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.
In a nutshell
While Cerebella walks slow, hits hard, and has no less than 6 special and Blockbuster command grabs in her arsenal, her similarities to the oversized and sluggish grapplers of other fighting games end there. Vice-Versa can reach across the screen for a fleeing opponent, let her quicky charge ahead with armored special moves, or even change her jump arc with clever air normals. Her grabs often turn into devastating combo starters with the use of a single level of Dramatic Tension. While Cerebella deals unequaled damage as a one character team, at least one partner can cover her bad matchups, use her powerful Ensembles, and maybe even help show the crowd something really spectacular.
- 1 Cerebella
- 2 Video
- 3 Basic Systems
- 4 Move List
- 5 Strategy
- 6 Frame Data
- 7 Colors and Costumes
- 8 Patch History
|Dash or Run:||Cerebella has long, slow forward and backward dashes.|
|Air Dash:||No air dash|
|Weight:||3 Buttons: lp OR lk --- mp OR mk --- hp OR hk|
|Standing:||3 Buttons: OR OR OR|
|Crouching:||5 Buttons: OR|
| Tune Up
| Medici Shakedown
Put er there!
| Tent Stake Hammer
| Point Cut
| Cugine Kick
| Adagio Swing
Up and over!
| (1st hit)|
|+|| Enforcer Elbow
|+|| Diamond Scratch
|+|| Loop de Loop
|+|| Medici Legbreaker
|(air)|| Trapeze Act
|(air)|| Slap Chop
|(air)|| Glide n' Clap
|1050|| (vs air)|
Press and hold to Glide
|(air)|| Single Cut
|(air)|| Brilliant Dropkick
|(air)|| Princess Cut
|+|| Titan Knuckle
|1300|| Default Ensemble Choice|
|(air) +|| Unbreakable Elbow
|(air) +|| The Flying Wisegirl
| 200 x3,
|+|| Lock n' Load
| Default Ensemble Choice (MP)|
|+ +|| Diamond Drop
||0, 2300|| |
|+ +|| Merry Go-Rilla
||0, 2300|| |
(vs hits only, then all attacks, then vs throws only)
|+|| Diamond Deflector
| 400 (hit)
|+|| Devil Horns
Spin to win!
| 250 x7,
|+ +|| Excellebella
I'll slap you... senseless!
|0, 150 x5, 1100|| |
|(charge) +|| Tumbling Run
|Tumbling Run, then|| Run Stop
|Tumbling Run, then|| Kanchou
|Tumbling Run, then|| Battle Butt
|Tumbling Run, then|| Pummel Horse
|0, 200 x6|| |
|+ +|| Grab Bag
|| 0, 150 x10,
| + OR
| Unbreakable Elbow
That's our cue!
|500||Tag In: An Unbreakable Elbow from the top of the screen.|
| + + OR
| Hammer Toss
|+ +|| Diamond Dynamo
||300x8, 2400|| Uses 1 level of Dramatic Tension.|
|+ +|| Ultimate Showstopper
And now for something spectacular...
|0, 300x4, 100, 3500|| Uses 1 level of Dramatic Tension.|
|+ +|| Diamonds are Forever
A girl's best friend!
|0, 2700, 2800|| Uses 3 levels of Dramatic Tension.|
- Cerebella's command attacks deal heavy damage for individual special moves and often beat the normal throws of other characters. Cerebella players who know when to use all five of her special move throws can pressure than opponent with them the entire round, using them to start a combo into a Blockbuster and even more damage when they succeed. A series of throw set ups, or even resets into throws, can kill a defending character extremely quickly if the opponent panics at close range, can't escape Cerbella's offense, or makes too many bad guesses while blocking.
- When opponents inevitably run away from the slower Cerebella and her threatening grabs she needs other moves to help her get across the screen. The Glide n' Clap (air HP) substitutes for an air dash in many ways if it's held, moving her forward with a quick glide once per jump. Combining it with her double jump allows her move around in the air with more freedom than some faster characters with an air dash. Restrictions breed creativity!
