Difference between revisions of "Skullgirls/Cerebella"

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__TOC__  
 
__TOC__  
 
<br>  
 
<br>  
=Story=
+
==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.
 
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.
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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.
 
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=
+
==Basics==
  
 
Cerebella is a grappler with a diverse tool-kit and good normals. Her two command grabs will strike fear into anyone in range of them, and she has the tools to incorporate a variety of nasty resets into her combos.
 
Cerebella is a grappler with a diverse tool-kit and good normals. Her two command grabs will strike fear into anyone in range of them, and she has the tools to incorporate a variety of nasty resets into her combos.
  
* Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). They're both great but are used in different situations. MGR is long range and converts into a full combo, but will whiff up close. DD connects at point blank range or just outside of it, and starts up in 4 frames, faster than any normal. However, DD throws the opponent far away behind Cerebella, needing meter and a DHC, special assists, or Cerebella's back to the corner to convert. To complement these throw options, she has Excellebella which is air unblockable during the rising portion of the opponent's jump, and a good c.LK to tag opponents attempting to jump away.
+
* '''Command grabs''': Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). They're both great and useful in different situations. MGR has excellent range and DD is the fastest meterless move in the game at 4f startup. To complement these throw options, she has Excellebella which is air unblockable during the rising portion of the opponent's jump, and a good 2LK to tag opponents attempting to jump away.
* Cerebella has a few unique movement options to aid in her task of getting close to the opponent. Her j.HP will glide through the air if held down, functioning as a pseudo-airdash. She has an armored run special move ([4]6K) which is versatile. It can be stopped at any point, or go into one of several follow up moves. The one hit of armor on it, as well as the armored Battle Butt follow up ([4]6~HK) can allow her to bypass zoning options and close distance.
+
* '''Movement''': Cerebella has a few unique movement options to aid in her task of getting close to the opponent. Her jHP will glide through the air if held down, functioning as a pseudo-airdash. She has an armored run special move ([4]6K) which is versatile. It can be stopped at any point, or go into one of several follow up moves. The one hit of armor on it, as well as the armored Battle Butt follow up ([4]6~HK) can allow her to bypass zoning options and close distance.
* One of her run follow ups, Kanchou ([4]6K~[MK]), is a devastating cross-up attack. Setting up opportunities to land this move as a reset in creative ways will put the fear into your opponent. In fact, they may be so scared they will glue their stick to the up-back position or even start holding forward - in either case, the mental battle is entirely in control of the Cerebella player. It must be used carefully, however, since it's horribly minus on block.
+
* '''Resets''':
* The corner stone of her reset game lies in her c.MK. It will launch the opponent at a low height, and when combined with instant run stops, it can set up a variety of resets.
+
** The corner stone of her reset game lies in her c.MK. It will launch the opponent at a low height, and when combined with instant run stops, it can set up a variety of resets.
* Any character with a projectile has to stay aware of her projectile reflect, Diamond Deflector (623LP). Using it against opponents attempting to end blockstrings with a projectile and grant a full combo, and using it against predictable zoning will usually at least end in a sliding knockdown with f.HP.
+
** One of her run follow ups, Kanchou ([4]6K~[MK]), is a devastating cross-up attack. Setting up opportunities to land this move as an unexpected reset will surely instill fear into your opponent. However, it's horribly minus on block.
* Cerebella is blessed with a few different reversal options. Diamond Dynamo (236PP) is a level 1 reversal super which has a great anti-air hitbox and leads into a combo with a DHC, or if it ends near the corner. Her 360 super (360LP+LK) is the most damaging level 1 reversal in the game and the damage can be exchanged for a combo, which can lead into resets. Her meterless reversal, Devil Horns (623MP), isn't as reliable as the former options. It has a long invulnerable startup and its hitbox will only hit opponents right in Cerebella's face or opponents crossing her up. However, it has a significant window after the active frames to cancel into a super, which can be done even on block. She also has some non-invulnerable options that can be used as a reversal in specific situations like Lock n' Load (236HP), Battle Butt ([4]6K~HK), and Diamond Drop (236LP+LK).
+
* '''Projectile reflect''': Any character with a projectile has to stay aware of her projectile reflect, Diamond Deflector (623LP). Using it against opponents attempting to end blockstrings with a projectile and grant a full combo, and using it against predictable zoning will usually at least end in a sliding knockdown with 6HP.
 +
* '''Reversals''': Cerebella is blessed with a few different reversal options. Diamond Dynamo (236PP) is a level 1 reversal super which has a great anti-air hitbox and leads into a combo with a DHC, or if it ends near the corner. Her 360 super (360LP+LK) is the most damaging level 1 reversal in the game and the damage can be exchanged for a follow up combo to maintain momentum. Her meterless reversal, Devil Horns (623MP), isn't as reliable as the former options. It has a long invulnerable startup and its hitbox will only hit opponents right in Cerebella's face or opponents crossing her up. However, it has a significant window after the active frames to cancel into a super, which can be done even on block. She also has some non-invulnerable options that can be used as a reversal in specific situations like Lock n' Load (236HP), Battle Butt ([4]6K~HK), and Diamond Drop (236LP+LK).
  
  
'''Important moves''':
+
===Important Moves===
* j.MP - Excellent all around air normal
+
* 2LK - Fast, low hitting attack with good reach. Gut check them with this, and make them suspect to throws.
* j.HP - Both a movement option and disjointed air-to-air
+
* Merry Go-Rilla (214LP+LK) - Far reaching command grab. Use this at the same range you would poke with 2LK and mix-up crouch blocking opponents
* j.HK - Large, go-to jump-in attack
+
* jMP - Excellent all around air normal
* c.LK - Gut check them with this, and make them suspect to throws
+
* jHP - Both a movement option and disjointed air-to-air. When just tapping it to attack, it will halt her jump momentum. You can also hold HP to glide through the air and release to attack.
* s.LK - Amazing 'do everything' anti-air/poking button with a absurdly big disjointed hitbox
+
* jHK - Jump in with lots of vertical reach and is active for a long time.
* Merry Go-Rilla (214LP+LK) - Use this at the same range you would poke with c.LK and mix-up crouch blocking opponents
+
* 6HP - Her furthest reaching attack, and causes a sliding knockdown. Be careful using it too predictably, as it's slow and easy to punish on whiff.
  
  
 +
===Attributes===
 
{{SGBasicSystems‎
 
{{SGBasicSystems‎
 
|Slow
 
|Slow
|Double jump. Holding j.HP to glide counts as a double jump.  
+
|Double jump. Holding jHP to glide counts as a double jump.  
 
|Long, slow forward and backward dashes
 
|Long, slow forward and backward dashes
 
|No air dash
 
|No air dash
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|}}
 
|}}
  
=Assists=
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==Directory==
  
;Default Assists
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<div style="float:left; margin-right:50px; font-size:125%">
 +
===[[Skullgirls/Cerebella/Combos|Combos]]===
  
* <b>Cerecopter</b> - A lengthy [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|lockdown assist]] with a pretty big hitbox
+
===[[Skullgirls/Cerebella/Resets|Resets]]===
 +
</div>
 +
<div style="float:left; font-size:125%">
 +
===[[Skullgirls/Cerebella/Strategy|Strategy & Counterplay]]===
  
* <b>H Lock'n'Load</b> - A single hit, delayed startup [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|armored assist]] with damage that hits like a truck. An opponent must hit Cerebella multiple times or carefully place a sweep to stop the assist once she's on screen, making it extremely difficult to stop her before she lunges forward.
+
===[[Skullgirls/Help/Team_Building#Cerebella|Assists & Team Building]]===
 +
</div>
 +
<br clear=all/>
  
;Noteworthy Custom Assists
+
==Resources==
  
* '''Excellebella''' (623LP+LK) - An anti-air grab (unblockable while rising) that doubles as a [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|setup assist]]. Builds a generous amount of meter, has good conversions, and allows characters to build resources due to the lengthy animation.
+
;Match Videos
 +
* [http://tunawithbacon.com/?p1char1=CE Cerebella match videos]
 +
 
 +
;Twitter Tech Hashtag
 +
* [https://twitter.com/search?q=%23SG_CER&src=typd #SG_CER]
 +
 
 +
;Guides
 +
* [https://youtu.be/TjUO_o12BN0 Cerebella Tutorial feat. dekillsage!]
 +
* [http://skullheart.com/index.php?threads/cerebella-guide-learn-from-the-best-v4-1.227/ Cerebella Guide - 'Learn From The Best!']
 +
 
 +
;YouTube Videos and Playlists
 +
* [https://www.youtube.com/playlist?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e Cerebella BnBs Playlist]
 +
* [https://www.youtube.com/playlist?list=PLgLPYjs8Xw3Ha-jb9R507i9ST_MhmyNIP Cerebella Tech Playlist]
 +
 
 +
;Discord Character Channel
 +
* https://discord.gg/skullgirls - Read the #rules channel, then use #role-assignment to get the Cerebella role
 +
 
 +
;Skullheart
 +
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
 +
* [http://skullheart.com/index.php?threads/cerebella-combo-collection-alliteration.467/ Combo thread]
 +
* [http://skullheart.com/index.php?threads/cerebella-match-up-thread.209/ Matchup thread]
 +
* [http://skullheart.com/index.php?threads/cerebella-resets-thread.53/ Resets thread]
 +
* [http://skullheart.com/index.php?threads/cerebella-general.1300/ General thread]
  
=Move List=
+
==Move List==
  
==Normals==
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===Normals===
  
  
===Standing Normals===
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====Standing Normals====
  
  
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|
 
|
 
<br>
 
<br>
* It's a jab, not much use except when you need your fastest normal. Same speed as c.LP, but chains into itself.
+
* It's a jab, not much use except when you need your fastest normal. Same speed as 2LP, but chains into itself.
* The first hit can chain into c.LP instead of the second hit of s.LP.
+
* The first hit can chain into 2LP instead of the second hit of 5LP.
 +
* Used in combo ender strings since 5LPx2 deals the most damage out of the grounded light normals.  
 
<br>
 
<br>
 
|  
 
|  
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| hitstun=22
 
| hitstun=22
 
| blockstun=25
 
| blockstun=25
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] (+44) OR +2
+
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] (+44 / +59 CH) OR +2
 
| onblock=+5  
 
| onblock=+5  
 
| framedata=[[File:SG_cer_smp_fd.png|left]]}}
 
| framedata=[[File:SG_cer_smp_fd.png|left]]}}
 
|
 
|
 
<br>
 
<br>
* Staggers the opponent if it hasn't been chained into, which is useful for setups.
+
* Staggers a standing opponent if it hasn't been chained into, which is useful for setups since it provides massive frame advantage (+44 if they shake, +47 when runstop canceled).
* Anti-air, has a good horizontal, disjointed hitbox which covers Cerebella's head
+
* Horizontal and disjointed hitbox which covers Cerebella's head makes it a useful anti-air.
 +
* The hitbox covers behind Cerebella's head, which makes it good for incoming crossups.
 
* The stagger is also useful in corner carry / side swap combos. While the opponent is staggered, Cerebella can use Kanchou feint ([4]6K~MK) or Diamond Drop to side swap, or Tumbling Run ([4]6K) to push them further to the corner and continue the combo.
 
