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.
Cerebella is a grappler with a diverse tool-kit and good normals. Her two command grabs will strike fear into anyone in range of them, and she has the tools to incorporate a variety of nasty resets into her combos.
Command grabs: Cerebella has two command grabs, Merry Go-Rilla (214LP+LK) and Diamond Drop (236LP+LK). They're both great 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 2LK to tag opponents attempting to jump away.
Movement: Cerebella has a few unique movement options to aid in her task of getting close to the opponent. Her jHP will glide through the air if held down, functioning as a pseudo-airdash. She has an armored run special move (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 (6~HK) can allow her to bypass zoning options and close distance.
Kanchou: One of her run follow ups, Kanchou (6K~[MK]), is a devastating cross-up attack. Setting up opportunities to land this move as a reset in creative ways will put the fear into your opponent. In fact, they may be so scared they will glue their stick to the up-back position or even start holding forward - in either case, the mental battle is entirely in control of the Cerebella player. It must be used carefully, however, since it's horribly minus on block.
Resets: The corner stone of her reset game lies in her c.MK. It will launch the opponent at a low height, and when combined with instant run stops, it can set up a variety of resets.
Projectile reflect: Any character with a projectile has to stay aware of her projectile reflect, Diamond Deflector (623LP). Using it against opponents attempting to end blockstrings with a projectile and grant a full combo, and using it against predictable zoning will usually at least end in a sliding knockdown with 6HP.
Reversals: Cerebella is blessed with a few different reversal options. Diamond Dynamo (236PP) is a level 1 reversal super which has a great anti-air hitbox and leads into a combo with a DHC, or if it ends near the corner. Her 360 super (360LP+LK) is the most damaging level 1 reversal in the game and the damage can be exchanged for a 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 (6K~HK), and Diamond Drop (236LP+LK).
2LK - Fast, low hitting attack with good reach. Gut check them with this, and make them suspect to throws.
Merry Go-Rilla (214LP+LK) - Far reaching command grab. Use this at the same range you would poke with 2LK and mix-up crouch blocking opponents
jMP - Excellent all around air normal
jHP - Both a movement option and disjointed air-to-air. When just tapping it to attack, it will halt her jump momentum. You can also hold HP to glide through the air and release to attack.
jHK - Jump in with lots of vertical reach and is active for a long time.
6HP - Her furthest reaching attack, and causes a sliding knockdown. Be careful using it too predictably, as it's slow and easy to punish on whiff.
Staggers a standing opponent if it hasn't been chained into, which is useful for setups since it provides massive frame advantage (+44 if they shake, +47 when runstop canceled).
Horizontal and disjointed hitbox which covers Cerebella's head makes it a useful anti-air.
The hitbox covers behind Cerebella's head, which makes it good for incoming crossups.
The stagger is also useful in corner carry / side swap combos. While the opponent is staggered, Cerebella can use Kanchou feint (6K~MK) or Diamond Drop to side swap, or Tumbling Run (6K) to push them further to the corner and continue the combo.
Can combo into MGR in the corner with a runstop and backdash, even if they shake the stagger.
Moves Cerebella forward, making it very useful for hit confirm strings.
The forward movement is used for a kara-grab with MGR or DD. (Special cancel this move on whiff into either of those moves after the forward movement of 2MP). This gives Cerebella a quick boost forward before performing the grab, effectively increasing the range of at the cost of startup frames.
The forward movement is very convenient for punishes at a further range.
Unable to crossup opponents not already in hitstun.
A mini-launcher that launches the opponent lower than 2HP. An essential component of her reset game.
Doing 2LK 2MK Run Stop can set up her basic reset. As they're coming down, you can either air throw or hit them with 5LK before they can get an air button out. If they won't press anything, you can perform a mixup on the ground, such as 2LK, MGR/DD, jHP/j2MP, or Kanchou.
Cerebella's only other chainable low move after 2LK, and unfortunately it's a sweep so there's no reward for hitting it besides a soft knockdown. However, it's not as minus as most sweeps, it's even on block so at worst your turn will end.
Runstop canceling this move does not change its frame advantage.
High damage, so can be used in combos when hitting OTG.
Pressing the button once is a good normal on its own, it's tied for fastest air normal in the game and has a huge hitbox underneath Cerebella. Ideal air-to-air to disrespect air resets, to hit people below her, or to counter slow jump-ins.
After the first hit, the button can be pressed any number of times for follow up hits. This enables an essential restand with the air chain jLPx3 > jHP. (video tutorial). Even just mashing jLP until Cerebella lands will restand, which is useful if undizzy is a concern.
Chaining the same move into itself can't trigger IPS if the first hit does not trigger IPS.
Outstanding disjointed air to air move that alters Cerebella's air momentum and has generous hitstun and blockstun. Great move to use when Cerebella has the opponent trapped in the corner
Pressing and holding HP will have Cerebella glide. Releasing HP will have her perform the move, and holding HP for the entire glide will end the glide without performing the move. Cerebella can interrupt the glide with j2MP or Grab Bag, but cannot block. Only one glide can be preformed per jump and it can't be used after a double jump.
Will hit as an instant overhead against crouching opponents by jumping and then immediately tapping HP.
Neutral jumping works at point blank range on the entire cast, but if you're too far away you may want to upforward before tapping HP instead.
The blockstun makes it safe and the hitstun allows for a confirm into a 2LK or 2LP, albeit at 75% damage scaling.
The lowest possible jHP is technically +17 on hit, but Cerebella is still airborne after recovering, so realistically you are about +12 when you touch the ground.
Likewise on block, technically +20 but more like +15.
Very long active period and can hit very low to the ground, but difficult to convert from and the ranges you would want to use it as a poke besides from chaining into jHP. Combo fodder and sometimes used in specific setups, such as safejumps. Doesn't see much use otherwise.
