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Cerebella
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Voiced by:
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Christina Vee (EN), Toa Yukinari (JP)
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Age:
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18
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Birthday:
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April 11
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Bloodtype:
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B
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Height:
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5' 6
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Weight:
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130 lbs.
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Measurements:
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32D-23-36
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Likes:
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Competition, Showing off, Cats, Professional wrestling, Sudoku, Flirting, Pleasing Vitale, Teasing her roommate Feng
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Dislikes:
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Badmouthing of the Circus, Badmouthing of Vitale, Angry people, Quitters, Cockroaches
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← 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.
- 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.
- 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.
- 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.
- 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.
- 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).
Important moves:
- j.MP - Excellent all around air normal
- j.HP - Both a movement option and disjointed air-to-air
- j.HK - Large, go-to jump-in attack
- c.LK - Gut check them with this, and make them suspect to throws
- s.LK - Amazing 'do everything' anti-air/poking button with a absurdly big disjointed hitbox
- Merry Go-Rilla (214LP+LK) - Use this at the same range you would poke with c.LK and mix-up crouch blocking opponents
Movement
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Walk: |
Slow
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Jump: |
Double jump. Holding j.HP to glide counts as a double jump.
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Dash or Run: |
Long, slow forward and backward dashes
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Air Dash: |
No air dash
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Weight: |
Medium
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Chains
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Standing: |
3 Buttons: OR OR OR
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Crouching: |
3 Buttons: OR OR OR
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Air: |
5 Buttons: OR
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Assists
- Default Assists
- H Lock'n'Load - A single hit, delayed startup 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.
- Noteworthy Custom Assists
- Excellebella (623LP+LK) - An anti-air grab (unblockable while rising) that doubles as a setup assist. Builds a generous amount of meter, has good conversions, and allows characters to build resources due to the lengthy animation.
Move List
Normals
Standing Normals

Tune Up
View hitbox (?)
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s.LP
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Standing
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x1
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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Chains Into Self
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300
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2.5%
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-3
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±0
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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6
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2
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18
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16
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19
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7
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|
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x2
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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-
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300
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2.5%
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±0
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+3
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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6
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2
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15
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16
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19
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7
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- It's a jab, not much use except when you need your fastest normal. Same speed as c.LP, but chains into itself.
- The first hit can chain into c.LP instead of the second hit of s.LP.
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Medici Shakedown
View hitbox (?)
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s.MP
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Standing
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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-
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600
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7.5%
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Stagger (+44) OR +2
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+5
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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12
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3
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18
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22
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25
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9
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- Staggers the opponent if it hasn't been chained into, which is useful for setups.
- Anti-air, has a good horizontal, disjointed hitbox which covers Cerebella's head
- 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.
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Tent Stake Hammer
View hitbox (?)
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s.HP
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Standing
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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-
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1000
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10%
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+1, KD (vs air)
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-10
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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17
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3
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26
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29
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18
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11
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- 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.
- 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.
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Point Cut
View hitbox (?)
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s.LK
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Standing
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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-
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400
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2.5%
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+5
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+2
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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9
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2
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14
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20
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17 (19 vs air)
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7
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- Ridiculous disjointed hitbox, fast startup, and plus frames makes this one of Cerebella's best normals for all around poking and anti-airing.
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Cugine Kick
View hitbox (?)
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s.MK
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Standing
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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-
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600
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7.5%
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+2
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+5
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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11
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2
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23
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26
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29
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9
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- 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.
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Adagio Swing
View hitbox (?)
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s.HK
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Standing
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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High (2nd hit)
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-
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600, 700
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10% x2
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+3
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-2
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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15
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3, (20), 4
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20
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25, 26
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26, 21
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10, 12
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- 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.
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Crouching Normals