* The stagger is also useful in corner carry / side swap combos. While the opponent is staggered, Cerebella can use Kanchou feint ([4]6K~MK) or Diamond Drop to side swap, or Tumbling Run ([4]6K) to push them further to the corner and continue the combo.
* Can combo into MGR with a runstop and backdash, even if they shake the stagger.  
+
* Can combo into MGR in the corner with a runstop and backdash, even if they shake the stagger.  
 
<br>
 
<br>
 
|
 
|
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|
 
|
 
<br>
 
<br>
* Does 1000 damage, so it has 27.5% minimum scaling instead of the usual 20%. It will knockdown on air hit, so if they are in the air use s.HK in your chain instead.
+
* Does 1000 damage, so it has 27.5% minimum scaling instead of the usual 20%. It will knockdown on air hit, so if they are in the air use 5HK in your chain instead.
 
* Only grounded normal that combos into level 3.
 
* Only grounded normal that combos into level 3.
 
* Great disjointed hitbox but poor startup, so it has its uses as a situational anti-air.
 
* Great disjointed hitbox but poor startup, so it has its uses as a situational anti-air.
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|
 
|
 
<br>
 
<br>
* Ridiculous disjointed hitbox, fast startup, and plus frames makes this one of Cerebella's best normals for all around poking and anti-airing.
+
* Ridiculous disjointed hitbox, fast startup, and plus frames makes this a great all-around normal.
 +
* Moves Cerebella backwards. When kara canceled with MGR, it can connect at point blank. [https://youtu.be/BnCBklCmGoI (video)]
 
<br>
 
<br>
 
|
 
|
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|
 
|
 
<br>
 
<br>
* Hitbox can go over some low profile moves, and pushes the opponent away so it is used in some run stop c.LK burst baits. Doesn't see much use otherwise.
+
* Hitbox can go over some low profile moves, and pushes the opponent away so it is used in some run stop 2LK burst baits. Doesn't see much use otherwise.
 
<br>
 
<br>
 
|
 
|
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|
 
|
 
<br>
 
<br>
* High damage, two hit normal for ending combos. The first hit pops the opponent into the air, and the second hit hits overhead. Hitbox can dodge many low hitting moves.
+
* High damage, two hit normal. Generally used as a combo ender.
 +
* The first hit pops the opponent into the air, and the second hit hits overhead.  
 +
* Builds a ton of meter for a normal, twice the normal amount.
 +
* Its hitbox can dodge many low hitting moves.
 +
* Lengthy attack animation allows for easy assist calls in combos.
 +
* As a combo ender it deals slightly less damage than 5HP, but builds twice as much meter and more easily restands after OTG.  
 
<br>
 
<br>
 
|
 
|
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|}}
 
|}}
  
===Crouching Normals===
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====Crouching Normals====
  
  
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|
 
|
 
<br>
 
<br>
* Tied for fastest normal with s.LP, but has more range. Use this if you need a faster poke than c.LK.
+
* Tied for fastest normal with 5LP, but has more range. Use this if you need a faster poke than 2LK.
 
* Good for fast OTG pickups, eg. when converting off Excellebella in the corner.  
 
* Good for fast OTG pickups, eg. when converting off Excellebella in the corner.  
 
<br>
 
<br>
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<br>
 
<br>
 
* Moves Cerebella forward, making it very useful for hit confirm strings.
 
* Moves Cerebella forward, making it very useful for hit confirm strings.
* The forward movement is used for a kara-grab with MGR or DD. (Special cancel this move on whiff into either of those moves after the forward movement of c.MP). This gives Cerebella a quick boost forward before performing the grab, effectively increasing the range of at the cost of startup frames.
+
* The forward movement is used for a kara-grab with MGR or DD. (Special cancel this move on whiff into either of those moves after the forward movement of 2MP). This gives Cerebella a quick boost forward before performing the grab, effectively increasing the range of at the cost of startup frames.
* The forward movement is very convenient for punishes at a further range
+
* The forward movement is very convenient for punishes at a further range.
* Unable to crossup opponents not already in hitstun
+
* Unable to crossup opponents not already in hitstun.
 
<br>
 
<br>
 
|
 
|
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<br>
 
<br>
 
* Cerebella's main launcher.  
 
* Cerebella's main launcher.  
* If your hit confirm chain hits, you generally end it with this move on most combo routes. Some routes will use s.HP instead (eg. midscreen Kanchou combos)
+
* If your hit confirm chain hits, you generally end it with this move on most combo routes. Some routes will use 5HP instead (eg. midscreen Kanchou combos)
 
<br>
 
<br>
 
|
 
|
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<br>
 
<br>
 
* A textbook grappler low poke. Poke with this move to make sure they're blocking low, conditioning the opponent to crouch block and become vulnerable to throws.
 
* A textbook grappler low poke. Poke with this move to make sure they're blocking low, conditioning the opponent to crouch block and become vulnerable to throws.
* If they aren't pushblocking this move, just doing c.LK alone without a hit confirm chain sets up a low/throw mixup since this move is +6.
+
* If they aren't pushblocking this move, just doing 2LK alone without a hit confirm chain sets up a low/throw mixup since this move is +6.
 
<br>
 
<br>
 
|
 
|
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|
 
|
 
<br>
 
<br>
* A mini-launcher that launches the opponent lower than c.HP. An essential component of her reset game.
+
* A mini-launcher that launches the opponent lower than 2HP. An essential component of her reset game.
* Doing c.LK > c.MK xx Run > immediate run stop after a restand can set up her basic reset. As they're coming down, you can either air throw or hit them with s.LK before they can get an air button out. If they won't press anything, you can perform a mixup on the ground, such as c.LK, MGR/DD, j.HP/j.2MP, or Kanchou.
+
* Doing 2LK 2MK Run Stop can set up her basic reset. As they're coming down, you can either air throw or hit them with 5LK before they can get an air button out. If they won't press anything, you can perform a mixup on the ground, such as 2LK, MGR/DD, jHP/j2MP, or Kanchou.
 
<br>
 
<br>
 
|
 
|
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|
 
|
 
<br>
 
<br>
* Cerebella's only other chainable low move after c.LK, and unfortunately it's a sweep so there's no reward for hitting it besides a soft knockdown. However, it's not as minus as most sweeps, it's even on block so at worst your turn will end.
+
* Cerebella's only other chainable low move after 2LK, and unfortunately it's a sweep so there's no reward for hitting it besides a soft knockdown. However, it's not as minus as most sweeps, it's even on block so at worst your turn will end.
 +
* Runstop canceling this move does not change its frame advantage.
 +
* High damage, so can be used in combos when hitting OTG.  
 
<br>
 
<br>
 
|
 
|
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|}}
 
|}}
  
===Jumping Normals===
+
====Jumping Normals====
  
  
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<br>
 
<br>
 
* Pressing the button once is a good normal on its own, it's tied for fastest air normal in the game and has a huge hitbox underneath Cerebella. Ideal air-to-air to disrespect air resets, to hit people below her, or to counter slow jump-ins.
 
* Pressing the button once is a good normal on its own, it's tied for fastest air normal in the game and has a huge hitbox underneath Cerebella. Ideal air-to-air to disrespect air resets, to hit people below her, or to counter slow jump-ins.
* After the first hit, the button can be pressed any number of times for follow up hits. This enables an essential restand with the air chain j.LPx3 > j.HP. [https://youtu.be/WT4PyR9hulw (video tutorial)]. Even just mashing j.LP until Cerebella lands will restand, which is useful if undizzy is a concern.
+
* After the first hit, the button can be pressed any number of times for follow up hits. This enables an essential restand with the air chain jLPx3 > jHP. [https://youtu.be/WT4PyR9hulw (video tutorial)]. Even just mashing jLP until Cerebella lands will restand, which is useful if undizzy is a concern.
 
* Chaining the same move into itself can't trigger IPS if the first hit does not trigger IPS.
 
* Chaining the same move into itself can't trigger IPS if the first hit does not trigger IPS.
 
<br>
 
<br>
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|
 
|
 
<br>
 
<br>
* Amazing air button with plenty of hitstun to land and confirm against ground opponents. Confirm into j.HK for an OTG combo against air opponents
+
* Amazing air button with plenty of hitstun to land and confirm against ground opponents. Confirm into jHK for an OTG combo against air opponents
 
* If the opponent blocks this move on the ground and doesn't pushblock, it sets up a low/throw mixup.
 
* If the opponent blocks this move on the ground and doesn't pushblock, it sets up a low/throw mixup.
 
* Chaining into this move in the air will cause a knockdown vs air opponents.
 
* Chaining into this move in the air will cause a knockdown vs air opponents.
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<br>
 
<br>
 
* Outstanding disjointed air to air move that alters Cerebella's air momentum and has generous hitstun and blockstun. Great move to use when Cerebella has the opponent trapped in the corner
 
* Outstanding disjointed air to air move that alters Cerebella's air momentum and has generous hitstun and blockstun. Great move to use when Cerebella has the opponent trapped in the corner
* Pressing and holding HP will have Cerebella glide. Releasing HP will have her perform the move, and holding HP for the entire glide will end the glide without performing the move. Cerebella can interrupt the glide with j.2MP or Grab Bag, but cannot block. Only one glide can be preformed per jump and it can't be used after a double jump.
+
* Pressing and holding HP will have Cerebella glide. Releasing HP will have her perform the move, and holding HP for the entire glide will end the glide without performing the move. Cerebella can interrupt the glide with j2MP or Grab Bag, but cannot block. Only one glide can be preformed per jump and it can't be used after a double jump.
 
* Will hit as an instant overhead against crouching opponents by jumping and then immediately tapping HP.  
 
* Will hit as an instant overhead against crouching opponents by jumping and then immediately tapping HP.  
 
** Neutral jumping works at point blank range on the entire cast, but if you're too far away you may want to upforward before tapping HP instead.  
 
** Neutral jumping works at point blank range on the entire cast, but if you're too far away you may want to upforward before tapping HP instead.  
** The blockstun makes it safe and the hitstun allows for a confirm into a c.LK or c.LP, albeit at 75% damage scaling.  
+
** The blockstun makes it safe and the hitstun allows for a confirm into a 2LK or 2LP, albeit at 75% damage scaling.  
 
** The lowest possible jHP is technically +17 on hit, but Cerebella is still airborne after recovering, so realistically you are about +12 when you touch the ground.
 
** The lowest possible jHP is technically +17 on hit, but Cerebella is still airborne after recovering, so realistically you are about +12 when you touch the ground.
 
** Likewise on block, technically +20 but more like +15.   
 
** Likewise on block, technically +20 but more like +15.   
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|
 
|
 
<br>
 
<br>
* Very long active period and can hit very low to the ground, but difficult to convert from and the ranges you would want to use it as a poke besides from chaining into j.HP. Combo fodder and sometimes used in specific setups, such as safejumps. Doesn't see much use otherwise.
+
* Very long active period and can hit very low to the ground, but difficult to convert from and the ranges you would want to use it as a poke besides from chaining into jHP. Combo fodder and sometimes used in specific setups, such as safejumps. Doesn't see much use otherwise.
 