- Cerebella's moves let her take a bit of damage to go through an opponent's attacks and hopefully get a bit closer. Tumbling Run takes her across the ground much faster than repeatedly dashing, and Lock n' Load has multiple hits of armor for its start up and active frames.
- Titan Knuckle (→ + HP): This long range Default Ensemble Choice lets the point character combo after the on hit, but it may not be as effective as some of Cerebella's better custom Ensemble options.
- Lock n' Load (↓↘→ + P): Any strength of this attack, including the Default Ensemble Choice MP version, faithfully keeps the property as Cerebella attacks. Opponents need to hit Cerebella multiple times to stop the Ensemble once she's on screen.
- Diamond Drop (↓↘→ + LP+LK): As a custom Ensemble Cerebella will preform the Diamond Drop on the opponent and leave her teammate to combo afterwards. The command custom Ensemble demands specific defensive measures from the opponent, making it a powerful choice for Cerebella and particularly strong as a Stunt Double.
- Merry Go-Rilla (↓↙← + LP+LK): The longer range command custom Ensemble requires slightly different placement, but can be just as strong as Diamond Drop. Combos after Merry Go-Rilla always require the point character to use the one OTG for the combo.
- Tumbling Run (← charge → + P): As a custom Ensemble Cerebella can run, but the single button custom action input prevents any follow up attacks.
- Devil Horns (→↓↘ + MP): Despite it's short range, this is Cerebella's only choice for a anti-air Ensemble.
- Cere-copter (→↓↘ + HP): As a custom Ensemble choice, this attack can trap opponents in block stun during its multiple hits. This causes significant chip damage from an Ensemble and allows the point character to confirm into a longer combo on hit, making it a top choice for Cerebella.
(Need forced damage scaling % for Diamond Deflector, Excellebella)
- Medici Shakedown (s.MP): An elbow attack from Vice-Versa that causes a only if it used outside of a chain combo.
- Adagio Swing (s.HK): Cerebella flips over Vice-Versa and kicks twice. The first kick has but does not cause a knockdown, taking the opponent off the ground briefly on hit. The second kick hits as an overhead.
- Enforcer Elbow (c.MP): Cerebella moves slightly forward while Vice-Versa attacks, making it an excellent choice to use in a kara cancel command grab.
- Trapeze Act (j.LP): Cerebella attacks once with a unique first hit. When this move chains into itself, she holds the pose and continues with a series of rapid punches. The pose does not restrict any other action from normal jump state after a chain of j.LPs end. Chained j.LP his will not trigger IPS if the first hit does not trigger IPS. In a long combo where damage scaling is not a concern, launching the opponent with c.HP then immediately comboing rapid j.LPs will take the opponent to the ground to land on their feet without any strict timing requirements.
- Slapchop (j.MP): Vice-Versa attacks with a vertical swipe, covering a large area and causing a large amount of hit stun for an air normal that can't cause a knockdown. j.MP causes enough hit stun to chain into Glide n' Clap, despite the j.HP's particularly slow start up.
- Glide n' Clap (hold j.HP): Vice-Versa's hands clap together at a downward angle in front of Cerebella. Pressing and holding HP for this move will cause a glide then the clap attack on release, which will cause a long hit stun vs ground and a vs aerial opponents after sending them flying across the screen. Tapping HP for Glide n' Clap move will preform the clap attack only. Cerebella can interrupt the glide with an Unbreakable Elbow or a Grab Bag, but cannot block or stop the glide in any safer way than simply letting go of the clap. Gliding to the maximum distance ends without no clap, leaving Cerebella free to preform any action out of jump state. Only one glide can be preformed per jump.
- The Flying Wisegirl (air LP+LK): Vice-Versa grabs at the opponent for a normal air and Cerebella can combo air ↓ + MP afterwards if high enough off the ground.
- Titan Knuckle (→ + HP): Vice-Versa reaches nearly half screen with a slow, powerful punch. The stun form this attack sends the opponent across the screen, but Cerebella can still combo afterwards if the opponent gets stuck in the corner. Titan Knuckle can cancel to a special move freely on whiff or hit. Titan Knuckle cancelled into Diamond Drop works as an effective, but slightly awkward looking, strategy for quickly poking at opponents from a distance.