Kneecapper
View hitbox (?)
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c.LP
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Crouching
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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-
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250
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2.5%
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+2
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+5
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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6
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2
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13
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16
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19
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7
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- Tied for fastest normal with s.LP, but has more range. Use this if you need a faster poke than c.LK.
- Good for fast OTG pickups, eg. when converting off Excellebella in the corner.
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Enforcer Elbow
View hitbox (?)
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c.MP
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Crouching
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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-
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550
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7.5%
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-1
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-9
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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14
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6
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21
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25
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17
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10
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- 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 very convenient for punishes at a further range
- Unable to crossup opponents not already in hitstun
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Boost-iere
View hitbox (?)
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c.HP
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Crouching
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Mid
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Launcher
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950
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10%
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-1
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-14
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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14
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3
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30
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31
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18
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12
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- 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)
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Diamond Scratch
View hitbox (?)
|
c.LK
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Crouching
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Low
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-
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325
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2.5%
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+3
|
+6
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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8
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3
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10
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15
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18
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7
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- 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.
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Loop de Loop
View hitbox (?)
|
c.MK
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Crouching
|
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
|
Mid
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Launcher
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550
|
7.5%
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+4
|
-8
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Startup
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Active
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Recovery
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Hit Stun
|
Block Stun
|
Hit Stop
|
11
|
2
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24
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29
|
17
|
9
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- A mini-launcher that launches the opponent lower than c.HP. 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.
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Medici Legbreaker
View hitbox (?)
|
c.HK
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Crouching
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Guard
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Properties
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Damage
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Meter
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On Hit
|
On Block
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Low
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Sweep
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1100
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10%
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Soft KD (Invuln.)
|
±0
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
|
18
|
2
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16
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14
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17
|
10
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- 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.
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Jumping Normals

Trapeze Act
View hitbox (?)
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j.LP
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Jumping
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x1
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Guard
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Properties
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Damage
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Meter
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On Hit
|
On Block
|
Mid
|
Chains Into Self
|
250
|
2.5%
|
-21
|
-4
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Startup
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Active
|
Recovery
|
Hit Stun
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Block Stun
|
Hit Stop
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6
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2
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37
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17
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20
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7
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|
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x2, x3, ...
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Guard
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Properties
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Damage
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Meter
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On Hit
|
On Block
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Mid
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Chains Into Self
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250, 100, 100…
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2.5%...
|
-12
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-4
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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1
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2, (3), 2, (3)...
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28
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17…
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20…
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7, 5, 5, 5…
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- 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. (video tutorial). Even just mashing j.LP 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.
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Slap Chop
View hitbox (?)
|
j.MP
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Jumping
|
|
Guard
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Properties
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Damage
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Meter
|
On Hit
|
On Block
|
High
|
-
|
575
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7.5%
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+10 OR KD (vs air, chained into)
|
+4
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
14
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3
|
17
|
31 (29 vs air)
|
23
|
11
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|
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- 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
- 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.
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Glide n' Clap
View hitbox (?)
|
j.HP
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Jumping
|
|
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Guard
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Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
High
|
75% Damage Scaling
|
950
|
7.5%
|
KD (vs air)
|
+4
|
Startup
|
Active
|
Recovery
|
Hit Stun
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Block Stun
|
Hit Stop
|
7, (35), 8
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3
|
15
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34
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37
|
11
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|
|
[ ]
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Guard
|
Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
N/A
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-
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N/A
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N/A
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N/A
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N/A
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
7, (35)
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N/A
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12
|
N/A
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N/A
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N/A
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- 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.
- 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 c.LK or c.LP, 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.
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Single Cut
View hitbox (?)
|
j.LK
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Jumping
|
|
Guard
|
Properties
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Damage
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Meter
|
On Hit
|
On Block
|
High
|
-
|
300
|
2.5%
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+2
|
+5
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
7
|
4
|
12
|
17
|
20
|
7
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- 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
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Brilliant Dropkick
View hitbox (?)
|
j.MK
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Jumping
|
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Guard
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Properties
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Damage
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Meter
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On Hit
|
On Block
|
High
|
-
|
650
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7.5%
|
+1
|
+4
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
14
|
11
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8
|
19
|
22
|
10
|
|
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- 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.
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Princess Cut
View hitbox (?)
|
j.HK
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Jumping
|
|
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
|
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- 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.
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Command Normals

Titan Knuckle
View hitbox (?)
|
f.HP
|
+
|
|
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 > f.HP is used in some optimal combo routes.
- Good for long range punishes on bad assist calls.
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Unbreakable Elbow
View hitbox (?)
|
j.2MP
|
Jumping +
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Guard
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Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
High
|
-
|
800
|
7.5%
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KD
|
-16 (-2 IOH)
|
Startup
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Active
|
Recovery
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Hit Stun
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Block Stun
|
Hit Stop
|
11*
|
until ground, 4
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17
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24
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22
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12
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- 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 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.
- 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.
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Throws

Cere-rana
View hitbox (?)
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Throw
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+
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Guard
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Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
Throw
|
50% Damage Scaling
|
1000
|
5%, 10%%
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KD
|
N/A
|
Startup
|
Active
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Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
7
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1
|
28
|
N/A
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N/A
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N/A
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|
|
- 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 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.
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The Flying Wisegirl
View hitbox (?)
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Air Throw
|
+ (in air)
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Guard
|
Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
Air Throw
|
50% Damage Scaling
|
200 x3, 800
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0%, 3% x3, 6%
|
KD
|
N/A
|
Startup
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Active
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Recovery
|
Hit Stun
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Block Stun
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Hit Stop
|
7
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3
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18
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N/A
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N/A
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N/A
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|
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- 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.
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Team Moves

