Skullgirls/Cerebella

From Shoryuken Wiki!
Jump to: navigation, search
SkullgirlsSGEncoreLogo.png
Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG Cerebella portrait.jpg
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

SG Cerebella icon.png
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: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Crouching: 3 Buttons: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Air: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png

Signature Techniques

  • Cerebella's command Throw.png 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 Armored.png 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 Slide.png 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 Armored.png 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 Throw.png 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 Throw.png 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 →+K): As a custom Ensemble Cerebella can run, and the single button custom action input that is the only thing she can do. Additional follow up attacks from Tumbling Run can be selected as a Custom Ensemble with the following inputs:
    • Run Stop (← charge → + LP+LK)
    • Kanchou (← charge → + MP+MK)
    • Battle Butt (← charge → + HP+HK)
  • Devil Horns (→↓↘+MP): Despite it's short range, this is Cerebella's only choice for a Startupinv.png 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)
Lp.png 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
---.png Lp.png
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
Mp.png 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 Stagger.png OR 2 5
Hp.png Tent Stake Hammer
Nailed it!
Damage Meter Gain Start Up Active Recovery
1000 10% 17 3 26
Hit Stop Hit Stun Block Stun On Hit On Block
11 29 18 1 OR Knockdown.png (vs air) -10
Lk.png Point Cut
Damage Meter Gain Start Up Active Recovery
1000 10.0% 17 3 26
Hit Stop Hit Stun Block Stun On Hit On Block
11 29 18 1 OR Knockdown.png (vs air) -10
Mk.png Cugine Kick
Damage Meter Gain Start Up Active Recovery
600 7.5% 11 2 23
Hit Stop Hit Stun Block Stun On Hit On Block
9 26 29 2 5
Hk.png Adagio Swing Strk.png (1st hit) High.png (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
625, 725 10% x2 15 3, (20), 4 20
Hit Stop Hit Stun Block Stun On Hit On Block
10, 12 25, 26 26, 21 3 -2
D.png + Lp.png 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
D.png + Mp.png 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
550 7.5% 14 6 21
Hit Stop Hit Stun Block Stun On Hit On Block
10 25 17 -1 -9
D.png + Hp.png Boost-iere Launch.png
Chin up!
Damage Meter Gain Start Up Active Recovery
950 10% 14 3 30
Hit Stop Hit Stun Block Stun On Hit On Block
12 31 18 -1 -14
D.png + Lk.png Diamond Scratch Low.png
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
D.png + Mk.png Loop de Loop Launch.png
Damage Meter Gain Start Up Active Recovery
550 7.5% 11 2 24
Hit Stop Hit Stun Block Stun On Hit On Block
9 29 17 4 -8
D.png + Hk.png Medici Legbreaker Low.png
Whoops!
Damage Meter Gain Start Up Active Recovery
1100 10% 18 2 16
Hit Stop Hit Stun Block Stun On Hit On Block
10 14 17 Sweep.png 0
(air) Lp.png Trapeze Act Rpdfire.png High.png
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.
Damage Meter Gain Start Up Active Recovery
250 2.5% 6 2 37
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 20 -21 -18
Lp.png ---.png Lp.png ---.png Lp.png ...
Damage Meter Gain Start Up Active Recovery
250, 100, 100… 2.5%... 6 2, (8), 2, (1), 2, (1), 2... 29
Hit Stop Hit Stun Block Stun On Hit On Block
7, 5, 5, 5… 17… 20… -13 -10
(air) Mp.png Slap Chop High.png
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
575 7.5% 14 3 17
Hit Stop Hit Stun Block Stun On Hit On Block
11 31 (29 vs air) 23 12 OR 10 OR Knockdown.png 4
(air) Hp.png Glide n' Clap High.png
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 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.
Damage Meter Gain Start Up Active Recovery
1000 10% 7, (35), 8 3 15
Hit Stop Hit Stun Block Stun On Hit On Block
11 34 37 17 OR Knockdown.png (vs air) 20
Hp.png (hold)
Damage Meter Gain Start Up Active Recovery
N/A N/A 7, (35) N/A 12
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
(air) Lk.png Single Cut High.png
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) Mk.png Brilliant Dropkick High.png
Damage Meter Gain Start Up Active Recovery
650 7.5% 14 11 8
Hit Stop Hit Stun Block Stun On Hit On Block
10 19 22 1 4
(air) Hk.png Princess Cut High.png
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.
Damage Meter Gain Start Up Active Recovery
950 10% 13 10 16
Hit Stop Hit Stun Block Stun On Hit On Block
11 28 31 3 OR Knockdown.png (vs air) 6

