Skullgirls/Cerebella

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SG cer.jpg

Cerebella

Voiced by: Christina Vee (EN), Toa Yukinari (JP)
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
SG Cerebella icon.png

Skullgirls main page


Story

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.

Basics

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 (?)
  • A projectile reflect


Important moves:


Movement
Walk: Slow
Jump: Double jump. Holding j.HP to glide counts as a double jump.
Dash or Run: Long, slow forward and backward dashes
Air Dash: No air dash
Weight: Medium
Chains
Standing: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png

Assists

Default Assists
  • 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 Armored.png 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.
Noteworthy Custom Assists
  • Excellebella

Move List

Normals

Standing Normals

SG cer slp.png


View hitbox

(?)
s.LP
Tune Up
SG lp.png (standing)
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% -3 ±0
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 2 18 16 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 300 2.5% ±0 +3
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 2 15 16 19 7




SG cer smp.png


View hitbox

(?)
s.MP
Medici Shakedown
SG mp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 600 7.5% Stagger OR +2 +5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 3 18 22 25 9


  • An elbow attack from Vice-Versa. The stagger will only occur when it used outside of a chain combo.



SG cer shp.png


View hitbox

(?)
s.HP
Tent Stake Hammer
SG hp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 1000 10% +1,
KD (vs air)
-10
Start Up Active Recovery Hit Stun Block Stun Hit Stop
17 3 26 29 18 11




SG cer slk.png


View hitbox

(?)
s.LK
Point Cut
SG lk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 400 2.5% +5 +2
Start Up Active Recovery Hit Stun Block Stun Hit Stop
9 2 14 20 17 (19 vs air) 7




SG cer smk.png


View hitbox

(?)
s.MK
Cugine Kick
SG mk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 600 7.5% +2 +5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 2 23 26 29 9




SG cer shk.png


View hitbox

(?)
s.HK
Adagio Swing
SG hk.png (standing)
Guard Properties Damage Meter On Hit On Block
High (2nd hit) Juggle (1st hit) 600, 700 10% x2 +3 -2
Start Up Active Recovery Hit Stun Block Stun Hit Stop
15 3, (20), 4 20 25, 26 26, 21 10, 12


  • 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.



Crouching Normals

SG cer clp.png


View hitbox

(?)
c.LP
Kneecapper
SG lp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 250 2.5% +2 +5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 2 13 16 19 7




SG cer cmp.png


View hitbox

(?)
c.MP
Enforcer Elbow
SG mp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 550 7.5% -1 -9
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 6 21 25 17 10


  • Cerebella lunges forward behind Vice-Versa's elbow. The forward movement makes this attack Cerebella's best option for a kara cancel command grab.



SG cer chp.png


View hitbox

(?)
c.HP
Boost-iere
SG hp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid Launcher 950 10% -1 -14
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 3 30 31 18 12




SG cer clk.png


View hitbox

(?)
c.LK
Diamond Scratch
SG lk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 325 2.5% +3 +6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 3 10 15 18 7




SG cer cmk.png


View hitbox

(?)
c.MK
Loop de Loop
SG mk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid Launcher 550 7.5% +4 -8
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 2 24 29 17 9




SG cer chk.png


View hitbox

(?)
c.HK
Medici Legbreaker
SG hk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low Sweep 1100 10% Soft KD (Invuln.) ±0
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 2 16 14 17 10




Jumping Normals

SG cer jlp.png


View hitbox

(?)
j.LP
Trapeze Act
SG lp.png (in air)
x1 Guard Properties Damage Meter On Hit On Block
Mid - 250 2.5% -21 -4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 2 37 17 20 7
x2, x3, ... Guard Properties Damage Meter On Hit On Block
Mid Rapid Fire 250, 100, 100… 2.5%... -12 -4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 2, (3), 2, (3)... 28 17… 20… 7, 5, 5, 5…


  • 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.