Break-in Elbow
View hitbox (?)
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Guard
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Properties
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Damage
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Meter
|
On Hit
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On Block
|
Mid
|
Tag
|
500
|
7.50%
|
Sliding KD *
|
-36
|
Startup
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Active
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Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
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20
|
(Until ground), 2
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41
|
10
|
13
|
12
|
|
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- 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.
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Hammer Toss
View hitbox (?)
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Guard
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Properties
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Damage
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Meter
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On Hit
|
On Block
|
Mid
|
Snapback
|
0
|
-100%
|
N/A
|
-37
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Startup
|
Active
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Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
12 + 3
|
3
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22
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N/A
|
13
|
(9) 13
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- 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.
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Specials

View hitbox (?)
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Lock n' Load
|
+
|
|
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
|
Mid
|
-
|
900 (100)
|
(2.5%), 13.8462%
|
+1
|
-6
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Startup
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Active
|
Recovery
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Hit Stun
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Block Stun
|
Hit Stop
|
24
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9
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22
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24
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17
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9
|
|
|
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Guard
|
Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
Mid
|
Armor (1 hit)
|
1150 (100)
|
(2.5%), 18%
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+3
|
-6
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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28
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9
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22
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26
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17
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9
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|
|
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Guard
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Properties
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Damage
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Meter
|
On Hit
|
On Block
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Mid
|
Armor (2 hits)
|
1400 (100)
|
(2.5%), 18%
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+6
|
-6
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Startup
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Active
|
Recovery
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Hit Stun
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Block Stun
|
Hit Stop
|
36
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9
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22
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29
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217
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9
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- 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)
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"Backatcha!"
View hitbox (?)
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Diamond Deflector
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+
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Whiff
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Guard
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Properties
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Damage
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Meter
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On Hit
|
On Block
|
N/A
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-
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N/A
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(2.5%)
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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22
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N/A
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21
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N/A
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N/A
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N/A
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- 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 f.HP 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.
- Moves that can be reflected
- Filia: Ringlet Spike, Trichobezoar
- Cerebella: Diamond Deflector (deflection), Diamonds Are Forever
- Peacock: s.HP, j.MK, j.HK (Avery), BANG BANG BANG!, George's Day Out, Boxcar George, George at the Air Show, Shadow of Impending Doom, Fire in the Hole!, Argus Agony
- Parasoul: Napalm Shot, Napalm Toss (timed or manual explosion from any tear), Tag In, Silent Scope, Motor Brigade, Inferno Brigade
- Ms. Fortune: Headbutt, ZOOM!, Decap Attack, Cat Strike, Cat Spike, Feline Allergies, Tag In, Snapback (the resulting attack from hitting the head), The 5th of Dismember (2nd hit)
- Painwheel: Gae Bolga Stinger (all versions)
- Valentine: Dead Cross, Flew Shot, Checkmate Incision
- Double: j.HK (Avery), Luger Replica, Catellite Lives, Ring Laser, Bomb
- Squigly: Tremolo, Squigly Battle Opera, Inferno of Leviathan
- Big Band: Strike Up the Band (missile attacks after sucessful initial hit)
- Eliza: c.MP (2nd hit), Upper Khat, Dive of Horus
- Fukua: Love Dart, Forever a Clone (LK and HK only), Blown Kiss, BFF
- Beowulf: Hurting Hurl (Assist only)
- Robo-Fortune: j.HP, c.HK, Theonite Beam, Headrone RAM, Headrone Impact, Headrone Salvo, Catastrophe Cannon (All versions)
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"Rock n' roll!"
View hitbox (?)
|
Devil Horns
|
+
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Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
Mid
|
Invuln. (Full)
|
1200 (100)
|
(2.5%), 13.84%
|
KD
|
-29
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Startup
|
Active
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Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
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18
|
3
|
48
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18
|
21
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16
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- 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.
- Used in high-damage combo routes on light characters.
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"Spin to win!"
View hitbox (?)
|
Cerecopter
|
+
|
|
Guard
|
Properties
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Damage
|
Meter
|
On Hit
|
On Block
|
Mid
|
-
|
275 x7, 500 (20 x7, 300)
|
(2.5%) 2.5% x7, 3.6%
|
KD
|
-18
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
19
|
2, 4, 4, 4, 4, 4, 4, 4
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34
|
12 x7, 16
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15 x7, 19
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2 x7, 12
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- 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.
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View hitbox (?)
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- 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.
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"Round and round we go!"
View hitbox (?)
|
|
Guard
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Properties
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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
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|
- Mid range command grab which whiffs at point blank.
- 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.
- 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.
- Against Big Band, it will connect even at point blank, and at farther ranges than from other characters.
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"I'll slap you... senseless!"
View hitbox (?)
|
|
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)
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- 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.
- 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.
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"Try this on!"
View hitbox (?)
|
|
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
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- 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.
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|
|
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
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16
|
N/A
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N/A
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N/A
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- 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.
- 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.
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Run Stop
|
During Tumbling Run:
/
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
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N/A
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N/A
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16
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N/A
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N/A
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N/A
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- Stopping Tumbling Run short causes an identical animation to the recovery frames of the run.
- Cancelling s.HP to Tumbling Run 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).
- Similarly, canceling your hitconfirm string on block can improve the frame advantage.
- The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
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"Buweh~"
View hitbox (?)
|
Kanchou
|
During Tumbling Run:
/
|
|
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
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Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
2, (at most 28), 8
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4
|
42
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17
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20
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18
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|
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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
|
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- 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.
- s.HP 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.
- c.MK j.MP j.HK (restand) works on the entire cast and doesn't consume OTG, though it is more difficult on Double.
- Devil Horns 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 Diamond Dynamo and then picking them up OTG.
- The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
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View hitbox (?)
|
Battle Butt
|
During Tumbling Run:
/
|
|
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.
- 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.
- * 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.
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"Magnifique!"
View hitbox (?)
|
Pummel Horse
|
During Tumbling Run:
+
|
|
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) 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
- 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.
- Invulnerable to throws during all start up and active frames through 6f of recovery.
- The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
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Supers