<br>
 
<br>
 
|
 
|
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|}}
 
|}}
  
==Command Normals==
+
===Command Normals===
  
 
{{SGMove
 
{{SGMove
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|hitbox=[http://wiki.shoryuken.com/images/4/4d/SG_cer_fhp_hb.png View hitbox]
 
|hitbox=[http://wiki.shoryuken.com/images/4/4d/SG_cer_fhp_hb.png View hitbox]
 
|{{SGMoveHeader_NoCaption |
 
|{{SGMoveHeader_NoCaption |
| name=f.HP
+
| name=6HP
 
| input=f + {{SG_HP}}}}
 
| input=f + {{SG_HP}}}}
 
|{{SGMoveData_1 |
 
|{{SGMoveData_1 |
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<br>
 
<br>
 
* Big and slow button that causes a sliding knockdown. After the active frames, the extended hurtbox stays out for a while so it's very vulnerable to whiff punishes.
 
* Big and slow button that causes a sliding knockdown. After the active frames, the extended hurtbox stays out for a while so it's very vulnerable to whiff punishes.
* c.MK > f.HP is used in some optimal combo routes.
+
* c.MK > 6HP is used in some optimal combo routes.
 
* Good for long range punishes on bad assist calls.
 
* Good for long range punishes on bad assist calls.
 
<br>
 
<br>
Line 737: Line 777:
 
|hitbox=[http://wiki.shoryuken.com/images/8/86/SG_cer_jdmp_hb.png View hitbox]
 
|hitbox=[http://wiki.shoryuken.com/images/8/86/SG_cer_jdmp_hb.png View hitbox]
 
|{{SGMoveHeader_NoCaption |
 
|{{SGMoveHeader_NoCaption |
| name=j.2MP
+
| name=j2MP
 
| input='''Jumping''' d + {{SG_MP}}}}
 
| input='''Jumping''' d + {{SG_MP}}}}
 
|{{SGMoveData_1 |
 
|{{SGMoveData_1 |
Line 757: Line 797:
 
* 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, no matter what.
 
* 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, no matter what.
 
* Can be used as a surprisingly big button to catch people who are underneath Cerebella off guard. It can even cross-up in some situations
 
* Can be used as a surprisingly big button to catch people who are underneath Cerebella off guard. It can even cross-up in some situations
* Used as an instant overhead. It's -2 on block if done as IOH, unlike j.HP which has much more advantage, and a bit harder to convert off of from a distance. It also has to use up OTG to convert off of it. The upshot is it's less likely to whiff, and doesn't scale to 75% like j.HP.
+
* Used as an instant overhead. It's -2 on block if done as IOH, unlike jHP which has much more advantage, and a bit harder to convert off of from a distance. It also has to use up OTG to convert off of it. The upshot is it's less likely to whiff, and doesn't scale to 75% like jHP.
 
* Even if you perform this move right as Cerebella lands, you get those additional active frames when landing with 0 frames (or similarly fast) of startup, making it a unique option against air resets done very close to the ground.
 
* Even if you perform this move right as Cerebella lands, you get those additional active frames when landing with 0 frames (or similarly fast) of startup, making it a unique option against air resets done very close to the ground.
 
:<nowiki>*</nowiki> If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation. This consistently makes instant j2MP at least 17f.
 
:<nowiki>*</nowiki> If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation. This consistently makes instant j2MP at least 17f.
Line 767: Line 807:
 
|}}
 
|}}
  
==Throws==
+
===Throws===
  
 
{{SGMove
 
{{SGMove
Line 794: Line 834:
 
* Even though she has her command grabs, her normal throw fills the purpose of a close range throw that won't throw them out of the corner.
 
* Even though she has her command grabs, her normal throw fills the purpose of a close range throw that won't throw them out of the corner.
 
* Cerebella moves forward during her throw so this is actually one of the bigger normal throw ranges in the game.
 
* Cerebella moves forward during her throw so this is actually one of the bigger normal throw ranges in the game.
* In the corner, OTG c.LK will lead into a full combo. Midscreen conversions will need meter to spend on Dynamo, or, there's a very character specific conversion with Pummel Horse.
+
* In the corner, OTG 2LK will lead into a full combo. Midscreen conversions will need meter to spend on Dynamo, or, there's a very character specific conversion with Pummel Horse. See the [[Skullgirls/Cerebella/Combos|Combos]] page for more information.
 
<br>
 
<br>
 
|
 
|
Line 826: Line 866:
 
<br>
 
<br>
 
* Spikes the opponent downwards for an OTG conversion anywhere on the screen.  
 
* Spikes the opponent downwards for an OTG conversion anywhere on the screen.  
* Use j.LP c.MK or j.LK c.MK to convert. j.HK can work if the air throw is high enough.
+
* Use jLP c.MK or jLK c.MK to convert. jHK can work if the air throw is high enough.
 
<br>
 
<br>
 
|
 
|
Line 834: Line 874:
 
|}}
 
|}}
  
==Team Moves==
+
===Team Moves===
  
 
{{SGMove
 
{{SGMove
Line 893: Line 933:
 
|
 
|
 
<br>
 
<br>
* Deceptively short range since Cerebella moves backwards. While confirming into snap in a happy birthday combo, use c.MP > s.HK(1) xx Snapback to make sure the snap won't whiff.
+
* Deceptively short range since Cerebella moves backwards. While confirming into snap in a happy birthday combo, use 2MP > 5HK(1) xx Snapback to make sure the snap won't whiff.
 
<br>
 
<br>
 
|
 
|
Line 901: Line 941:
 
|}}
 
|}}
  
==Specials==
+
===Specials===
  
 
{{SGMove
 
{{SGMove
Line 954: Line 994:
 
| hitstop=9
 
| hitstop=9
 
| hitstun=29
 
| hitstun=29
| blockstun=217
+
| blockstun=17
 
| onhit=+6
 
| onhit=+6
 
| onblock=-6
 
| onblock=-6
Line 1,011: Line 1,051:
 
* When any projectile that comes in contact with Cerebella during this move, it's reflected back as its own gem projectile that travels horizontally and absorbs all other projectiles in its way. The gem causes a stagger on hit, even against air opponents who will fall to the ground then enter stagger. The follow up is scaled to 85%. Cerebella becomes invulnerable to projectiles during the recovery of a successful reflect.
 
* When any projectile that comes in contact with Cerebella during this move, it's reflected back as its own gem projectile that travels horizontally and absorbs all other projectiles in its way. The gem causes a stagger on hit, even against air opponents who will fall to the ground then enter stagger. The follow up is scaled to 85%. Cerebella becomes invulnerable to projectiles during the recovery of a successful reflect.
 
* Essential tool in matchups against zoners.
 
* Essential tool in matchups against zoners.
* If Cerebella is too far away to dash up and confirm into a full combo from the stagger, landing f.HP is also a good choice that works from further ranges and causes a sliding knockdown.
+
* If Cerebella is too far away to dash up and confirm into a full combo from the stagger, landing 6HP is also a good choice that works from further ranges and causes a sliding knockdown.
 
* 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.
 
* 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.
 
* Window for reflection is 22f total, beginning with the first frame of start up.
 
+
* Reflecting a poison vial from Valentine will get rid of any previous poision effect.
 
* Moves that can be reflected
 
* Moves that can be reflected
 
** Filia: Ringlet Spike, Trichobezoar
 
** Filia: Ringlet Spike, Trichobezoar
 
** Cerebella: Diamond Deflector (deflection), Diamonds Are Forever
 
** 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
+
** Peacock: 5HP, jMK, jHK (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
 
** 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)
 
** 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)
 
** Painwheel: Gae Bolga Stinger (all versions)
 
** Valentine: Dead Cross, Flew Shot, Checkmate Incision
 
** Valentine: Dead Cross, Flew Shot, Checkmate Incision
** Double: j.HK (Avery), Luger Replica, Catellite Lives, Ring Laser, Bomb
+
** Double: jHK (Avery), Luger Replica, Catellite Lives, Ring Laser, Bomb
 
** Squigly: Tremolo, Squigly Battle Opera, Inferno of Leviathan
 
** Squigly: Tremolo, Squigly Battle Opera, Inferno of Leviathan
 
** Big Band: Strike Up the Band (missile attacks after sucessful initial hit)  
 
** Big Band: Strike Up the Band (missile attacks after sucessful initial hit)  
** Eliza: c.MP (2nd hit), Upper Khat, Dive of Horus
+
** Eliza: 2MP (2nd hit), Upper Khat, Dive of Horus
 
** Fukua: Love Dart, Forever a Clone (LK and HK only), Blown Kiss, BFF
 
** Fukua: Love Dart, Forever a Clone (LK and HK only), Blown Kiss, BFF
 
** Beowulf: Hurting Hurl (Assist only)  
 
** Beowulf: Hurting Hurl (Assist only)  
** Robo-Fortune: j.HP, c.HK, Theonite Beam, Headrone RAM, Headrone Impact, Headrone Salvo, Catastrophe Cannon (All versions)  
+
** Robo-Fortune: jHP, 2HK, Theonite Beam, Headrone RAM, Headrone Impact, Headrone Salvo, Catastrophe Cannon (All versions)  
 
<br>
 
<br>
 
|  
 
|  
Line 1,059: Line 1,099:
 
|
 
|
 
<br>
 
<br>
* Meterless reversal, but has long startup and will only hit characters right next to or directly above Cerebella. However, it has a significant window after the active frames where a super cancel is allowed.
+
* Meterless reversal, but has long startup and will only hit characters right next to or directly above Cerebella.  
 +
* Has a significant window after the active frames where a super cancel is allowed. This can be used to frametrap punish attempts on block with a super.  
 
* Used in high-damage combo routes on light characters.  
 
* Used in high-damage combo routes on light characters.  
 +
* The long startup invuln can be used to your advantage, for example you can Devil Horns cancelled into 360 or Dynamo to beat Squigly's Daisy Pusher on the ground. 
 
<br>
 
<br>
 
|
 
|
Line 1,124: Line 1,166:
 
<br>
 
<br>
 
* Point blank command grab. One of the fastest startups in the game at 4 frames, which will beat out and/or punish lots of moves most characters can't.
 
* Point blank command grab. One of the fastest startups in the game at 4 frames, which will beat out and/or punish lots of moves most characters can't.
* Sends the opponent behind Cerebella far away enough where Cerebella can't convert unless they're thrown into the corner. In that case, micro dash c.LK will convert. Otherwise, Dynamo will bring them a bit closer to the corner, but you will still need the corner or a DHC to lead into a full combo. Meterlessly, f.HP can tack on a bit more damage, and if you have the right assist, such as M Beat Extend, you can use this method to get a meterless full conversion outside of the corner.
+
* Sends the opponent behind Cerebella far away enough where Cerebella can't convert unless they're thrown into the corner. In that case, micro dash 2LK will convert. Otherwise, Dynamo will bring them a bit closer to the corner, but you will still need the corner or a DHC to lead into a full combo. Meterlessly, 6HP can tack on a bit more damage, and if you have the right assist, such as M Beat Extend, you can use this method to get a meterless full conversion outside of the corner.
 