SG cer jmp.png


View hitbox

(?)
j.MP
Slap Chop
SG mp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 575 7.5% +10 OR KD (vs air, chained into) +4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 3 17 31 (29 vs air) 23 11


  • 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.



SG cer jhp.png


View hitbox

(?)
j.HP
Glide n' Clap
SG hp.png (in air)
SG hp.png Guard Properties Damage Meter On Hit On Block
High - 950 7.5% KD (vs air) +4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7, (35), 8 3 15 34 37 11
[ SG hp.png ] Guard Properties Damage Meter On Hit On Block
N/A - N/A N/A N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7, (35) N/A 12 N/A N/A N/A


  • 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.



SG cer jlk.png


View hitbox

(?)
j.LK
Single Cut
SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 300 2.5% +2 +5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 4 12 17 20 7




SG cer jmk.png


View hitbox

(?)
j.MK
Brilliant Dropkick
SG mk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 650 7.5% +1 +4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 11 8 19 22 10




SG cer jhk.png


View hitbox

(?)
j.HK
Princess Cut
SG hk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 950 10% KD (vs air) -5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 10 16 28 31 11


  • 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.



Command Normals

SG cer fhp.png


View hitbox

(?)
f.HP
Titan Knuckle
F.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 1600 10% Sliding KD -5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
21 3 22 26 19 14


  • 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.



SG cer jdmp.png


View hitbox

(?)
j.2MP
Unbreakable Elbow
D.png + SG mp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 800 7.5% KD -16
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 until ground, 4 17 24 22 12


  • 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.



Throws

Throw
Cere-rana
SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 1000 5%, 10%% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A




Air Throw
The Flying Wisegirl
SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 200 x3, 800 0%, 3% x3, 6% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 N/A N/A N/A


  • Vice-Versa grabs at the opponent for a normal air throw. Cerebella can combo with Unbreakable Elbow and sometimes other air normals if she's high enough off the ground.



Team Moves

Tag
Break-in Elbow
SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 7.50% Hard Knockdown -36
Start Up Active Recovery Hit Stun Block Stun Hit Stop
20 (Until ground), 2 41 10 13 12


  • An attack resembling Unbreakable Elbow from the top of the screen.



SG cer snap.png


View hitbox

(?)
Snapback
Hammer Toss
Qcf.png + SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -37
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 22 N/A 13 (9) 13




Specials

SG cer qcfp.png


View hitbox

(?)
Lock n' Load Qcf.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid - 900 (100) (2.5%), 13.8462% +1 -6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
24 9 22 24 17 9
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Armor (1 hit) 1150 (100) (2.5%), 18% +3 -6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
28 9 22 26 17 9
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Armor (2 hits) 1400 (100) (2.5%), 18% +6 -6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
36 9 22 29 217 9


  • 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.



SG cer dplp.png


View hitbox

(?)
Diamond Deflector Dp.png + SG lp.png
Dp.png + SG lp.png Guard Properties Damage Meter On Hit On Block
N/A 85% Damage Scaling N/A (2.5%) N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
22 N/A 21 N/A N/A N/A
Projectile Guard Properties Damage Meter On Hit On Block
Mid Projectile 300 (100) 5.1% Stagger N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A -- N/A 29 32 N/A (8 on block)


  • 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
    • Beowulf: Hurting Hurl (Assist only)
    • Robo-Fortune: j.HP, c.HK, Theonite Beam, Headrone RAM, Headrone Impact, Headrone Salvo, Catastrophe Cannon (All versions)



SG cer dpmp.png


View hitbox

(?)
Devil Horns Dp.png + SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 1200 (100) (2.5%), 13.84% KD -29
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 3 48 18 21 16


  • 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.



SG cer dphp.png


View hitbox

(?)
Cerecopter Dp.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 275 x7, 500 (20 x7, 300) (2.5%) 2.5% x7, 3.6% KD -18
Start Up Active Recovery Hit Stun Block Stun Hit Stop
19 2, 4, 4, 4, 4, 4, 4, 4 34 12 x7, 16 15 x7, 19 2 x7, 12


  • 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.



