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Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png

Cerebella: Diamond in the Rough

Voiced by: Christina Vee
Age: 18
Birthday: April 11
Bloodtype: B
Height: 5' 6
Weight: 130 lbs.
Measurements: 32D-23-36
Likes: Competition, Showing off, Cats, Professional wrestling, Sudoku, Flirting, Pleasing Vitale, Teasing her roommate Feng
Dislikes: Badmouthing of the Circus, Badmouthing of Vitale, Angry people, Quitters, Cockroaches
SG Cerebella icon.png


SG Cerebella icon.png
The biggest sensation in the Cirque des Cartes, Cerebella is a tumbling, soaring dynamo of star power: throughout the Canopy Kingdom, she’s admired for her enormous strength and alluring curves. Sadly, this acrobatic orphan only desires the attention of one man, mobster Vitale Medici, who took her in and became the closest thing to a father she’s ever known.

While inherently good, Cerebella serves the mafia as a leg-breaker when not performing in the circus. Cerebella is the only person capable of controlling her powerful Living Weapon hat, Vice-Versa, so Vitale is stingy with his affections to keep her fighting in his corner.[1]

In a nutshell
While Cerebella walks slow, hits hard, and has no less than 6 special and Blockbuster command grabs in her arsenal, her similarities to the oversized and sluggish grapplers of other fighting games end there. Vice-Versa can reach across the screen for a fleeing opponent, let her quicky charge ahead with armored special moves, or even change her jump arc with clever air normals. Her grabs often turn into devastating combo starters with the use of a single level of Dramatic Tension. While Cerebella deals unequaled damage as a one character team, at least one partner can cover her bad matchups, use her powerful Ensembles, and maybe even help show the crowd something really spectacular.


Basic Systems

Walk: Slow
Jump: Double jump
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: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Crouching: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png

Move List


Command Name / Quote Properties (glossary)
Lp.png Tune Up
Chains Twice
Mp.png Medici Shakedown
Put er there!
600 Stagger.png
Hp.png Tent Stake Hammer
Nailed it!
1100 Knockdown.png (vs air)
Lk.png Point Cut
Mk.png Cugine Kick
Hk.png Adagio Swing
Up and over!
Strk.png (1st hit)
High.png (2nd hit)
D.png + Lp.png Kneecapper
D.png + Mp.png Enforcer Elbow
Comin round!
D.png + Hp.png Boost-iere
Chin up!
1025 Launch.png
D.png + Lk.png Diamond Scratch
325 Low.png
D.png + Mk.png Loop de Loop
675 Launch.png
D.png + Hk.png Medici Legbreaker
1100 Low.png Sweep.png
(air) Lp.png Trapeze Act
250 Rpdfire.png
(air) Mp.png Slap Chop
(air) Hp.png Glide n' Clap
1050 Knockdown.png (vs air)
Press and hold to Glide
(air) Lk.png Single Cut
(air) Mk.png Brilliant Dropkick
(air) Hk.png Princess Cut
1000 Knockdown.png (vs air)

Command Normals

Command Name / Quote Properties (glossary)
F.png + Hp.png Titan Knuckle
1300 Default Ensemble Choice
(air) D.png + Mp.png Unbreakable Elbow
1000 Knockdown.png

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Cere-rana
1000 Throw.png
(air) Lp.png + Lk.png The Flying Wisegirl
Hold still!
200 x3,