<br>
 
<br>
 
|
 
|
Line 1,155: Line 1,197:
 
|
 
|
 
<br>
 
<br>
* Mid range command grab which whiffs at point blank.
+
* Mid range command grab with a deadzone which causes it to whiff at point blank on most characters.
* Always allows for a combo at the cost of OTG. Micro dash c.LK > c.MK, j.MP > j.HK restand works on the majority of the cast. c.LP > c.MP > c.HP, j.LPx3 > j.HP is an easier, less optimal conversion.
+
* Always allows for a combo at the cost of OTG. Micro dash 2LK > c.MK, jMP > jHK restand works on the majority of the cast. 2LP > 2MP > 2HP, jLPx3 > jHP is an easier, less optimal conversion.
* Kara throw with c.MP to extend the range (Input c.MP, then special cancel into MGR as Cerebella moves forward)
+
 
* If the opponent isn't spacing their jump-ins properly, stay outside their jump-in range and use this move as they land.
 
* If the opponent isn't spacing their jump-ins properly, stay outside their jump-in range and use this move as they land.
* Against Big Band, it will connect even at point blank, and at farther ranges than from other characters.
+
* Works at point blank against Big Band and Beowulf, and at farther ranges than from other characters.  
 +
* Kara throw with 2MP to extend the range (Input 2MP, then special cancel into MGR as Cerebella moves forward)
 +
* Kara throw with 5LK allows you to throw the entire cast except Squigly at point blank. [https://youtu.be/BnCBklCmGoI (video)]
 
<br>
 
<br>
 
|
 
|
Line 1,191: Line 1,234:
 
<br>
 
<br>
 
* Anti-air grab that is unblockable during the rising portion of the opponent's jump. If the opponent is on the way down, it is blockable and functions like a hit grab. Good to use against opponents stuck on up-back or as a situational anti-air.
 
* Anti-air grab that is unblockable during the rising portion of the opponent's jump. If the opponent is on the way down, it is blockable and functions like a hit grab. Good to use against opponents stuck on up-back or as a situational anti-air.
* Good combo ender alternative to Cerecopter that sacrifices damage for better meter gain. Use c.HP xx Execellebella xx Dynamo, or if in the corner, c.MK f.HP xx Excellebella xx Dynamo is a more optimal/difficult option.
+
* Can convert with an OTG 2LP or 2LK in the corner, but midscreen you will need to cancel to Dynamo to get anything.
* Very good assist for characters that can build resources (Valentine vials, Squigly charge, Beowulf hype, Big Band taunt, Robo-Fortune heads), as it allows them to build said resources mid-combo without any risk.
+
* Builds the most meter out of any of Cerebella's moves. Builds significantly less meter when used for a second time in a combo.
 +
* Good combo ender alternative to Cerecopter that sacrifices damage for better meter gain. You could do 5LPx2 5MP 2HP xx Excellebella xx Dynamo (easier), or 5LPx2 c.MK 6HP xx Excellebella xx Dynamo (more optimal/difficult).
 +
* Useful assist for characters that can build resources (Valentine vials, Squigly charge, Beowulf hype, Big Band taunt, Robo-Fortune heads), as it allows them to build said resources mid-combo without any risk.  
 +
* However, Excellebella builds a lot less meter as an assist, and forces scaling down to 33%. It's important to not use it early in a combo.
 
<br>
 
<br>
 
|
 
|
Line 1,257: Line 1,303:
 
<br>
 
<br>
 
* Cerebella charges forward with 1 hit of armor. Using the run to traverse the screen is faster than her dash, if a bit more committal. During this move she has access to 3 different follow up moves: Kanchou (MP or MK), Battle Butt (HP or HK), or Pummel Horse (LP+LK). The run can be stopped manually by pressing LP or LK.
 
* Cerebella charges forward with 1 hit of armor. Using the run to traverse the screen is faster than her dash, if a bit more committal. During this move she has access to 3 different follow up moves: Kanchou (MP or MK), Battle Butt (HP or HK), or Pummel Horse (LP+LK). The run can be stopped manually by pressing LP or LK.
 +
* The strength of the kick move used determines how long the run will go for before automatically stopping. LK is short, MK is medium, and HK is long. Since you can manually Run Stop at any point during the run anyway, this is a bit pointless. Always use the HK run when trying to cover ground. 
 
* Holding a button which corresponds to a follow up while inputting run will execute the follow up the fastest possible way. For example: Inputting run with [4]6HK while holding MK will immediately perform Kanchou. [https://youtu.be/f03Neaz8XTs Watch this video for a more in depth explanation and other possible shortcuts]. Doing instant run followups will always execute at least 1 frame of run.
 
* Holding a button which corresponds to a follow up while inputting run will execute the follow up the fastest possible way. For example: Inputting run with [4]6HK while holding MK will immediately perform Kanchou. [https://youtu.be/f03Neaz8XTs Watch this video for a more in depth explanation and other possible shortcuts]. Doing instant run followups will always execute at least 1 frame of run.
 
* Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
 
* Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
 
* The entire duration of the run allows for a super cancel.
 
* The entire duration of the run allows for a super cancel.
 +
* Can be selected as a gimmicky push-away assist with [4]6K.
 
<br>
 
<br>
 
|
 
|
Line 1,291: Line 1,339:
 
<br>
 
<br>
 
* Stopping <b>Tumbling Run</b> short causes an identical animation to the recovery frames of the run.
 
* Stopping <b>Tumbling Run</b> short causes an identical animation to the recovery frames of the run.
* Cancelling s.HP to <b>Tumbling Run</b> and immediately run stopping allows Cerebella to link her light attacks (6 frame link for s.LP/c.LP, 4 frame link for c.LK).  
+
* Cancelling 5HP to <b>Tumbling Run</b> and immediately run stopping allows Cerebella to link her light attacks (6 frame link for 5LP/2LP, 4 frame link for 2LK).  
 
* Similarly, canceling your hitconfirm string on block can improve the frame advantage.
 
* Similarly, canceling your hitconfirm string on block can improve the frame advantage.
 +
* Instant Run Stop can be selected as an assist with [4]6LPLK, but it's useless as an assist.
 
<br>
 
<br>
 
:The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
 
:The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
Line 1,349: Line 1,398:
 
* The attack is not super cancelable before the active frames, however the recovery of the feint version is.
 
* The attack is not super cancelable before the active frames, however the recovery of the feint version is.
 
* Setting up opportunities to land this move as a reset in creative ways will quickly build up fear in the opponent. In fact, they may be so scared they will glue their stick to the up-back position or even start holding forward. Even though this move is extremely risky, the opponent will have to keep it in mind.
 
* Setting up opportunities to land this move as a reset in creative ways will quickly build up fear in the opponent. In fact, they may be so scared they will glue their stick to the up-back position or even start holding forward. Even though this move is extremely risky, the opponent will have to keep it in mind.
* s.HP xx Kanchou is used in some midscreen combo routes.  
+
* 5HP xx Kanchou is used in some midscreen combo routes.  
* When hitting the opponent fullscreen for a wallbounce, there are a few possible combo conversions without assists.
+
* Can easily convert after hitting the opponent fullscreen for a wallbounce. See the [[Skullgirls/Cerebella/Combos|Combos]] page for more information.
** c.MK j.MP j.HK (restand) works on the entire cast and doesn't consume OTG, though it is more difficult on Double.
+
** <b>Devil Horns</b> works on light characters, is even more damaging, and side switches. 
+
** OTG c.LK c.MK is foolproof, but less optimal and uses OTG.
+
 
* If hitting the opponent directly into the corner, you can still convert by super canceling to <b>Diamond Dynamo</b> and then picking them up OTG.  
 
* If hitting the opponent directly into the corner, you can still convert by super canceling to <b>Diamond Dynamo</b> and then picking them up OTG.  
 +
* Instant Kanchou can be selected as an assist with [4]6MPMK, but it isn't a very useful assist since it's easy to stuff, the opponent doesn't need to block the other way to block it, and converting off it can be awkward. One upside is that it's difficult to punish on block since the opponent is facing the wrong way.
 
<br>
 
<br>
 
:The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
 
:The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
Line 1,388: Line 1,435:
 
<br>
 
<br>
 
* Vice-Versa grows some horns as Cerebella preforms a leaping headbutt, with 2 hits of armor independent from <b>Tumbling Run</b>.
 
* Vice-Versa grows some horns as Cerebella preforms a leaping headbutt, with 2 hits of armor independent from <b>Tumbling Run</b>.
* Cerebella is airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown.
+
* Cerebella is airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown (but you can still be airthrown).
 
* This move is very hard to challenge with its armor, relatively fast startup, and large hitbox that can even hit opponents in the air. But it's awfully minus and you will be puinished if it's blocked. Can be used during a run if you see the opponent committing to something you can armor through.
 
* This move is very hard to challenge with its armor, relatively fast startup, and large hitbox that can even hit opponents in the air. But it's awfully minus and you will be puinished if it's blocked. Can be used during a run if you see the opponent committing to something you can armor through.
 
* Calling an assist and performing Battle Butt is a great way to force your way into close range, since the assist should cover your frame disadvantage.
 
* Calling an assist and performing Battle Butt is a great way to force your way into close range, since the assist should cover your frame disadvantage.
 +
* Can be selected as an assist with [4]6HPHK. Potentially a useful assist due to its 2 hits of armor, fast startup and high damage, but more difficult to confirm off of than H Lock n' Load. 
 
<br>
 
<br>
 
:<nowiki>*</nowiki> Damage increases to 2000, hitstop increases to 25, and adds a bonus points visual effect when the opponent is at 1500 HP or lower. [https://youtu.be/wf_qIJsPFIQ (video guide)]
 
:<nowiki>*</nowiki> Damage increases to 2000, hitstop increases to 25, and adds a bonus points visual effect when the opponent is at 1500 HP or lower. [https://youtu.be/wf_qIJsPFIQ (video guide)]
Line 1,419: Line 1,467:
 
| hitstun=N/A, 48
 
| hitstun=N/A, 48
 
| blockstun=24
 
| blockstun=24
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] (+19) OR +4
+
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] (+19 / +34 CH) OR +4
 
| onblock=-37  
 
| onblock=-37  
 
| framedata=[[File:SG_cer_runthrow_fd.png|left]]}}
 
| framedata=[[File:SG_cer_runthrow_fd.png|left]]}}
Line 1,425: Line 1,473:
 
<br>
 
<br>
 
* An overhead hit grab which has a lengthy animation and staggers on hit. Invulnerable to throws and scales the combo to 45%.
 
* An overhead hit grab which has a lengthy animation and staggers on hit. Invulnerable to throws and scales the combo to 45%.
* Only advances the damage scaling one hit for the entire move
+
* Only advances the damage scaling one hit for the entire move.
* Used in more damaging combo routes around the time damage scaling has already reached near 45%. A c.MP can always be linked afterwards, regardless if the opponent shakes the stagger.
+
* A 2MP can always be linked afterwards, regardless if the opponent shakes the stagger.
 +
* Used in more damaging combo routes around the time damage scaling has already reached near 45%.  
 
* Invulnerable to throws during all start up and active frames through 6f of recovery.
 
* Invulnerable to throws during all start up and active frames through 6f of recovery.
 +
* Cannot be selected as an assist because it was deemed too strong - overhead, breaks armor, can build a ton of resources, and is a viable alpha counter into super.
 