Command Normals

Command Name / Quote Properties (glossary)
F.png + Hp.png Titan Knuckle Default Ensemble Choice
Smile!
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.
Damage Meter Gain Start Up Active Recovery
1600 10% 21 3 22
Hit Stop Hit Stun Block Stun On Hit On Block
14 26 19 Slide.png -5
(air) D.png + Mp.png Unbreakable Elbow High.png
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.
Damage Meter Gain Start Up Active Recovery
1000 4.2% 11 until ground, 4 17
Hit Stop Hit Stun Block Stun On Hit On Block
12 24 27 Knockdown.png 7

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Cere-rana Throw.png 50% Damage Scaling
Damage Meter Gain Start Up Active Recovery
1000 15% 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Knockdown.png N/A
(air) Lp.png + Lk.png The Flying Wisegirl Airthrow.png 50% Damage Scaling
Hold still!
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.
Damage Meter Gain Start Up Active Recovery
200 x3, 800 3% x3, 6% 7 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Airthrow.png N/A Knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + P.png Lock n' Load Default Ensemble Choice (MP) Armored.png
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.
Lp.png version:
Damage Meter Gain Start Up Active Recovery
1075 (2.5%) 14% 24 9 22
Hit Stop Hit Stun Block Stun On Hit On Block
9 31 24 1 -6
Mp.png version:
Damage Meter Gain Start Up Active Recovery
1450 (2.5%) 18.2% 29 9 22
Hit Stop Hit Stun Block Stun On Hit On Block
9 33 24 3 -6
  • 1 hit of armor.
Hp.png version:
Damage Meter Gain Start Up Active Recovery
1800 (2.5%) 18.2% 39 9 22
Hit Stop Hit Stun Block Stun On Hit On Block
9 36 24 6 -6
  • 2 hits of armor.
Qcf.png + Lp.png + Lk.png Diamond Drop Startupinv.png Throw.png 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, 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 Throw.png N/A Knockdown.png 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.
Qcb.png + Lp.png + Lk.png Merry Go-Rilla Startupinv.png Throw.png 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 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 Throw.png N/A Knockdown.png 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.
Dp.png + Lp.png Diamond Deflector Projectilereflect.png
Backatcha!
Cerebella and Vice-Versa both point forward. The attack hits up close, but its real use is to reflect oncoming projectiles back at an opponent. Regardless of the oncoming projectile's direction, Cerebella returns an gem projectile that travels horizontally across the screen. The gem 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 lengthy stun on block or a stagger on hit. Even if the opponent is in the air, the stagger effect will start as soon as they land, giving Cerebella time to charge forward unopposed.
Damage Meter Gain Start Up Active Recovery
400 (2.5%) 14% 7 5 31
Hit Stop Hit Stun Block Stun On Hit On Block
8 34 21 -1 -14
  • Window for reflection is 22f total, beginning with the first frame of start up.
Proj.png 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 40 Stagger.png N/A
  • Causes 30% damage scaling.
Dp.png + Mp.png Devil Horns Startupinv.png
Excellent!
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.
Damage Meter Gain Start Up Active Recovery
1200 (2.5%) 14% 18 3 48
Hit Stop Hit Stun Block Stun On Hit On Block
16 18 21 Knockdown.png -29
  • Invulnerable through all start up and active frames through the first 4f of recovery.
Dp.png + Hp.png 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 Knockdown.png -18
Dp.png + Lp.png + Lk.png Excellebella Throwonhit.png 50% Damage Scaling
I'll slap you... senseless!
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.
Damage Meter Gain Start Up Active Recovery
0, 150 x5, 1100 (2.5%) 14%, 2% x5, 9 10 2 37
Hit Stop Hit Stun Block Stun On Hit On Block
6 Throwonhit.png 21 Knockdown.png -17
B.png (charge) F.png + K.png Tumbling Run Armored.png
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.
  • 1 hit of armor.
During Tumbling Run:
---.png Lk.png OR Lp.png
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 cancelling allows Cerebella to link her light attacks with 1-2f timing.
During Tumbling Run:
---.png Mk.png OR Mp.png
Kanchou Startupinv.png
Buweh!~
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. Cerebella cannot cancel this move into a Blockbuster before the active frames.
Damage Meter Gain Start Up Active Recovery
1400 (2.5%) 14% 23 4 42
Hit Stop Hit Stun Block Stun On Hit On Block
18 18 20 Wallbounce.png -25
  • 17f of projectile invulnerability starting after 7f of start up.
Feint or miss:
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 24 N/A 19
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
  • 17f of projectile invulnerability starting after 7f of start up.
During Tumbling Run:
---.png Hk.png OR Hp.png
Battle Butt Armored.png Nocancel.png
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 Knockdown.png -19
  • 2 hits of armor.
  • Awards 2000 points and an additional hit stop effect on kill.
During Tumbling Run:
---.png Lp.png + Lk.png
Pummel Horse Startupinv.png Throwonhit.png 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 59
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throwonhit.png 24 Stagger.png -37
  • Invulnerable to throws during all start up and active frames through 6f of recovery.
Qcf.png + Lp.png + Lk.png Grab Bag Aironly.png Airthrow.png 50% Damage Scaling
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 Airthrow.png N/A Knockdown.png N/A