View hitbox (?)
|
Diamond Dynamo Level 1
|
+ +
|
|
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
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54
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30 x8, 22
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33 x8, 25
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(7), 3 x8, 17
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- 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.
- 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.
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"Here we go! Get ready for a showstopper!"
View hitbox (?)
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Ultimate Showstopper Level 1
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+ +
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- 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.
- 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
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"A girl's best friend!"
View hitbox (?)
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Diamonds Are Forever Level 3
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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Low (1st hit), Mid
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Hyper Armor, 45% Min. Scaling, Projectile
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0, 2400, 2800 (0, 600, 400)
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-300%
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Wall Bounce
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+14
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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28
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5, (29 + 0), 5, (8), --
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35
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35, 30, 25
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38, 33, 28
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15, (5), 8, 20
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- 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.
- The first hit will never hit an aerial opponent.
- If used as a DHC, the move has an additional 1f of start up after the flash.
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Taunt

"Come on, babe..."
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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N/A
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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N/A
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N/A
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81
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N/A
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N/A
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N/A
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- Increases the chance of Scribble Cat appearing after a successful Lock N' Load to 25%.
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Combos
Beginner Combos
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
- 1.
- c.LK > c.MP > c.HK
- A basic ground chain combo ending in sweep. Safe on block.
- 2.
- c.LK > c.MP > s.HK xx Cerecopter
- A basic ground chain combo ending in a special cancel. Unsafe on block.
- 3.
- c.LK > c.MP > s.HK xx Cerecopter xx Diamond Dynamo
- A basic ground chain combo ending in a super cancel.
- 4.
- c.LK > c.MP > c.HP,
- j.MK > j.HK,
- (OTG) c.LK > c.MP > c.HP xx Excellebella xx Diamond Dynamo
- A basic combo that utilizes an air chain.
- (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
- Videos: Cerebella combo playlist
- Midscreen / Corner - 7292 dmg (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 (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 (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>
*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>
*On Big Band you can do cLK cMP cHP, jLPxN jHP restand.
- Diamonds Are Forever (midscreen wallbounce)
- dash* otg cLK cMK**
- jMP jHK
- <stuff>
*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.
**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
*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>
*jHK only works from roughly superjump height and above.
- Merry-Go-Rilla*
- microdash, otg cLK cMK
- jMP jHK (restand)
- <stuff>
*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>
*Difficult on Double.
**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
Advanced Bella resets and burst baits compilation
Cerebella "cMK runstop sLK" resets
Bella stuff
Strategy
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- Goals
- Offense
- Neutral
- Defense
- Other techniques
Counterplay
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- How to beat this character
- Counters to common techniques
Punishing Bella's level 3 on block
Resources
Colors
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