Diamond Drop Qcf.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Throw),
55% Damage Scaling
0, 2300 (2.5%) 5%, 8% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 3 26 N/A N/A N/A


  • 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.



Merry Go-Rilla Qcb.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Throw) (During active),
55% Damage Scaling
0, 2300 (2.5%) 3%, 7% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 3 29 N/A N/A N/A


  • 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.



SG cer dpthrow.png


View hitbox

(?)
Excellebella Dp.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Anti-Air Grab 50% Damage Scaling 0, 150 x5, 900 (2.5%) 5%, 2% x5, 5.4% KD -13
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 2 33 N/A 21 N/A (11 on block)


  • 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.



Grab Bag Aironly.png Qcf.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Air Throw - 0, 150 x10, 1200 (2.5%), 0%, 2.5% xN, 6.6667% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 until ground 60 N/A N/A N/A


  • 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.



SG cer bfk.png


View hitbox

(?)
Tumbling Run [ B.png ] , F.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A Armor (1 hit) N/A 3.33% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
1 N/A 16 N/A N/A N/A


  • 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.



SG cer runl.png


View hitbox

(?)
Run Stop During Tumbling Run:
---.png SG lk.png OR SG lp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 16 N/A N/A N/A


  • 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.



Kanchou During Tumbling Run:
---.png SG mk.png OR SG mp.png
Activation Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Proj.) (Frame 4) 1000 (100) (2.5%), 13.84% Wall Bounce (once per combo),
KD
-25
Start Up Active Recovery Hit Stun Block Stun Hit Stop
(28), 8 4 42 17 20 18
Feint Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Proj.) (Frame 4) N/A (2.5%) N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
24 N/A 19 N/A N/A N/A


  • 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.



Battle Butt During Tumbling Run:
---.png SG hk.png OR SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Armor (2 hits),
No Cancel (Supers)
1400 OR 2000

(150 OR 500)

(2.5%), 9.47% KD -19
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 8 28 13 16 14 OR 25


  • 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.



Pummel Horse During Tumbling Run:
---.png SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
High 45% Damage Scaling, Hit Grab 0, 175 x6 (100) (2.5%), 5%, 0% x6 Stagger OR +4 -37
Start Up Active Recovery Hit Stun Block Stun Hit Stop
25 3 58 N/A, 48 24 N/A, 0 (11 on block)


  • 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.



Supers

Diamond Dynamo
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 300 x8, 2100 (80 x8, 200) -100% Ground Bounce -34
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 + 6 14, 14, 14, 14, 14, 14, 14, 11, (13), 6 54 30 x8, 22 33 x8, 25 (7), 3 x8, 17


  • 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.



Ultimate Showstopper
Level 1
360.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Full),
Chains Backwards (Devil Horns),
50% Damage Scaling
0, 300 x4, 100, 3500 -100% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 + 0 4 62 Throw.png N/A (1) N/A


  • 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.



Diamonds Are Forever
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Low Hyper Armor,
Projectile
0, 2400, 2800 (0, 600, 400) -300% Wall Bounce 14
Start Up Active Recovery Hit Stun Block Stun Hit Stop
28 5, (29 + 0), 5, (8), -- 35 35, 30, 25 38, 33, 28 15, (5), 8, 20


  • 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.



Taunt

SG cer taunt.png
Medici Muscle SG lp.png , SG mp.png , B.png , SG lk.png , SG mk.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 81 N/A N/A N/A


  • Increases the chance of Scribble Cat appearing after a successful Lock N' Load by 25%.


Combos

Beginner Combos

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!