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR
Hp.png + Hk.png
Break-in Elbow Tag In
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 Knockdown.png N/A
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png Hammer Toss Outtake Startupinv.png
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
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
Qcf.png + P.png + P.png Diamond Dynamo Level 1 Blockbuster Startupinv.png
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, 2100 -100% 6 + 6 14, 14, 14, 14, 14, 14, 14, 11, (13), 6 54
Hit Stop Hit Stun Block Stun On Hit On Block
(7), 3 x8, 17 30 x8, 22 33 x8, 25 Groundbounce.png -34
  • Invulnerable for all start up frames through 12f of active.
  • On hit, dash inputs are disabled for 13f after recovery.
360.png + Lp.png + Lk.png Ultimate Showstopper Level 1 Blockbuster Startupinv.png Throw.png 50% Damage Scaling
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% 4 + 0 4 62
Hit Stop Hit Stun Block Stun On Hit On Block
(0) Throw.png N/A Knockdown.png N/A
  • Invulnerable for all start up and active frames.
Qcb.png + P.png + P.png Diamonds are Forever Level 3 Blockbuster Armored.png Low.png Proj.png
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, (8), - 35
Hit Stop Hit Stun Block Stun On Hit On Block
15, (9), 8, 20 35, 30, 25 38, 33, 28 Wallbounce.png 14
  • Invulnerable for all start up and 25f after the start of active frames.
  • The first hit will never hit an aerial opponent.

Colors and Costumes

SG palette Cere01.jpg Palette 1:
Lp.png

Default color palette.
SG palette Cere02.jpg Palette 2:
Mp.png

Based on Rainbow Mika from Street Fighter Alpha 3.
SG palette Cere03.jpg Palette 3:
Hp.png

Based on Harley Quinn from DC Comics.
SG palette Cere04.jpg Palette 4:
Lk.png

Based on Nights from Nights into Dreams.
SG palette Cere05.jpg Palette 5:
Mk.png

Based on Hulk Hogan from the 1980s area WWF.
SG palette Cere06.jpg Palette 6:
Hk.png

Based on Hugo from Street Fighter 3: Third Strike.
SG palette Cere07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Original color palette based on Cerebella's story mode ending.
SG palette Cere08.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Original alternate color palette used for the Double mirror match in Cerebella's story mode.
SG palette Cere09.jpg Palette 9:
Lp.png + Lk.png

Based on the title characters of Battletoads.
SG palette Cere10.jpg Palette 10:
Mp.png + Lk.png

Original alternate color palette.
SG palette Cere11.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Original color palette based on AMERICA.
SG palette Cere12.jpg Palette 12:
Lp.png + Hp.png

Original alternate color palette.
SG palette Cere13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Original alternate color palette.
SG palette Cere14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Based on Potemkin from Guilty Gear.
SG palette Cere15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Original alternate color palette.
SG palette Cere16.jpg Palette 16:
Lp.png + Mp.png

Original alternate color palette.
SG palette Cere17.jpg Palette 17:
Lp.png + Mk.png

Based on Maleficent from Disney's Sleeping Beauty.
SG palette Cere18.jpg Palette 18:
Mp.png + Mk.png

Based on Homura Akemi from Puella Magi Madoka Magica.
SG palette Cere19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Original color palette based on Brazil's flag.
SG palette Cere20.jpg Palette 20:
Hp.png + Mk.png

Original color palette based on a flame motif custom paint job often seen on a hot rod.