<br>
 
<br>
 
:The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
 
:The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
Line 1,437: Line 1,487:
 
|}}
 
|}}
  
==Supers==
+
===Supers===
  
 
{{SGMove
 
{{SGMove
Line 1,463: Line 1,513:
 
|
 
|
 
<br>
 
<br>
* A reversal super with a good hitbox, and also used for conversions from her command grabs. If this super leads to the corner, Cerebella can convert on her own with an optional micro dash into c.LK > c.MK. If the super ends midscreen, the options are more limited. On her own, Cerebella can always land a f.HP, or Cerecopter on some characters. When combined with an assist like M Beat Extend, f.HP + assist can lead to a full combo. Otherwise, this super is easy to DHC from and continue to the combo.
+
* A reversal super with a good hitbox, and also used for conversions from her command grabs.  
 +
* If this super leads to the corner, Cerebella can convert on her own with an optional micro dash into 2LK > c.MK.  
 +
* If the super ends midscreen, the options are more limited:
 +
** On her own, Cerebella can always land a 6HP, or Cerecopter on some characters. If these won't kill or reduce the number of touches needed to kill, consider doing a Tumbling Run to keep pressure on the opponent instead.
 +
** When combined with certain assists, 6HP + assist can lead to a full combo. See the [[Skullgirls/Cerebella/Combos|Combos]] page for more information.
 +
** Otherwise, this super is easy to DHC from to add damage or to eventually lead to a combo, depending on your team.  
 
* The first hit will not hit as crossup if the opponent is not in hitstun.
 
* The first hit will not hit as crossup if the opponent is not in hitstun.
 
* The first three hits will prevent dead opponents from becoming invulnerable once they reach a wall, to prevent a situation where Dynamo is punishable by the incoming character on hit.
 
* The first three hits will prevent dead opponents from becoming invulnerable once they reach a wall, to prevent a situation where Dynamo is punishable by the incoming character on hit.
* There is a ~3f buffer for attacks after Dynamo
+
* There is a ~3f buffer for attacks after Dynamo.
 
* On hit, dash inputs are disabled for 13f after recovery.   
 
* On hit, dash inputs are disabled for 13f after recovery.   
 +
* If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).
 
<br>
 
<br>
 
|
 
|
Line 1,499: Line 1,555:
 
|
 
|
 
<br>
 
<br>
* A fully invulnerable command grab that cannot be jumped after the flash (0f startup after the flash, and 1f of super flash hitstop). Unlike Dynamo, this super can be converted from without meter anywhere on the screen, thanks the ability to cancel into Devil Horns before the final, damaging hit. If the super won't kill (which, due to the high damage, it will in many circumstances), you can trade the damage for a conversion. If you want to DHC, it can be done after the final damaging hit, allowing for both damage and conversions with more meter.
+
* A fully invulnerable command grab that cannot be jumped after the flash (0f startup after the flash, and 1f of super flash hitstop).  
 +
* Unlike Dynamo, this super can be converted from without meter anywhere on the screen, thanks the ability to cancel into Devil Horns before the final, damaging hit. If the super won't kill (which, due to the high damage, it will in many circumstances), you can trade the damage for a conversion. This conversion can do more damage than the final hit would have without spending more meter (albeit at the cost of undizzy). See the [[Skullgirls/Cerebella/Combos|Combos]] page for more information.
 +
* You can DHC after the final damaging hit, allowing for both damage and conversions if you have the meter and the right team.
 +
** Examples of DHCs that can lead to a combo: Double BoG, Parasoul Level 3, Beowulf Airwulf, Squigly MKHK or LKHK SBO, Eliza Level 3, Painwheel Hatred Install, Robo-Fortune Magnet or Level 3, Peacock Lenny.
 
* Excellent range and speed enables punishes against attacks that are typically considered safe.
 
* Excellent range and speed enables punishes against attacks that are typically considered safe.
* If used as a DHC, the move has an additional 1f of start up after the flash, and removes all hitstop on the opponent
+
* As a DHC, it has an additional 1f of post-flash startup and removes all hitstop on the opponent, making it jumpable.
 +
* If it starts a combo and is cancelled into Devil Horns, both the Devil Horns and the chain after will be Stage 2 (ie. doesn't build undizzy, not tracked by IPS).
 
<br>
 
<br>
 
|
 
|
Line 1,533: Line 1,593:
 
|
 
|
 
<br>
 
<br>
* A two part super with the entire duration protected by hyper armor, which can be hit any number of times without breaking and cannot be swept. The first part, before the flash, has extremely slow startup and hits low. The second part is after the flash where Cerebella hurls a diamond forward. The diamond will pass through and destroy all oncoming enemy projectiles and cause a wall bounce on hit. Up close the attack is very safe, but the opponent can challenge a follow up from Cerebella with a PBGC.
+
* A two part super with the entire duration protected by hyper armor, which can be hit any number of times without breaking and cannot be swept.  
 +
** The first part, before the flash, has extremely slow startup, hits low, and does no damage.  
 +
** The second part is after the flash where Cerebella punches (2400 damage) and hurls a diamond forward (2800 damage). The punch will only hit up close. The diamond will pass through and destroy all oncoming enemy projectiles and cause a wall bounce on hit.  
 +
* Easy to convert from OTG after a fullscreen wallbounce, and still possible to convert closer to the corner. See the [[Skullgirls/Cerebella/Combos|Combos]] page for more information.
 +
* Up close the attack is very safe, but the opponent can challenge a follow up from Cerebella with a PBGC.
 
* The first hit will never hit an aerial opponent.
 
* The first hit will never hit an aerial opponent.
 +
* Easily thrown or avoided by jumps and crossups when used as a reversal, but has very good reward on hit, especially if they are counterhit by the second hit and/or sent midscreen for a wallbounce.
 
* If used as a DHC, the move has an additional 1f of start up after the flash.
 
* If used as a DHC, the move has an additional 1f of start up after the flash.
 +
* Low damage per meter when used as a combo ender, but a very good DHC when under 240 undizzy and at full scaling. The damage is a respectable 3.3k, you can continue the combo after the wallbounce midscreen, and the next few moves will benefit from the DHC's scaling reset.
 +
* If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).
 
<br>
 
<br>
 
|
 
|
Line 1,543: Line 1,610:
 
|}}
 
|}}
  
==Taunt==
+
===Taunt===
  
 
{{SGMove_NoHB
 
{{SGMove_NoHB
Line 1,575: Line 1,642:
 
|}}
 
|}}
  
=Combos=
+
==Colors==
 
+
==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.MP > c.HP xx Excellebella xx Diamond Dynamo
+
:A basic combo that utilizes an air chain.
+
:[https://youtu.be/9TK38gnXT2s?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e (video)]
+
 
+
;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.2MP.
+
:See the following section for tips on the j.MP > j.HK restand.
+
 
+
==Bread and Butter Combos==
+
 
+
 
+
;<span style="font-size:125%">Videos: [https://www.youtube.com/playlist?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e Cerebella combo playlist]</span>
+
 
+
 
+
;Midscreen / Corner - 7292 dmg [https://youtu.be/_HpE-EMSH_I?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e (video)]
+
:Very reliable midscreen combo. You can get by playing Cerebella using only routes from this combo.
+
: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
+
 
+
 
+
;Midscreen / Corner [https://youtu.be/mpT7uQdy7R0?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e (video)]
+
:More optimal damage from a c.LK starter, but a bit harder since it has a pummel horse link and a run stop link.
+
:cLK cMP cHP
+
:jMK jHK
+
:cLK cMK
+
:jMP jHK
+
:sHP Pummel Horse
+
:cMP sHP Run Stop
+
:sLPx2 sMP sHP Cerecopter Diamond Dynamo
+
 
+
 
+
;Kanchou BnB (Midscreen only) - 8347 dmg [https://youtu.be/qQkMsn7qQH8?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e (video)]
+
:c.LK > c.MP > s.HP xx Kanchou,
+
:c.MK,
+
:j.MP > j.HK,
+
:s.HP xx Pummel Horse,
+
:c.MP > s.HP xx Run Stop,
+
:c.LK > c.MP > s.HP xx 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
+
 
+
 
+
;General Combo Tips
+
* After a j.HK OTG, you can set up a restand with c.LK > c.MK j.MP > j.HK. It's key to delay the j.HK as much as possible, and to delay the c.MK on light weight characters.
+
* On Big Band, to land OTG c.LK after a j.HK, a micro dash is usually required.
+
* After a Pummel Horse, you can always link a c.MP after the stagger, regardless if the opponent shakes or not. Even though it's a 5f frame link, the lack of visual cue makes it tricky. Try timing it the moment after Cerebella's hat lands back on her head.
+
 
+
==Conversions==
+
 
+
When in doubt, the conversion is probably cLK cMK, jMP jHK.
+
 
+
===Supers===
+
 
+
;Diamond Dynamo (ending in corner)
+
:otg cLK cMK
+
:jMP jHK (restand)
+
:<stuff>
+
 
+
;Diamond Dynamo (midscreen with assist)*
+
:call assist + otg fHP
+
:<assist-specific pickup>
+
 
+
<nowiki>*</nowiki>Some examples of assists that work include:
+
*Band M Beat Extend
+
*Val H Bypass
+
*Double Cilia Slide
+
*Painwheel M Buer (convert with Pummel Horse)
+
*Eliza Butcher's Blade (not universal)
+
 
+
A lot of Cerebella's moves lead into Diamond Dynamo, so having an assist for this specific conversion is a significant advantage.
+
 
+
;Ultimate Showstopper (everyone but Big Band)*
+
:Devil Horns cancel before the last hit
+
:dash otg cLK cMK
+
:jMP jHK
+
:<stuff>
+
 
+
<nowiki>*</nowiki>On Big Band you can do cLK cMP cHP, jLPxN jHP restand.
+
 
+
;Diamonds Are Forever (midscreen wallbounce)
+
:dash* otg cLK cMK**
+
:jMP jHK
+
:<stuff>
+
 
+
<nowiki>*</nowiki>Don't start walking forward immediately after the super ends, or they probably won't wallbounce. Instead, briefly pause and then dash forwards, there is plenty of time.
+
 
+
<nowiki>**</nowiki>On lights you can dash cMK or Devil Horns for an OTG-less conversion.
+
 
+
===Throws===
+
 
+
;Ground throw (corner)
+
:otg cLK cMK
+
:jMP jHK (restand)
+
:<stuff>
+
 
+
;Ground throw (midscreen)*
+
:Diamond Dynamo
+
 
+
<nowiki>*</nowiki>Pummel Horse can be used for a difficult and character-specific conversion, but it's not worth going for except for style points. Just use a command grab midscreen.
+
 
+
;Air throw
+
:otg jLP/jLK/jHK*
+
:cMK
+
:jMP jHK (restand)
+
:<stuff>
+
 
+
<nowiki>*</nowiki>jHK only works from roughly superjump height and above.
+
 
+
;Merry-Go-Rilla*
+
:microdash, otg cLK cMK
+
:jMP jHK (restand)
+
:<stuff>
+
 
+
<nowiki>*</nowiki>Works everywhere on everyone, except midscreen on Painwheel. Doesn't need a microdash when in the corner or on larger characters.
+
 
+
;Merry-Go-Rilla (if you don't like microdashes)
+
:otg cLP cMP cHP
+
:jLPxN jHP (restand)
+
:<stuff>
+
 