- Unbreakable Elbow (air ↓ + MP): This elbow drop takes Cerebella to the ground where she will, on hit or miss, go through a recovery animation as she gets up from the ground. Comboing after this attack into a Diamond Dynamo is possible from low heights or if the opponent reaches the ground significantly later than Cerebella. Most of the time nothing will combo off of this move when it hits, but the leaves the opponent close enough to Cerebella for a command grab opportunity or mixup of her choice as they recover.
- Lock n' Load (↓↘→ + P): Cerebella lunges forward with a punch from Vice-Versa, with the property protecting the start up and active frames of the attack. Cerebella doesn't care about taking a little damage if she makes contact with opponent. On hit Lock n' Load cancels to Diamond Dynamo for a combo and on block it leaves her in range for Ultimate Showstopper. This move occasionally generates a poorly drawn cat on hit.
- Diamond Drop (↓↘→ + LP+LK): Vice-Versa grabs directly in front of Cerebella for her most often used special move . Opponents will often run away from Cerebella to avoid the command grab's range, fast start up, to normal throws, and high damage. Diamond Dynamo can combo after Diamond Drop midscreen on most opponents, or if saving tension is a better strategy, Titan Knuckle will always connect after a Diamond Drop. Cerebella has a wide range of combos available after a Diamond Drop with her back to the corner.
- Merry Go-Rilla (↓↙← + LP+LK): Vice-Versa reaches forward with one arm for a command with longer range than any of her other throws. It will miss vs close opponents, but its minimum range overlaps with the maximum range for Diamond Drop. This special move has and distinct frames where it is invulnerable to hits only, all attacks, and throws only. Cerebella can always combo a c.LK or a Diamond Dynamo after a Merry Go-Rilla, but this requires the one OTG for the combo.
- Diamond Deflector (→↓↘ + LP): Cerebella and Vice-Versa both point forward. The attack will hit normally but it's best used against oncoming projectiles to reflect them back at an opponent. Regardless of the oncoming projectile's direction, upon successful Cerebella returns a gem projectile to the opponent. As the gem quickly travels back across the screen it will absorb and negate all oncoming projectiles for an unlimited number of hits. On hit the gem causes a , giving Cerebella time to charge at the opponent unopposed.
- Devil Horns (→↓↘ + MP): Vice-Versa poses for a attack that hits mostly above Cerebella, sending the opponent upwards on hit and eventually to a . Opponents on the ground in front of Cerebella will need to be extremely close for this move to hit.
- Cere-copter (→↓↘ + HP): Cerebella lunges forward as Vice-Versa spins, attacking on both sides of Cerebella. Cere-copter has slow low start up, a long recovery, no invincibility, and its many hits will quickly scale a combo. On point, Cerebella can do much better than combo into this move. She has very few reasons to preform Cere-copter as anything but a custom Ensemble.
- Excellebella (→↓↘ + LP+LK): Vice-Versa reaches at an upward angle for a throwonhit that only hits aerial opponents and is unblockable to the defending character while moving upward during a jump. With its extremely fast start up, this grab can catch opponents trying to jump away from a Diamond Drop, in a combo, or catch faster characters air dashing at Cerebella.
- Tumbling Run (← charge → + K): Cerebella charges forward with 1 hit of . Run then LK immediately stops the run. MK, HK, and LP+LK ends the run with an attack. s.HP xx run, stop, s.LK is a 1f link. Cerebella can also cancel the run directly into an Ultimate Showstopper.
- Kanchou (← charge → + K, MK): Cerebella lunges forward for ~20f, attempting to switch sides with the opponent before attempting a attack. She will not attack without sucessfully switching sides. Cerebella cannot cancel this move into a Blockbuster before the active frames, or after she's finished her attempt to switch sides.
- Battle Butt (← charge → + K, HK): Vice-Versa grows some horns as Cerebella preforms a leaping headbutt, with 2 hits of independent from Tumbling Run. Cerebella is in the air during the active and recovery frames of the headbutt, making it impossible to cancel into Blockbuster. The attack awards 2000 point if it kills an opponent.
