to switch sides with the opponent before starting her a attack. She will not attack without successfully switching sides. Cerebella cannot cancel this move into a Blockbuster before the active frames.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1400
| (2.5%) 14.0%
| 15
| 7
| 39
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 17
| 18
| 21
|
| -24
|
|
- Start up assumes point blank range and shortest possible start up. Longest possible start up for a successful hit is 32f.
|
| On whiff:
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1400
| (2.5%)
| 24
| N/A
| 7
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
| N/A
| N/A
|
|
- Start up represents the window to trigger the attack.
|
|
During Tumbling Run:
| Battle Butt
| (2 hits)
|
|
|
| Vice-Versa grows some horns as Cerebella preforms a leaping headbutt, with 2 hits of armor independent from Tumbling Run. Cerebella is in the air during the active and recovery frames of the headbutt, making it impossible to cancel to Blockbuster.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 1400
| (2.5%) 9.6%
| 11
| 8
| 28
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 14
| 13
| 16
|
| -19
|
|
- Awards 2000 points and an additional hit stop effect on kill.
|
|
During Tumbling Run: +
| Pummel Horse
| 50% Damage Scaling
|
| Magnifique!
|
| Cerebella lunges forward with blockable grab. The stagger leaves the opponent in range for a Merry Go-Rilla, but Cerebella does not recover fast enough to land the command grab if the opponent shakes out. Comboing with Ultimate Showstopper or a normal move will always work.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 200 x6
| (2.5%) 7.6%, 0% x6
| 25
| 3
| 52
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| 23
|
| -31
|
|
- Invulnerable to throws during all start up and active frames through 6f of recovery.
|
|
+ +
| Grab Bag
|
|
|
|
| Cerebella floats slowly to the ground, attempting to grab aerial opponents with Vice-Versa. Opponents can tech this command throw (LP+LK) with a 4f window. When Cerebella misses, she hits the ground and starts a unique recovery animation. She's invulnerable to throws while she's bouncing off the ground before transitioning directly to a typical invulnerable recovery animation.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 150 x10, 1200
| (2.5%) 0%, 2.5% x10, 6.7%
| 14
| until ground
| 60
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
|
Team Moves
| Command
| Name / Quote
| Properties (glossary)
|
|
+ OR +
| Break-in Elbow
|
|
| That's our cue!
|
| An attack resembling Unbreakable Elbow from the top of the screen.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 500
| 10.1%
| N/A
| N/A
| 41
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 12
| 10
| 13
|
| N/A
|
|
|
+ + OR +
| Hammer Toss
| Outtake
|
|
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0
| -100%
| 12 + 3
| 8
| 28
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 13
| 14
| 17
| N/A
| -18
|
|
|
Blockbusters
| Command
| Name / Quote
| Properties (glossary)
|
|
+ +
| Diamond Dynamo
| Uses 1 level of Dramatic Tension
|
|
|
| Cerebella skips forward while Vice-Versa's arms twirl around her. This Blockbuster covers a large area, connecting easily after many of Cerebella's command throws. Any successful hit will trap the defending character in a repeating ground bounce stuns. The final bounce sets the opponent up for a Blockbuster Sequel, or if Cerebella would rather save tension and stay on point, she can finish her slow recovery and hit the defending character OTG.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 300 x8, 2400
| -100%
| 6 + 6
| 14, 14, 14, 14, 14, 14, 14, 11, (13), 6
| 54
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 3 x8, 17
| 30 x8, 22
| 33 x8, 25
|
| -34
|
|
- Invulnerable for all start up frames through 12f of active.
|
|
+ +
| Ultimate Showstopper
| Uses 1 level of Dramatic Tension
|
| And now for something spectacular...
|
| Cerebella and Vice-Versa grab at the opponent with the most damaging level 1 Blockbuster in the game. Whenever Cerebella has tension she can use it as an invincible and extremely fast reversal. The 0f of start up after the super flash means an opponent must start holding up before the flash to escape the grab with a jump. If used as a Blockbuster Sequel, the move has additional frames of start up after the flash.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 300 x4, 100, 3500
| -100%
| 5 + 0
| 4
| 62
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
- Invulnerable for all start up and active frames.
|
|
+ +
| Diamonds are Forever
| Uses 1 level of Dramatic Tension
|
| A girl's best friend!
|
| Vice-Versa first hits low at close range, lifting a rock from the ground. The punch to the rock is the second hit and the diamond projectile is the third. The diamond will negate all oncoming enemy projectiles and causes a wall bounce on hit. The unique unlimited armor property means an opponent can one use a throw to interrupt Cerebella during the wind-up. Diamonds are Forever skips the first hit and has added frames of start up after the super flash if used in a Blockbuster Sequel.