+
;Diamond Drop (midscreen)
+
:Diamond Dynamo
+
 
+
;Diamond Drop (throwing close to corner)
+
:[microdash if necessary] otg cLK cMK
+
:jMP jHK (restand)
+
:<stuff>
+
 
+
Notes:
+
*Some assists (most/all of the Dynamo conversion assists) will give you a close-to-corner Diamond Drop conversion with assist + otg cHK. This should work on everyone except Big Band.
+
*Some assists (like H Bypass) will give you a midscreen Diamond Drop conversion with assist+fHP, dash sLK cMK, but it's very tight and won't work on Big Band. Assists like M Beat Extend don't have enough range and will not work for this.
+
 
+
;Excellebella (corner)
+
:otg cLP cMK
+
:jMP jHK (restand)
+
:<stuff>
+
 
+
;Excellebella (midscreen)
+
:Diamond Dynamo
+
 
+
===Misc. special moves===
+
 
+
;Kanchou (into corner)
+
:Immediate super cancel to Diamond Dynamo
+
 
+
;Kanchou (midscreen)*
+
:(wallbounce) cMK**
+
:jMP jHK
+
:<stuff>
+
 
+
<nowiki>*</nowiki>Difficult on Double.
+
 
+
<nowiki>**</nowiki>Could use up your OTG with jHK cMK for more damage. Some high-damage routes on lights use Devil Horns here instead.
+
 
+
;Diamond Deflector
+
:(dashjump) jHK
+
:<stuff>
+
 
+
Notes:
+
*If they're out of dashjump jHK range, your best option is probably dash fHP into sliding knockdown okizeme.
+
*Keep in mind that Deflector starts you in Stage 3, meaning that every button after it will be tracked.
+
 
+
;Devil Horns
+
:otg cLK cMK*
+
:jMP jHK (restand)
+
:<stuff>
+
 
+
*On lights or when used as an anti-air, you may have enough juggle height to convert with sLK cMK without using OTG.
+
 
+
;Lock n' Load
+
:Diamond Dynamo
+
 
+
;Lock n' Load (H only)
+
:Diamonds are Forever
+
 
+
;Cerecopter
+
:Diamond Dynamo
+
 
+
=Setups=
+
[https://youtu.be/9H0gE5VfO5I Advanced Bella resets and burst baits compilation]
+
 
+
[https://youtu.be/HaBN001KXPI Cerebella "cMK runstop sLK" resets]
+
 
+
[https://www.youtube.com/playlist?list=PL5-q_ybdZ47oahLS1fb_BtRD07Ihzsint Bella stuff]
+
 
+
=Strategy=
+
 
+
''This section has not been started yet. If you'd like to see this section filled out, please consider [http://wiki.shoryuken.com/Special:RequestAccount creating an account] and [http://wiki.shoryuken.com/Skullgirls/Contribute contributing]!''
+
 
+
;Goals
+
 
+
;Offense
+
 
+
;Neutral
+
 
+
;Defense
+
 
+
;Other techniques
+
 
+
=Counterplay=
+
 
+
''This section has not been started yet. If you'd like to see this section filled out, please consider [http://wiki.shoryuken.com/Special:RequestAccount creating an account] and [http://wiki.shoryuken.com/Skullgirls/Contribute contributing]!''
+
 
+
;How to beat this character
+
 
+
;Counters to common techniques
+
 
+
[https://www.youtube.com/watch?v=it2JhXhvGIE Punishing Bella's level 3 on block]
+
 
+
=Resources=
+
 
+
* [http://tunawithbacon.com/?p1char1=CE Cerebella match videos]
+
* [https://youtu.be/TjUO_o12BN0 Cerebella Tutorial feat. dekillsage!]
+
 
+
=Colors=
+
 
{{SGColors |
 
{{SGColors |
 
| text1=Default color palette.
 
| text1=Default color palette.

Latest revision as of 04:41, 19 September 2019

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

Cerebella is a grappler with a diverse tool-kit and good normals. Her two command grabs will strike fear into anyone in range of them, and she has the tools to incorporate a variety of nasty resets into her combos.

  • Command grabs: Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). They're both great and useful in different situations. MGR has excellent range and DD is the fastest meterless move in the game at 4f startup. To complement these throw options, she has Excellebella which is air unblockable during the rising portion of the opponent's jump, and a good 2LK to tag opponents attempting to jump away.
  • Movement: Cerebella has a few unique movement options to aid in her task of getting close to the opponent. Her jHP will glide through the air if held down, functioning as a pseudo-airdash. She has an armored run special move ([4]6K) which is versatile. It can be stopped at any point, or go into one of several follow up moves. The one hit of armor on it, as well as the armored Battle Butt follow up ([4]6~HK) can allow her to bypass zoning options and close distance.
  • Resets:
    • The corner stone of her reset game lies in her c.MK. It will launch the opponent at a low height, and when combined with instant run stops, it can set up a variety of resets.
    • One of her run follow ups, Kanchou ([4]6K~[MK]), is a devastating cross-up attack. Setting up opportunities to land this move as an unexpected reset will surely instill fear into your opponent. However, it's horribly minus on block.
  • Projectile reflect: Any character with a projectile has to stay aware of her projectile reflect, Diamond Deflector (623LP). Using it against opponents attempting to end blockstrings with a projectile and grant a full combo, and using it against predictable zoning will usually at least end in a sliding knockdown with 6HP.
  • Reversals: Cerebella is blessed with a few different reversal options. Diamond Dynamo (236PP) is a level 1 reversal super which has a great anti-air hitbox and leads into a combo with a DHC, or if it ends near the corner. Her 360 super (360LP+LK) is the most damaging level 1 reversal in the game and the damage can be exchanged for a follow up combo to maintain momentum. Her meterless reversal, Devil Horns (623MP), isn't as reliable as the former options. It has a long invulnerable startup and its hitbox will only hit opponents right in Cerebella's face or opponents crossing her up. However, it has a significant window after the active frames to cancel into a super, which can be done even on block. She also has some non-invulnerable options that can be used as a reversal in specific situations like Lock n' Load (236HP), Battle Butt ([4]6K~HK), and Diamond Drop (236LP+LK).


Important Moves

  • 2LK - Fast, low hitting attack with good reach. Gut check them with this, and make them suspect to throws.
  • Merry Go-Rilla (214LP+LK) - Far reaching command grab. Use this at the same range you would poke with 2LK and mix-up crouch blocking opponents
  • jMP - Excellent all around air normal
  • jHP - Both a movement option and disjointed air-to-air. When just tapping it to attack, it will halt her jump momentum. You can also hold HP to glide through the air and release to attack.
  • jHK - Jump in with lots of vertical reach and is active for a long time.
  • 6HP - Her furthest reaching attack, and causes a sliding knockdown. Be careful using it too predictably, as it's slow and easy to punish on whiff.


Attributes

Movement
Walk: Slow
Jump: Double jump. Holding jHP 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

Directory


Resources

Match Videos
Twitter Tech Hashtag
Guides
YouTube Videos and Playlists
Discord Character Channel
Skullheart

When browsing Skullheart, keep in mind it was most active when the game was on an older patch.

Move List

Normals

Standing Normals

SG cer slp.png

Tune Up

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% -3 ±0
Startup 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 15 16 19 7


  • It's a jab, not much use except when you need your fastest normal. Same speed as 2LP, but chains into itself.
  • The first hit can chain into 2LP instead of the second hit of 5LP.
  • Used in combo ender strings since 5LPx2 deals the most damage out of the grounded light normals.



SG cer smp.png

Medici Shakedown

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 600 7.5% Stagger (+44 / +59 CH) OR +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3 18 22 25 9


  • Staggers a standing opponent if it hasn't been chained into, which is useful for setups since it provides massive frame advantage (+44 if they shake, +47 when runstop canceled).
  • Horizontal and disjointed hitbox which covers Cerebella's head makes it a useful anti-air.
  • The hitbox covers behind Cerebella's head, which makes it good for incoming crossups.
  • The stagger is also useful in corner carry / side swap combos. While the opponent is staggered, Cerebella can use Kanchou feint ([4]6K~MK) or Diamond Drop to side swap, or Tumbling Run ([4]6K) to push them further to the corner and continue the combo.
  • Can combo into MGR in the corner with a runstop and backdash, even if they shake the stagger.



SG cer shp.png

Tent Stake Hammer

View hitbox
(?)

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


  • Does 1000 damage, so it has 27.5% minimum scaling instead of the usual 20%. It will knockdown on air hit, so if they are in the air use 5HK in your chain instead.
  • Only grounded normal that combos into level 3.
  • Great disjointed hitbox but poor startup, so it has its uses as a situational anti-air.
  • On block, sends the opponent downward, which makes it useful during incoming setups to force the opponent to land quickly.



SG cer slk.png

Point Cut

View hitbox
(?)

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


  • Ridiculous disjointed hitbox, fast startup, and plus frames makes this a great all-around normal.
  • Moves Cerebella backwards. When kara canceled with MGR, it can connect at point blank. (video)



SG cer smk.png

Cugine Kick

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 600 7.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2 23 26 29 9


  • Hitbox can go over some low profile moves, and pushes the opponent away so it is used in some run stop 2LK burst baits. Doesn't see much use otherwise.



SG cer shk.png

Adagio Swing

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
High (2nd hit) - 600, 700 10% x2 +3 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 3, (20), 4 20 25, 26 26, 21 10, 12


  • High damage, two hit normal. Generally used as a combo ender.
  • The first hit pops the opponent into the air, and the second hit hits overhead.
  • Builds a ton of meter for a normal, twice the normal amount.
  • Its hitbox can dodge many low hitting moves.
  • Lengthy attack animation allows for easy assist calls in combos.
  • As a combo ender it deals slightly less damage than 5HP, but builds twice as much meter and more easily restands after OTG.



Crouching Normals

SG cer clp.png

Kneecapper

View hitbox
(?)

c.LP Crouching SG lp.png
Guard Properties Damage Meter On Hit On Block
Mid - 250 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 13 16 19 7


  • Tied for fastest normal with 5LP, but has more range. Use this if you need a faster poke than 2LK.
  • Good for fast OTG pickups, eg. when converting off Excellebella in the corner.



SG cer cmp.png

Enforcer Elbow

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 550 7.5% -1 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 6 21 25 17 10


  • Moves Cerebella forward, making it very useful for hit confirm strings.
  • The forward movement is used for a kara-grab with MGR or DD. (Special cancel this move on whiff into either of those moves after the forward movement of 2MP). This gives Cerebella a quick boost forward before performing the grab, effectively increasing the range of at the cost of startup frames.
  • The forward movement is very convenient for punishes at a further range.
  • Unable to crossup opponents not already in hitstun.



SG cer chp.png

Boost-iere

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 950 10% -1 -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 3 30 31 18 12


  • Cerebella's main launcher.
  • If your hit confirm chain hits, you generally end it with this move on most combo routes. Some routes will use 5HP instead (eg. midscreen Kanchou combos)



SG cer clk.png

Diamond Scratch

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 325 2.5% +3 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 3 10 15 18 7


  • A textbook grappler low poke. Poke with this move to make sure they're blocking low, conditioning the opponent to crouch block and become vulnerable to throws.
  • If they aren't pushblocking this move, just doing 2LK alone without a hit confirm chain sets up a low/throw mixup since this move is +6.