- Pummel Horse (← charge → + K, LP+LK): Vice-Versa holds down the opponent for a throwonhit that ends with , but Cerebella doesn't recover quick enough to land a Merry Go-Rilla if the opponent shakes out. Comboing Ultimate Showstopper or other hits will work, but the multi hit throw will force damage scaling to 50%.
- Grab Bag (air ↓↘→ + LP+LK): Cerebella floats slowly to the ground, grabbing any aerial opponents. Cerebella will hit the ground and start a unique recovery animation if this does not hit. Opponents can tech this command throw (LP+LK) with a 4f window.
- Ultimate Showstopper (360 + PP): Cerebella and Vice-Versa grab at the opponent with the most damaging level 1 Blockbuster and in the game. Whenever Cerebella has tension she can use it as an invincible and extremely fast reversal. Extremely fast means 0f after the super flash, meaning an opponent must start holding up before the super flash to escape the grab with a jump. A well timed pushblock can be cancelled into a surprise Ultimate Showstopper, making it dangerous for opponents to let Cerebella block chain combos.
- Diamond Dynamo (↓↘→ + PP): Cerebella skips forward while Vice-Versa's arms twirl around her. This Blockbuster covers a large area on the screen, connecting easily after many command throws or any of Cerebella's ground chains into Lock n' Load. Any successful hit will trap the defending character in a repeating hit stun. The final bounce sets the opponent up for a Blockbuster Sequel. If Cerebella would rather save tension and stay on point, she can finish her slow recovery and hit the defending character OTG for a longer combo after the Blockbuster.
- Diamonds are Forever (↓↙← + PP): Vice-Versa first hits at close range, lifting the rock from the ground. The punch to the rock is the second hit and the diamond projectile is the third. The diamond causes will negate all oncoming enemy projectiles. The Blockbuster hits and 0f after the super flash, forcing the opponent to block before the flash to defend against the move at close range. The unique unlimited property makes throws the only attack that can interrupt Cerebella as she's performing the level 3. Diamonds are Forever skips the first hit and and has a brief start up before the second and third if used in a Blockbuster Sequel.
Stop staring at boobs and play the game right.
Colors and Costumes
Pretty pictures here.
Version 1.0 to 1.01
- Diamond Deflector received the following adjustments:
- Increased the hit-stun time, no longer minus on hit.
- Can now combo into Diamonds Are Forever.
- Excellebella received the following adjustments:
- Slightly increased the horizontal and downward range.
- No longer super-cancellable after the initial 4 frames.
- Ultimate Showstopper can now be cancelled into Devil Horns special attack after they land on the sword, but before the final damage is dealt
- On the Custom Assist screen, →↓↘→ + LP+LK gives Excellebella rather than Diamond Drop.
- Double-jump is also 360-locked like regular jumps are, preventing accidental double-jumps when attempting jump-in supers.
- Reduced forward dash startup from 14 frames to 11 frames.
- Grab Bag now properly faces the opponent.
- Merry-Go-Rilla now does correct damage as an assist.
- Pummel Horse will now hit Valentine when crouching
- Lowered the damage of the following normal attacks by 25 per hit: s.HP, s.HK, c.MP, c.HP, c.MK, j.MP, j.MK
- Reduced the damage of j.HP by 50
- Reduced j.MK's hit-stun by 3 frames
- j.MP received the following adjustments:
- Reduced the knockback oagainst aerial foes
- Now knocks downward much faster when chained into.
- Run Stop no longer gives meter for stopping.
- Missed ground and air throws no longer cancel assist calls
- The 360 input leniency has been reduced from 7 frames between directions to 5 frames
- Tag-in now causes small slide rather than regular knockdown
- Sped up Cerebella’s tag-in by 10 frames, to match every other character
- Increased the Blockbuster cancel time landing an (air) ↓ + MP
- When guard-cancelling into Ultimate Showstopper, there are varying additional startup frames after the superflash depending on timing:
- When performed 0 frames after the end of a Reaction Shot, there will be 6 frames of post-flash startup.
- When down to only one frame when performed 5 frames after the Reaction Shot.
- Has the regular 0 frames if performed after 6 or more frames.