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 0, 2700, 2800
| -300%
| 28
| 5, (29) + 5, (5), -
| 43
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 15, 8, 20
| 35, 30, 25
| 38, 33, 28
|
| 11
|
|
- The first hit will never hit an aerial opponent.
|
|
Colors and Costumes
| Palette 1:
Default color palette.
|
| Palette 2:
Based on Rainbow Mika from Street Fighter.
|
| Palette 3:
Based on Harley Quinn from DC Comics.
|
| Palette 4:
Based on Nights from Nights into Dreams.
|
| Palette 5: mto
Based on Hulk Hogan from the 1980s area WWF.
|
| Palette 6:
Based on Hugo from Street Fighter 3: Third Strike.
|
| Palette 7:
+ +
Original color palette based on Cerebella's ending.
|
| Palette 8:
+ +
Original alternate color palette.
|
| Palette 9:
+
Based on the title characters of Battletoads.
|
| Palette 10:
+
Original alternate color palette.
|
| Palette 11:
+ +
Original color palette based on AMERICA.
|
| Palette 12:
+
Original alternate color palette.
|
| Palette 13:
+ +
Original alternate color palette.
|
| Palette 14:
+ +
Based on Potemkin from Guilty Gear.
|
| Palette 15:
+ + +
Original alternate color palette.
|
| Palette 16:
+
Original alternate color palette.
|
| Palette 17:
+
Based on Maleficent from Disney's Sleeping Beauty.
|
| Palette 18:
+
Based on Homura Akemi from Puella Magi Madoka Magica.
|
Patch History
Version 1.0 to 1.01
- Diamond Deflector received the following adjustments:
- Increased the hit stun time, no longer minus on hit.
- Can now combo into Diamonds Are Forever.
- Excellebella received the following adjustments:
- Slightly increased the horizontal and downward range.
- No longer super-cancellable after the initial 4 frames.
- Ultimate Showstopper can now be cancelled into Devil Horns special attack after they land on the sword, but before the final damage is dealt
- On the Custom Ensemble screen, →↓↘→ + LP+LK gives Excellebella rather than Diamond Drop.
- Double jump is also 360-locked like regular jumps are, preventing accidental double jumps when attempting jump-in supers.
- Reduced forward dash startup from 14 frames to 11 frames.
- Grab Bag now properly faces the opponent.
- Merry-Go-Rilla now does correct damage as an Ensemble.
- Pummel Horse will now hit Valentine when crouching.
- Lowered the damage of the following normal attacks by 25 per hit: s.HP, s.HK, c.MP, c.HP, c.MK, j.MP, j.MK.
- Reduced the damage of j.HP by 50.
- Reduced j.MK's hit stun by 3 frames.
- j.MP received the following adjustments:
- Reduced the knockback against aerial foes.
- Now knocks downward much faster when chained into.
- Run Stop no longer gives meter for stopping.
- Missed ground and air throws no longer cancel Ensemble calls.
- The 360 input leniency has been reduced from 7 frames between directions to 5 frames
- Tag in now causes small slide rather than regular knockdown
- Sped up Cerebella's tag in by 10 frames, to match every other character
- Increased the Blockbuster cancel time landing an (air) ↓ + MP
- When guard cancelling into Ultimate Showstopper, there are varying additional startup frames after the superflash depending on timing:
- When performed 0 frames after the end of a Pushblock, there will be 6 frames of post-flash startup.
- When down to only one frame when performed 5 frames after the Pushblock.
- Has the regular 0 frames if performed after 6 or more frames.