SG cer cmk.png

Loop de Loop

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 550 7.5% +4 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2 24 29 17 9


  • A mini-launcher that launches the opponent lower than 2HP. An essential component of her reset game.
  • Doing 2LK 2MK Run Stop can set up her basic reset. As they're coming down, you can either air throw or hit them with 5LK before they can get an air button out. If they won't press anything, you can perform a mixup on the ground, such as 2LK, MGR/DD, jHP/j2MP, or Kanchou.



SG cer chk.png

Medici Legbreaker

View hitbox
(?)

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


  • Cerebella's only other chainable low move after 2LK, and unfortunately it's a sweep so there's no reward for hitting it besides a soft knockdown. However, it's not as minus as most sweeps, it's even on block so at worst your turn will end.
  • Runstop canceling this move does not change its frame advantage.
  • High damage, so can be used in combos when hitting OTG.



Jumping Normals

SG cer jlp.png

Trapeze Act

View hitbox
(?)

j.LP Jumping SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 250 2.5% -21 -4
Startup 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 Chains Into Self 250, 100, 100… 2.5%... -12 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
1 2, (3), 2, (3)... 28 17… 20… 7, 5, 5, 5…


  • Pressing the button once is a good normal on its own, it's tied for fastest air normal in the game and has a huge hitbox underneath Cerebella. Ideal air-to-air to disrespect air resets, to hit people below her, or to counter slow jump-ins.
  • After the first hit, the button can be pressed any number of times for follow up hits. This enables an essential restand with the air chain jLPx3 > jHP. (video tutorial). Even just mashing jLP until Cerebella lands will restand, which is useful if undizzy is a concern.
  • Chaining the same move into itself can't trigger IPS if the first hit does not trigger IPS.



SG cer jmp.png

Slap Chop

View hitbox
(?)

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


  • Amazing air button with plenty of hitstun to land and confirm against ground opponents. Confirm into jHK for an OTG combo against air opponents
  • If the opponent blocks this move on the ground and doesn't pushblock, it sets up a low/throw mixup.
  • Chaining into this move in the air will cause a knockdown vs air opponents.



SG cer jhp.png

Glide n' Clap

View hitbox
(?)

j.HP Jumping SG hp.png
SG hp.png Guard Properties Damage Meter On Hit On Block
High 75% Damage Scaling 950 7.5% KD (vs air) +4
Startup 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
7, (35) N/A 12 N/A N/A N/A


  • Outstanding disjointed air to air move that alters Cerebella's air momentum and has generous hitstun and blockstun. Great move to use when Cerebella has the opponent trapped in the corner
  • Pressing and holding HP will have Cerebella glide. Releasing HP will have her perform the move, and holding HP for the entire glide will end the glide without performing the move. Cerebella can interrupt the glide with j2MP or Grab Bag, but cannot block. Only one glide can be preformed per jump and it can't be used after a double jump.
  • Will hit as an instant overhead against crouching opponents by jumping and then immediately tapping HP.
    • Neutral jumping works at point blank range on the entire cast, but if you're too far away you may want to upforward before tapping HP instead.
    • The blockstun makes it safe and the hitstun allows for a confirm into a 2LK or 2LP, albeit at 75% damage scaling.
    • The lowest possible jHP is technically +17 on hit, but Cerebella is still airborne after recovering, so realistically you are about +12 when you touch the ground.
    • Likewise on block, technically +20 but more like +15.



SG cer jlk.png

Single Cut

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 300 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 4 12 17 20 7


  • Fast air-to-air move and cross-up normal. The low hitstun relative to her other moves requires either a low height or chaining into other jump normals to convert



SG cer jmk.png

Brilliant Dropkick

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 650 7.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 11 8 19 22 10


  • Very long active period and can hit very low to the ground, but difficult to convert from and the ranges you would want to use it as a poke besides from chaining into jHP. Combo fodder and sometimes used in specific setups, such as safejumps. Doesn't see much use otherwise.



SG cer jhk.png

Princess Cut

View hitbox
(?)

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


  • Great jump-in with a big vertical hitbox and tons of blockstun. Be aware it can be land canceled and punished though, so be careful.



Command Normals

SG cer fhp.png

Titan Knuckle

View hitbox
(?)

6HP F.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid - 1600 10% Sliding KD -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 3 22 26 19 14


  • Big and slow button that causes a sliding knockdown. After the active frames, the extended hurtbox stays out for a while so it's very vulnerable to whiff punishes.
  • c.MK > 6HP is used in some optimal combo routes.
  • Good for long range punishes on bad assist calls.



SG cer jdmp.png

Unbreakable Elbow

View hitbox
(?)

j2MP Jumping D.png + SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 800 7.5% KD -16 (-2 IOH)
Startup 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, no matter what.
  • Can be used as a surprisingly big button to catch people who are underneath Cerebella off guard. It can even cross-up in some situations
  • Used as an instant overhead. It's -2 on block if done as IOH, unlike jHP which has much more advantage, and a bit harder to convert off of from a distance. It also has to use up OTG to convert off of it. The upshot is it's less likely to whiff, and doesn't scale to 75% like jHP.
  • Even if you perform this move right as Cerebella lands, you get those additional active frames when landing with 0 frames (or similarly fast) of startup, making it a unique option against air resets done very close to the ground.
* If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation. This consistently makes instant j2MP at least 17f.



Throws

SG cer throw.png

Cere-rana

View hitbox
(?)

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


  • Even though she has her command grabs, her normal throw fills the purpose of a close range throw that won't throw them out of the corner.
  • Cerebella moves forward during her throw so this is actually one of the bigger normal throw ranges in the game.
  • In the corner, OTG 2LK will lead into a full combo. Midscreen conversions will need meter to spend on Dynamo, or, there's a very character specific conversion with Pummel Horse. See the Combos page for more information.



SG cer airthrow.png

The Flying Wisegirl

View hitbox
(?)

Air Throw 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 N/A N/A N/A


  • Spikes the opponent downwards for an OTG conversion anywhere on the screen.
  • Use jLP c.MK or jLK c.MK to convert. jHK can work if the air throw is high enough.



Team Moves

SG cer tag.png

Break-in Elbow

View hitbox
(?)

Tag 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% Sliding KD * -36
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 (Until ground), 2 41 10 13 12


  • Cerebella drops from the top of the screen. She doesn't actually fall straight down - her trajectory is angled slightly forward, so this move is infamous for crossing up in unexpected ways.
  • Faster and harder to react to compared to most other tags.


* Does not look visually similar to a sliding KD (the opponent won't slide across the floor), but behaves like one in the sense that it won't cause a blue bounce if a follow up OTG isn't performed.



SG cer snap.png

Hammer Toss

View hitbox
(?)

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


  • Deceptively short range since Cerebella moves backwards. While confirming into snap in a happy birthday combo, use 2MP > 5HK(1) xx Snapback to make sure the snap won't whiff.



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
Startup 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
Startup 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
36 9 22 29 17 9


  • After a lengthy, completely armored startup on the MP and HP versions, Cerebella lunges forward with an attack that deals gigantic damage in a single hit.
  • The idea of his move is not necessarily to make it hit. If you wake up with this move or use it in a blockstring, you can see what the opponent is doing and react accordingly with an early super cancel. If they're crouch blocking or pressing a ground button, cancel into 360. They cannot jump or special/super cancel in reaction to the super flash of the 360. If they're pressing an air button, Dynamo will hit them. If they block the move, it's only -6, making it safe at most ranges.
  • The H version can combo into Level 3 on hit. This can be used as a high damage, hard-to-interrupt punish for bad assist calls.
  • On hit, occasionally leaves behind Scribble Cat (a purely visual easter egg)



SG cer dplp.png

"Backatcha!"

View hitbox
(?)

Diamond Deflector Dp.png + SG lp.png
Whiff Guard Properties Damage Meter On Hit On Block
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 N/A 21 N/A N/A N/A
Reflection Guard Properties Damage Meter On Hit On Block
Mid 85% Damage Scaling,
Invuln. (Proj.),
Projectile
300 (100) 5.1% Stagger N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A -- N/A 29 32 0 (8 on block)


  • When any projectile that comes in contact with Cerebella during this move, it's reflected back as its own gem projectile that travels horizontally and absorbs all other projectiles in its way. The gem causes a stagger on hit, even against air opponents who will fall to the ground then enter stagger. The follow up is scaled to 85%. Cerebella becomes invulnerable to projectiles during the recovery of a successful reflect.
  • Essential tool in matchups against zoners.
  • If Cerebella is too far away to dash up and confirm into a full combo from the stagger, landing 6HP is also a good choice that works from further ranges and causes a sliding knockdown.
  • 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.
  • Reflecting a poison vial from Valentine will get rid of any previous poision effect.
  • Moves that can be reflected
    • Filia: Ringlet Spike, Trichobezoar
    • Cerebella: Diamond Deflector (deflection), Diamonds Are Forever
    • Peacock: 5HP, jMK, jHK (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: jHK (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: 2MP (2nd hit), Upper Khat, Dive of Horus
    • Fukua: Love Dart, Forever a Clone (LK and HK only), Blown Kiss, BFF
    • Beowulf: Hurting Hurl (Assist only)
    • Robo-Fortune: jHP, 2HK, Theonite Beam, Headrone RAM, Headrone Impact, Headrone Salvo, Catastrophe Cannon (All versions)



SG cer dpmp.png

"Rock n' roll!"

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
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 3 48 18 21 16


  • Meterless reversal, but has long startup and will only hit characters right next to or directly above Cerebella.
  • Has a significant window after the active frames where a super cancel is allowed. This can be used to frametrap punish attempts on block with a super.
  • Used in high-damage combo routes on light characters.
  • The long startup invuln can be used to your advantage, for example you can Devil Horns cancelled into 360 or Dynamo to beat Squigly's Daisy Pusher on the ground.



SG cer dphp.png

"Spin to win!"

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
Startup 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


  • A multi-hitting attack that hits on both sides as Cerebella lunges forward. Due to the lunge, it can leave the opponent at a range where it's difficult to punish. Mainly a combo ending tool, and a phenomenal assist.
  • The lunge also makes this move a gimmicky incoming crossup.



SG cer qcfthrow.png



View hitbox
(?)

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
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 3 26 N/A N/A N/A


  • Point blank command grab. One of the fastest startups in the game at 4 frames, which will beat out and/or punish lots of moves most characters can't.
  • Sends the opponent behind Cerebella far away enough where Cerebella can't convert unless they're thrown into the corner. In that case, micro dash 2LK will convert. Otherwise, Dynamo will bring them a bit closer to the corner, but you will still need the corner or a DHC to lead into a full combo. Meterlessly, 6HP can tack on a bit more damage, and if you have the right assist, such as M Beat Extend, you can use this method to get a meterless full conversion outside of the corner.



SG cer qcbthrow.png

"Round and round we go!"

View hitbox
(?)