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + P.png Lock n' Load
Lp.png 1075
Mp.png 1450
Hp.png 1800
Default Ensemble Choice (MP)
Qcf.png + Lp.png + Lk.png Diamond Drop
0, 2300 Throw.png
Startupinv.png (vs throws)
Qcb.png + Lp.png + Lk.png Merry Go-Rilla
0, 2300 Throw.png
Startupinv.png (vs hits only, then all attacks, then vs throws only)
Dp.png + Lp.png Diamond Deflector
400 (hit)
300 (proj)
Dp.png + Mp.png Devil Horns
1450 Startupinv.png
Dp.png + Hp.png Cere-copter
Spin to win!
250 x7,
Dp.png + Lp.png + Lk.png Excellebella
I'll slap you... senseless!
0, 150 x5, 1100 Throwonhit.png
B.png (charge) F.png + K.png Tumbling Run
N/A Armored.png
Tumbling Run, then
Run Stop
Tumbling Run, then
1400 Wallbounce.png
Tumbling Run, then
Battle Butt
1400 Armored.png (2 hits)
Tumbling Run, then
Lp.png + Lk.png
Pummel Horse
0, 200 x6 Throwonhit.png
Qcf.png + Lp.png + Lk.png Grab Bag
0, 150 x10,

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR
Hp.png + Hk.png
Unbreakable Elbow
That's our cue!
500 Tag In: An Unbreakable Elbow from the top of the screen.
Qcf.png + Mp.png + Mk.png OR
Qcf.png + Hp.png + Hk.png
Hammer Toss
0 Outtake


Command Name / Quote Properties (glossary)
Qcf.png + P.png + P.png Diamond Dynamo
300x8, 2400 Uses 1 level of Dramatic Tension.
360.png + Lp.png + Lk.png Ultimate Showstopper
And now for something spectacular...
0, 300x4, 100, 3500 Uses 1 level of Dramatic Tension.
Qcb.png + P.png + P.png Diamonds are Forever
A girl's best friend!
0, 2700, 2800 Uses 3 levels of Dramatic Tension.
Armored.png (unlimited)
Low.png (1st hit)
Proj.png (3rd hit)
Wallbounce.png (3rd hit)


Signature Techniques

  • Cerebella's command Throw.png attacks deal heavy damage for individual special moves and often beat the normal throws of other characters. Cerebella players who know when to use all five of her special move throws can pressure than opponent with them the entire round, using them to start a combo into a Blockbuster and even more damage when they succeed. A series of throw set ups, or even resets into throws, can kill a defending character extremely quickly if the opponent panics at close range, can't escape Cerbella's offense, or makes too many bad guesses while blocking.
  • When opponents inevitably run away from the slower Cerebella and her threatening grabs she needs other moves to help her get across the screen. The Glide n' Clap (air HP) substitutes for an air dash in many ways if it's held, moving her forward with a quick glide once per jump. Combining it with her double jump allows her move around in the air with more freedom than some faster characters with an air dash. Restrictions breed creativity!
  • Cerebella's Armored.png moves let her take a bit of damage to go through an opponent's attacks and hopefully get a bit closer. Tumbling Run takes her across the ground much faster than repeatedly dashing, and Lock n' Load has multiple hits of armor for its start up and active frames.

Ensemble Selection

  • Titan Knuckle (→ + HP): This long range Default Ensemble Choice lets the point character combo after the Slide.png on hit, but it may not be as effective as some of Cerebella's better custom Ensemble options.
  • Lock n' Load (↓↘→ + P): Any strength of this attack, including the Default Ensemble Choice MP version, faithfully keeps the Armored.png 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 Throw.png custom Ensemble demands specific defensive measures from the opponent, making it a powerful choice for Cerebella and particularly strong as a Stunt Double.
  • Merry Go-Rilla (↓↙← + LP+LK): The longer range command Throw.png custom Ensemble requires slightly different placement, but can be just as strong as Diamond Drop. Combos after Merry Go-Rilla always require the point character to use the one OTG for the combo.
  • Tumbling Run (← charge → + 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 Startupinv.png anti-air Ensemble.
  • Cere-copter (→↓↘ + HP): As a custom Ensemble choice, this attack can trap opponents in block stun during its multiple hits. This causes significant chip damage from an Ensemble and allows the point character to confirm into a longer combo on hit, making it a top choice for Cerebella.

