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.
A grappler with a diverse tool-kit and a plethora of ways to open the opponent up once she's close
Two command grabs, Merry-Go-Rilla and Diamond Drop. MGR is long range and converts into a full combo, but will whiff up close. Diamond Drop is 4f startup (faster than any normal attack) and point blank, but throws them far away behind Cerebella, needing meter+DHC, special assists, or Cerebella's back to the corner to convert. In addition, she has Excellebella which is air unblockable during the rising portion of the opponent's jump.
For mobility, she has an armored run special move which can be stopped at any point, or go into one of several follow up moves, such as Kanchou which is a fearsome crossup attack. Her j.HP also glides across the air if the button is held.
Great reversal supers. Her 360 is the most damaging level 1 reversal in the game (?)
Cerecopter (→↓↘+HP): A lengthy lockdown assist. This causes significant chip damage from an assist and allows the point character to confirm into a longer combo on hit, making it a top choice for Cerebella.
Lock'n'Load (H) (↓↘→+P): Keeps the property as Cerebella attacks. An opponent must hit Cerebella multiple times to stop the assist once she's on screen, making it extremely difficult to stop her before she lunges forward.
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.
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. 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 standing without any strict timing requirements.
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.
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 releasing the button to 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 and it can't be used after a double jump.
Cerebella kicks beneath herself with two bladed heels, the perfect angle to use the attack against a standing oppoent even with Cerebella near the top of her jump. The attack's generous active frames can catch an unexpecting opponent out of the air, causing a knockdown and offering a combo after an OTG.
Vice-Versa reaches nearly half screen with a slow, powerful punch. The slide effect sends the opponent away from Cerebella, but she can still combo afterwards when near 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.
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 hit at a relatively low height.
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.
Cerebella and Vice-Versa both point forward. The attack doesn't hit by itself, but will reflect any oncoming projectiles back at an opponent. Any projectile that touches Cerebella during the start up or active frames will return a gem projectile that travels horizontally across the screen, regardless of the oncoming projectile's direction. The gem will absorb and negate all oncoming projectiles for an unlimited number of hits and Cerebella becomes invulnerable to projectiles during the recovery of a successful reflect. When the reflected gem hits, it scales combo damage to 85% and causes a lengthy stun or a stagger on hit. Even when an opponent is in the air, the stagger effect will start as soon as they land, giving Cerebella time to charge forward unopposed. Unlike other moves that cause stagger, hitting with multiple gems will not put the opponent in a regular hitstun; the stagger length is simply reset.
Window for reflection is 22f total, beginning with the first frame of start up.
Moves that can be reflected
Filia: Ringlet Spike, Trichobezoar
Cerebella: Diamond Deflector (deflection), Diamonds Are Forever
Peacock: s.HP, j.MK, j.HK (Avery), BANG BANG BANG!, George's Day Out, Boxcar George, George at the Air Show, Shadow of Impending Doom, Fire in the Hole!, Argus Agony
Parasoul: Napalm Shot, Napalm Toss (timed or manual explosion from any tear), Tag In, Silent Scope, Motor Brigade, Inferno Brigade
Ms. Fortune: Headbutt, ZOOM!, Decap Attack, Cat Strike, Cat Spike, Feline Allergies, Tag In, Snapback (the resulting attack from hitting the head), The 5th of Dismember (2nd hit)
Painwheel: Gae Bolga Stinger (all versions)
Valentine: Dead Cross, Flew Shot, Checkmate Incision
Double: j.HK (Avery), Luger Replica, Catellite Lives, Ring Laser, Bomb
Squigly: Tremolo, Squigly Battle Opera, Inferno of Leviathan
Big Band: Strike Up the Band (missile attacks after sucessful initial hit)
Eliza: c.MP (2nd hit), Upper Khat, Dive of Horus
Fukua: Love Dart, Forever a Clone (LK and HK only), Blown Kiss
Vice-Versa attacks with a hit directly above Cerebella, sending the opponent upwards on hit for an eventual knockdown. A standing oppponent must be extremely close to Cerebella to get hit by this attack.
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 assists.
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, or if saving meter 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.
Vice-Versa reaches forward with one arm for a command grab with longer range than any of Cerebella's other throws. It will miss 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.
Vice-Versa reaches at an upward angle for a throw on hit. It will not hit a standing or crouching opponent, but becomes unblockable when the opponent has upward momentum early in a jump. The fast start up makes it useful for catching an opponent trying to escape a Diamond Drop, after a launcher, or trying to air dash at Cerebella.
Cerebella floats slowly to the ground, attempting to grab aerial opponents with Vice-Versa. Opponents can tech this command throw (LP+LK) with a 6f 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.
Invulnerable to throws only for all startup and active frames.
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 super at any time. Run lasts 38f for LK, 46f for MK, and 55f for HK.
Stopping Tumbling Run short causes an identical animation to the recovery frames of the run. Cancelling s.HP to Tumbling Run and immediately cancelling allows Cerebella to link her light attacks with 1-2f timing.
Cerebella lunges forward, attempting to switch sides with the opponent as MK is held before starting her attack. Tapping MK will cause her to fake the attack, cancelling it before she has a chance to actually hit. She will not attack without successfully switching sides, cancelling the attack in an animation identical to the feint. Using this move for the 2nd time in a combo will result in a regular knockdown. Cerebella cannot cancel this move into a super before the active frames.
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 super.
Battle Butt's damage increases to 2000 and hitstop increases to 25 when opponent is 1500hp or lower.
Awards a 2000 points + additional hitstop visual effect if Battle Butt hits and the amount of damage would kill the point character.
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.
Invulnerable to throws during all start up and active frames through 6f of recovery.
Cerebella skips forward while Vice-Versa's arms twirl around her. This super 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 DHC, or if Cerebella would rather save meter and stay on point, she can finish her slow recovery and hit the defending character OTG. * On hit, dash inputs are disabled for 13f after recovery.
Cerebella and Vice-Versa grab at the opponent with the most damaging level 1 super in the game. Whenever Cerebella has meter 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 DHC, the move has an additional 1f of start up after the flash.
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 only 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 DHC.
The first hit will never hit an aerial opponent.
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Increases the chance of Scribble Cat appearing after a successful Lock N' Load by 25%.
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
c.LK > c.MP > c.HK
A basic ground chain combo ending in sweep. Safe on block.
c.LK > c.MP > s.HK xx Cerecopter
A basic ground chain combo ending in a special cancel. Unsafe on block.
c.LK > c.MP > s.HK xx Cerecopter xx Diamond Dynamo
A basic ground chain combo ending in a super cancel.
c.LK > c.MP > c.HP,
j.MK > j.HK,
(OTG) c.LK > c.MK xx Excellebella xx Diamond Dynamo
A basic combo that utilizes an air chain.
c.LK > c.MP > c.HP,
j.MK > j.HK,
(OTG) c.LK > c.MK,
j.MP > j.HK,
(restand) s.LP > c.MP > s.HK xx Cerecopter xx Diamond Dynamo
A basic combo that sets up a restand. After the restand, you can choose to go for a reset such as MGR or instant j.HP.
Bread and Butter Combos
While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.