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


  • Mid range command grab with a deadzone which causes it to whiff at point blank on most characters.
  • Always allows for a combo at the cost of OTG. Micro dash 2LK > c.MK, jMP > jHK restand works on the majority of the cast. 2LP > 2MP > 2HP, jLPx3 > jHP is an easier, less optimal conversion.
  • If the opponent isn't spacing their jump-ins properly, stay outside their jump-in range and use this move as they land.
  • Works at point blank against Big Band and Beowulf, and at farther ranges than from other characters.
  • Kara throw with 2MP to extend the range (Input 2MP, then special cancel into MGR as Cerebella moves forward)
  • Kara throw with 5LK allows you to throw the entire cast except Squigly at point blank. (video)



SG cer dpthrow.png

"I'll slap you... senseless!"

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
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 2 33 N/A 21 N/A (11 on block)


  • Anti-air grab that is unblockable during the rising portion of the opponent's jump. If the opponent is on the way down, it is blockable and functions like a hit grab. Good to use against opponents stuck on up-back or as a situational anti-air.
  • Can convert with an OTG 2LP or 2LK in the corner, but midscreen you will need to cancel to Dynamo to get anything.
  • Builds the most meter out of any of Cerebella's moves. Builds significantly less meter when used for a second time in a combo.
  • Good combo ender alternative to Cerecopter that sacrifices damage for better meter gain. You could do 5LPx2 5MP 2HP xx Excellebella xx Dynamo (easier), or 5LPx2 c.MK 6HP xx Excellebella xx Dynamo (more optimal/difficult).
  • Useful assist for characters that can build resources (Valentine vials, Squigly charge, Beowulf hype, Big Band taunt, Robo-Fortune heads), as it allows them to build said resources mid-combo without any risk.
  • However, Excellebella builds a lot less meter as an assist, and forces scaling down to 33%. It's important to not use it early in a combo.



SG cer jqcfthrow.png

"Try this on!"

View hitbox
(?)

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


  • An air command grab, the only move of its kind in the game. Opponents can still tech this throw with a 6f window. On hit, Cerebella is not left in a position to convert into anything, so this is a good option to use when the damage will kill. When Cerebella misses, she hits the ground and has the ability to ground tech.


* The number of hits before the final hit is determined by the height Grab Bag connects at.
** If no ground tech is chosen, there is an additional 12 frames of vulnerable recovery and some more additional invulnerable recovery.



SG cer bfk.png





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
Startup Active Recovery Hit Stun Block Stun Hit Stop
1 N/A 16 N/A N/A N/A


  • Cerebella charges forward with 1 hit of armor. Using the run to traverse the screen is faster than her dash, if a bit more committal. During this move she has access to 3 different follow up moves: Kanchou (MP or MK), Battle Butt (HP or HK), or Pummel Horse (LP+LK). The run can be stopped manually by pressing LP or LK.
  • The strength of the kick move used determines how long the run will go for before automatically stopping. LK is short, MK is medium, and HK is long. Since you can manually Run Stop at any point during the run anyway, this is a bit pointless. Always use the HK run when trying to cover ground.
  • Holding a button which corresponds to a follow up while inputting run will execute the follow up the fastest possible way. For example: Inputting run with [4]6HK while holding MK will immediately perform Kanchou. Watch this video for a more in depth explanation and other possible shortcuts. Doing instant run followups will always execute at least 1 frame of run.
  • Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
  • The entire duration of the run allows for a super cancel.
  • Can be selected as a gimmicky push-away assist with [4]6K.



SG cer runl.png





Run Stop During Tumbling Run:
SG lk.png / SG lp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup 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 5HP to Tumbling Run and immediately run stopping allows Cerebella to link her light attacks (6 frame link for 5LP/2LP, 4 frame link for 2LK).
  • Similarly, canceling your hitconfirm string on block can improve the frame advantage.
  • Instant Run Stop can be selected as an assist with [4]6LPLK, but it's useless as an assist.


The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.



SG cer runm.png

"Buweh~"

View hitbox
(?)

Kanchou During Tumbling Run:
SG mk.png / SG mp.png
Activation Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Proj.) (Frame 3) 1000 (100) (2.5%), 13.84% Wall Bounce (once per combo),
KD
-25
Startup Active Recovery Hit Stun Block Stun Hit Stop
2, (at most 28), 8 4 42 17 20 18
Feint Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Proj.) (Frame 3) N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 43 N/A N/A N/A


  • A devastating cross-up attack. Cerebella attempts to pass through the opponent as MK is held, and only executes the attack as long as she successfully crosses up. Tapping MK will do a feint, where she attempts to crossup but will not perform the move.
  • Horribly minus on block.
  • The time it takes to cross up can vary depending on distance and character width. This is especially noticeable on Big Band.
  • The portion of this attack where Cerebella passes through the opponent is also projectile invulnerable.
  • Using this move for the 2nd time in a combo will result in a regular knockdown.
  • The attack is not super cancelable before the active frames, however the recovery of the feint version is.
  • Setting up opportunities to land this move as a reset in creative ways will quickly build up fear in the opponent. In fact, they may be so scared they will glue their stick to the up-back position or even start holding forward. Even though this move is extremely risky, the opponent will have to keep it in mind.
  • 5HP xx Kanchou is used in some midscreen combo routes.
  • Can easily convert after hitting the opponent fullscreen for a wallbounce. See the Combos page for more information.
  • If hitting the opponent directly into the corner, you can still convert by super canceling to Diamond Dynamo and then picking them up OTG.
  • Instant Kanchou can be selected as an assist with [4]6MPMK, but it isn't a very useful assist since it's easy to stuff, the opponent doesn't need to block the other way to block it, and converting off it can be awkward. One upside is that it's difficult to punish on block since the opponent is facing the wrong way.


The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.



SG cer runh.png



View hitbox
(?)

Battle Butt During Tumbling Run:
SG hk.png / SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Armor (2 hits) 1400 OR 2000*

(150 OR 500)

(2.5%), 9.47% KD -19
Startup 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 airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown (but you can still be airthrown).
  • This move is very hard to challenge with its armor, relatively fast startup, and large hitbox that can even hit opponents in the air. But it's awfully minus and you will be puinished if it's blocked. Can be used during a run if you see the opponent committing to something you can armor through.
  • Calling an assist and performing Battle Butt is a great way to force your way into close range, since the assist should cover your frame disadvantage.
  • Can be selected as an assist with [4]6HPHK. Potentially a useful assist due to its 2 hits of armor, fast startup and high damage, but more difficult to confirm off of than H Lock n' Load.


* Damage increases to 2000, hitstop increases to 25, and adds a bonus points visual effect when the opponent is at 1500 HP or lower. (video guide)
The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.



SG cer runthrow.png

"Magnifique!"

View hitbox
(?)

Pummel Horse During Tumbling Run:
SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
High Invuln. (Throw),
45% Damage Scaling,
Hit Grab
0, 175 x6 (100) (2.5%), 5%, 0% x6 Stagger (+19 / +34 CH) OR +4 -37
Startup Active Recovery Hit Stun Block Stun Hit Stop
25 3 58 N/A, 48 24 N/A, 0 (11 on block)


  • An overhead hit grab which has a lengthy animation and staggers on hit. Invulnerable to throws and scales the combo to 45%.
  • Only advances the damage scaling one hit for the entire move.
  • A 2MP can always be linked afterwards, regardless if the opponent shakes the stagger.
  • Used in more damaging combo routes around the time damage scaling has already reached near 45%.
  • Invulnerable to throws during all start up and active frames through 6f of recovery.
  • Cannot be selected as an assist because it was deemed too strong - overhead, breaks armor, can build a ton of resources, and is a viable alpha counter into super.


The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.



Supers

SG cer qcfpp.png



View hitbox
(?)

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
Startup 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


  • A reversal super with a good hitbox, and also used for conversions from her command grabs.
  • If this super leads to the corner, Cerebella can convert on her own with an optional micro dash into 2LK > c.MK.
  • If the super ends midscreen, the options are more limited:
    • On her own, Cerebella can always land a 6HP, or Cerecopter on some characters. If these won't kill or reduce the number of touches needed to kill, consider doing a Tumbling Run to keep pressure on the opponent instead.
    • When combined with certain assists, 6HP + assist can lead to a full combo. See the Combos page for more information.
    • Otherwise, this super is easy to DHC from to add damage or to eventually lead to a combo, depending on your team.
  • The first hit will not hit as crossup if the opponent is not in hitstun.
  • The first three hits will prevent dead opponents from becoming invulnerable once they reach a wall, to prevent a situation where Dynamo is punishable by the incoming character on hit.
  • There is a ~3f buffer for attacks after Dynamo.
  • On hit, dash inputs are disabled for 13f after recovery.
  • If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).



SG cer 360.png

"Here we go! Get ready for a showstopper!"

View hitbox
(?)

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
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 0 4 62 N/A N/A (1) N/A


  • A fully invulnerable command grab that cannot be jumped after the flash (0f startup after the flash, and 1f of super flash hitstop).
  • Unlike Dynamo, this super can be converted from without meter anywhere on the screen, thanks the ability to cancel into Devil Horns before the final, damaging hit. If the super won't kill (which, due to the high damage, it will in many circumstances), you can trade the damage for a conversion. This conversion can do more damage than the final hit would have without spending more meter (albeit at the cost of undizzy). See the Combos page for more information.
  • You can DHC after the final damaging hit, allowing for both damage and conversions if you have the meter and the right team.
    • Examples of DHCs that can lead to a combo: Double BoG, Parasoul Level 3, Beowulf Airwulf, Squigly MKHK or LKHK SBO, Eliza Level 3, Painwheel Hatred Install, Robo-Fortune Magnet or Level 3, Peacock Lenny.
  • Excellent range and speed enables punishes against attacks that are typically considered safe.
  • As a DHC, it has an additional 1f of post-flash startup and removes all hitstop on the opponent, making it jumpable.
  • If it starts a combo and is cancelled into Devil Horns, both the Devil Horns and the chain after will be Stage 2 (ie. doesn't build undizzy, not tracked by IPS).



SG cer qcbpp.png

"A girl's best friend!"

View hitbox
(?)

Diamonds Are Forever
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Low (1st hit), Mid Hyper Armor,
45% Min. Scaling,
Projectile
0, 2400, 2800 (0, 600, 400) -300% Wall Bounce +14
Startup 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


  • A two part super with the entire duration protected by hyper armor, which can be hit any number of times without breaking and cannot be swept.
    • The first part, before the flash, has extremely slow startup, hits low, and does no damage.
    • The second part is after the flash where Cerebella punches (2400 damage) and hurls a diamond forward (2800 damage). The punch will only hit up close. The diamond will pass through and destroy all oncoming enemy projectiles and cause a wall bounce on hit.
  • Easy to convert from OTG after a fullscreen wallbounce, and still possible to convert closer to the corner. See the Combos page for more information.
  • Up close the attack is very safe, but the opponent can challenge a follow up from Cerebella with a PBGC.
  • The first hit will never hit an aerial opponent.
  • Easily thrown or avoided by jumps and crossups when used as a reversal, but has very good reward on hit, especially if they are counterhit by the second hit and/or sent midscreen for a wallbounce.
  • If used as a DHC, the move has an additional 1f of start up after the flash.
  • Low damage per meter when used as a combo ender, but a very good DHC when under 240 undizzy and at full scaling. The damage is a respectable 3.3k, you can continue the combo after the wallbounce midscreen, and the next few moves will benefit from the DHC's scaling reset.
  • If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).



Taunt

SG cer taunt.png

"Come on, babe..."



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
Startup 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 to 25%.



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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