Move Details

(Need forced damage scaling % for Diamond Deflector, Excellebella)

  • Medici Shakedown (s.MP): An elbow attack from Vice-Versa that causes a Stagger.png 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 Strk.png but does not cause a knockdown, taking the opponent off the ground briefly on hit. The second High.png 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 Rpdfire.png 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 Knockdown.png 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 Throw.png 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 Slide.png 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 Knockdown.png 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 Armored.png 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 Throw.png . Opponents will often run away from Cerebella to avoid the command grab's range, fast start up, Startupinv.png 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 Throw.png 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 Startupinv.png 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 Projectilereflect.png 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 Stagger.png , giving Cerebella time to charge at the opponent unopposed.
  • Devil Horns (→↓↘ + MP): Vice-Versa poses for a Startupinv.png attack that hits mostly above Cerebella, sending the opponent upwards on hit and eventually to a Knockdown.png . 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 Armored.png . 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 Wallbounce.png 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 Armored.png 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 Stagger.png , 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 Throw.png 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 Throw.png 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 Groundbounce.png 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 Wallbounce.png will negate all oncoming enemy projectiles. The Blockbuster hits Low.png 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 Armored.png 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.

Advanced Tactics

Stop staring at boobs and play the game right.

Frame Data

Command Damage Meter Guard Start Up Active Recovery Hit Stop Hit Stun On Hit Block Stun On Block
s.LP 300 2.5% Med.png 6 2 18 7 16 -3 16 -3
300 2.5% Med.png 6 2 15 7 16 0 16 0
s.MP 600 7.5% Med.png 12 3 18 9 22 2, Stagger.png 22 2
s.HP 1125 10.0% Med.png 17 3 26 11 29 1 15 -13
s.LK 400 2.5% Med.png 10 2 14 7 20 5 14 (16 vs air) -1 (1 vs air)
s.MK 650 7.5% Med.png 11 2 23 9 26 2 26 2
s.HK 750, 850 10.0% x2 Med.png , High.png 15 3, (20), 4 20 10, 12 25, 26 3 23, 18 -5
c.LP 250 2.5% Med.png 6 2 13 7 16 2 16 2
c.MP 650 7.5% Med.png 14 6 21 10 25 -1 14 -12
c.HP 1050 10.0% Med.png 14 3 30 12 31 -1 15 -17
c.LK 325 2.5% Low.png 8 3 10 7 15 3 15 3
c.MK 700 7.5% Med.png 11 2 24 9 29 4 14 -11
c.HK 1100 10.0% Low.png 18 2 16 10 14 Sweep.png 14 -3
j.LP 250 2.5% High.png 6 2 27 7 17 -11 17 -11
j.LP, LP, LP, LP... 250... 2.5%... High.png 6 2, (10), 2, (1),
2, (1), 2...
27 7, 5, 5, 5 17... -11 17... -11
j.MP 650 7.5% High.png 14 3 17 11 31 12 20 1
j.HP 1100 10.0% High.png 7, (20), 8 3 15 11 34 17 34 17
j.HP (hold) N/A N/A N/A 7, (20) N/A 12 N/A N/A N/A N/A N/A
j.LK 300 2.5% High.png 7 4 12 7 17 2 17 2
j.MK 750 7.5% High.png 14 11 8 10 22 4 22 4
j.HK 1000 10.0% High.png 13 2 24 11 28 3,
Knockdown.png (vs air)
28 3
→+HP 1300 10.0% Med.png 21 3 22 14 26 Slide.png 16 -8
(air) ↓+MP 1000 7.5% High.png 11 (until ground) 27 12 24 Knockdown.png 24 -6
LP+LK 1000 15.0% Throw.png 9 5 30 N/A N/A Knockdown.png N/A N/A
(air) LP+LK 200 x3, 800 3.0% x3, 6.0% Throw.png 7 3 18 N/A N/A Knockdown.png N/A N/A

Colors and Costumes

Pretty pictures here.

Patch History

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.