Patch History

Are Your Ready For? Edition to Skin and Bones

  • Fixed a bug with Diamond Deflector vs Peacock.
  • Diamond Dynamo now has a smaller hit box on the first active frame (while opponent is still stuck in induced hit stop). Invulnerable frames have been reduced to overlap the first few active frames only. This brings it in line with other level 1 Blockbusters and still lets Excellabella or Cerecopter combo directly into Diamond Dynamo at mid screen.

Unfinished Business Edition to Are Your Ready For? Edition

  • Devil Horns now plays the guitar riff every time.

Encore to Unfinished Business Edition

  • Added 1 additional crowdfunding requested palette, bringing Cerebella's total to 20.
  • Air throw received the following changes:
    • Recovery changed to allow Cerebella more consistent follow up combos.
    • Physical extent adjusted to not drop Big Band behind Cerebella.
  • Lock 'n' Load no longer misses crouching Filia or Fortune in the corner.
  • Diamond Deflector will now reflect projectiles from the first frame of start up.

More Different Edition to Encore

  • Back throw now has its proper name (Cererana) when selected as a custom Ensemble.

Slightly Different Edition to More Different Edition

  • All of Cerebella's crouching hit boxes are taller.
  • Reduced damage on some normals:
    • s.HP to 1000
    • s.MK to 600
    • s.HK to 625, 725
    • c.MP to 550
    • c.MK to 550
    • c.HP to 950
    • j.LP mash hits from 250 to 100
    • j.HP to 1000
    • j.MK to 650
    • j.HK to 950
  • j.MP received the following changes:
    • Damage reduced to 575.
    • Hit stun vs air reduced to 29f.
  • →+HP received the following changes:
    • Hit box improved to reach higher above Cerebella.
    • Increased damage from 1300 to 1600.
  • (air) ↓+MP received the following changes:
    • Lockout time added to instant (air) ↓+MP, similar to an air dash.
    • Landing recovery reduced to 17f. The lowest possible version can combo into c.LP/c.LK and is +7 on block.
  • Diamond Deflector received the following changes:
    • Will now stagger any character it hits instead of just the first.
    • Will force stagger against an airborne opponent.
    • VFX added for a successful reflect.
    • Projectile now has a larger hit box and stays active longer (speed reduced).
  • Devil Horns received the following changes:
    • Damage reduced from 1450 to 1200.
    • Blockbuster cancel window increased.
  • Excellebella received the following changes:
    • Unblockable as long as the opponent's upward velocity is higher than 1px/frame. Previously this required a velocity higher than 6px/frame.
    • Causes 50% damage scaling instead of 33%.
  • Tumbling Run received the following changes:
    • Follow up attacks can be set as a Custom Ensemble using the following commands:
      • ← charge →+LP+LK for Run Stop
      • ← charge →+MP+MK for Kanchou
      • ← charge →+HP+HK for Battle Butt
    • Punch buttons perform the same attacks as kick buttons during Tumbling Run (LP or LK for Run Stop, MP or MK for Kanchou, etc).
    • Added 2f kara period on LK version to cancel to Diamond Drop, allowing a Diamond Drop command after charging back.
    • Fixed unsweepable frame during run bug.
  • Kanchou received the following changes:
    • Kanchou Feint added. Tapping MP or MK performs the feint; holding MP or MK executes Kanchou.
    • The wall bounce can only occur one (1) time per combo.
    • Invulnerable frames are now invulnerable to projectiles only. Like before, the invulnerability is during the movement only; the start up and recovery are as vulnerable as before.
    • Blockbuster cancel window extended to 6f after the hit.
  • Fixed Grab-Bag vs super flash disappearing bag bug.
  • Diamond Dynamo received the following changes:
    • The last hit ground bounces everyone the same height and distance now, allowing a →+HP on the whole cast.
    • Dash inputs disabled for 13f after a successful last hit.
    • Fixed to properly make contact with two characters most of the time, including against crouch-blocking point character.
  • Ultimate Showstopper causes 33% damage scaling after the final hit.

Initial Release Version to Slightly Different Edition

  • 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.