1.
c.LK > c.MP > c.HK
A basic ground chain combo ending in sweep. Safe on block.
2.
c.LK > c.MP > s.HK xx Cerecopter
A basic ground chain combo ending in a special cancel. Unsafe on block.
3.
c.LK > c.MP > s.HK xx Cerecopter xx Diamond Dynamo
A basic ground chain combo ending in a super cancel.
4.
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.
5.
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.

Midscreen - 7292 dmg (video)
c.LK > c.MP > c.HP,
j.MK > j.HK,
(OTG) c.LK > c.MK,
j.MP > j.HK,
c.MP > c.HP,
j.LP(3) > j.HP,
s.LP > s.MP > s.HP xx Cerecopter xx Diamond Dynamo


Kanchou BnB (Midscreen only) - 8347 dmg (video)
c.LK > c.MP > s.HP xx Run > Kanchou,
c.MK,
j.MP > j.HK,
s.HP xx Run > Pummel Horse,
c.MP > s.HP xx Run > Run Stop,
c.LK > c.MP > s.HP xx Run > Run Stop,
s.LP > s.MP > s.HP xx Cerecopter xx Diamond Dynamo


Corner only - 7753 dmg (video)
c.LK > c.MP > c.HP,
j.MK > j.HP,
(OTG) s.LK > c.MK,
j.MP > j.HK,
s.HP xx Run > Pummel Horse,
c.MP > s.HP xx Run > Run Stop,
s.LP > s.MP > s.HP xx Cerecopter xx Diamond Dynamo


Double Snap combo
(OTG) c.LK > c.HP,
(uncombo) j.HK
repeat

Strategy

Resources

Colors

SG cer color1.png SG cer color2.png SG cer color3.png SG cer color4.png SG cer color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Based on Rainbow Mika from Street Fighter Alpha 3.
Color 3
SGColor3.png
Based on Harley Quinn from DC Comics.
Color 4
SGColor4.png
Based on Nights from Nights into Dreams.
Color 5
SGColor5.png
Based on Hulk Hogan from the 1980s area WWF.

SG cer color6.png SG cer color7.png SG cer color8.png SG cer color9.png SG cer color10.png
Color 6
SGColor6.png
Based on Hugo from Street Fighter 3: Second Impact.
Color 7
SGColor7.png
Original color palette based on Cerebella's story mode ending.
Color 8
SGColor8.png
Original alternate color palette used for the Double mirror match in Cerebella's story mode.
Color 9
SGColor9.png
Based on Rash from Battletoads.
Color 10
SGColor10.png
Original alternate color palette.

SG cer color11.png SG cer color12.png SG cer color13.png SG cer color14.png SG cer color15.png
Color 11
SGColor11.png
Original color palette based on AMERICA.
Color 12
SGColor12.png
Original alternate color palette.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Potemkin from Guilty Gear.
Color 15
SGColor15.png
Original alternate color palette.

SG cer color16.png SG cer color17.png SG cer color18.png SG cer color19.png SG cer color20.png
Color 16
SGColor16.png
Original alternate color palette.
Color 17
SGColor17.png
Based on Maleficent from Disney's Sleeping Beauty.
Color 18
SGColor18.png
Based on Homura Akemi from Puella Magi Madoka Magica.
Color 19
SGColor19.png
Original color palette based on Brazil's flag. Crowdfunding request.
Color 20
SGColor20.png
Original color palette based on a flame motif custom paint job often seen on a hot rod. Crowdfunding request.

SG cer color21.png SG cer color22.png SG cer color23.png SG cer color24.png SG cer color25.png
Color 21
SGColor21.png
Original color palette based on Annie of the Stars from Skullgirls. Crowdfunding request.
Color 22
SGColor22.png
Based on the Heavy (red team) from Team Fortress 2. Crowdfunding request.
Color 23
SGColor23.png
Original alternate color palette.
Color 24
SGColor24.png
Based on Shigen Naoe from The Last Blade.
Color 25
SGColor25.png
Based on Ira Gamagōri from Kill la Kill.


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