Cerebella drops to the ground where she will, on hit or miss, go through a recovery animation as she gets up. The attack has active frames as Cerebella falls and a minimum 4 active frames as she hits the ground, no matter what.
Can be used as a surprisingly big button to catch people who are underneath Cerebella off guard. It can even cross-up in some situations
Used as an instant overhead. It's -2 on block if done as IOH, unlike jHP which has much more advantage, and a bit harder to convert off of from a distance. It also has to use up OTG to convert off of it. The upshot is it's less likely to whiff, and doesn't scale to 75% like jHP.
Even if you perform this move right as Cerebella lands, you get those additional active frames when landing with 0 frames (or similarly fast) of startup, making it a unique option against air resets done very close to the ground.
* If done as soon as possible after jumping, this move gains 2 frames of startup, or 1f if done after 1f of jump animation. This consistently makes instant j2MP at least 17f.
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)
When any projectile that comes in contact with Cerebella during this move, it's reflected back as its own gem projectile that travels horizontally and absorbs all other projectiles in its way. The gem causes a stagger on hit, even against air opponents who will fall to the ground then enter stagger. The follow up is scaled to 85%. Cerebella becomes invulnerable to projectiles during the recovery of a successful reflect.
Essential tool in matchups against zoners.
If Cerebella is too far away to dash up and confirm into a full combo from the stagger, landing 6HP is also a good choice that works from further ranges and causes a sliding knockdown.
Unlike other moves that cause stagger, hitting with multiple gems will not put the opponent in a regular hitstun; the stagger length is simply reset.
Window for reflection is 22f total, beginning with the first frame of start up.
Moves that can be reflected
Filia: Ringlet Spike, Trichobezoar
Cerebella: Diamond Deflector (deflection), Diamonds Are Forever
Peacock: 5HP, jMK, jHK (Avery), BANG BANG BANG!, George's Day Out, Boxcar George, George at the Air Show, Shadow of Impending Doom, Fire in the Hole!, Argus Agony
Parasoul: Napalm Shot, Napalm Toss (timed or manual explosion from any tear), Tag In, Silent Scope, Motor Brigade, Inferno Brigade
Ms. Fortune: Headbutt, ZOOM!, Decap Attack, Cat Strike, Cat Spike, Feline Allergies, Tag In, Snapback (the resulting attack from hitting the head), The 5th of Dismember (2nd hit)
Painwheel: Gae Bolga Stinger (all versions)
Valentine: Dead Cross, Flew Shot, Checkmate Incision
Double: jHK (Avery), Luger Replica, Catellite Lives, Ring Laser, Bomb
Squigly: Tremolo, Squigly Battle Opera, Inferno of Leviathan
Big Band: Strike Up the Band (missile attacks after sucessful initial hit)
Eliza: 2MP (2nd hit), Upper Khat, Dive of Horus
Fukua: Love Dart, Forever a Clone (LK and HK only), Blown Kiss, BFF
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.
Point blank command grab. One of the fastest startups in the game at 4 frames, which will beat out and/or punish lots of moves most characters can't.
Sends the opponent behind Cerebella far away enough where Cerebella can't convert unless they're thrown into the corner. In that case, micro dash 2LK will convert. Otherwise, Dynamo will bring them a bit closer to the corner, but you will still need the corner or a DHC to lead into a full combo. Meterlessly, 6HP can tack on a bit more damage, and if you have the right assist, such as M Beat Extend, you can use this method to get a meterless full conversion outside of the corner.
Anti-air grab that is unblockable during the rising portion of the opponent's jump. If the opponent is on the way down, it is blockable and functions like a hit grab. Good to use against opponents stuck on up-back or as a situational anti-air.
Can convert with an OTG 2LP or 2LK in the corner, but midscreen you will need to cancel to Dynamo to get anything.
Builds the most meter out of any of Cerebella's moves. Builds significantly less meter when used for a second time in a combo.
Good combo ender alternative to Cerecopter that sacrifices damage for better meter gain. You could do 5LPx2 5MP 2HP xx Excellebella xx Dynamo (easier), or 5LPx2 c.MK 6HP xx Excellebella xx Dynamo (more optimal/difficult).
Useful assist for characters that can build resources (Valentine vials, Squigly charge, Beowulf hype, Big Band taunt, Robo-Fortune heads), as it allows them to build said resources mid-combo without any risk.
However, Excellebella builds a lot less meter as an assist, and forces scaling down to 33%. It's important to not use it early in a combo.
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.
Cerebella charges forward with 1 hit of armor. Using the run to traverse the screen is faster than her dash, if a bit more committal. During this move she has access to 3 different follow up moves: Kanchou (MP or MK), Battle Butt (HP or HK), or Pummel Horse (LP+LK). The run can be stopped manually by pressing LP or LK.
The strength of the kick move used determines how long the run will go for before automatically stopping. LK is short, MK is medium, and HK is long. Since you can manually Run Stop at any point during the run anyway, this is a bit pointless. Always use the HK run when trying to cover ground.
A devastating cross-up attack. Cerebella attempts to pass through the opponent as MK is held, and only executes the attack as long as she successfully crosses up. Tapping MK will do a feint, where she attempts to crossup but will not perform the move.
Horribly minus on block.
The time it takes to cross up can vary depending on distance and character width. This is especially noticeable on Big Band.
The portion of this attack where Cerebella passes through the opponent is also projectile invulnerable.
Using this move for the 2nd time in a combo will result in a regular knockdown.
The attack is not super cancelable before the active frames, however the recovery of the feint version is.
Setting up opportunities to land this move as a reset in creative ways will quickly build up fear in the opponent. In fact, they may be so scared they will glue their stick to the up-back position or even start holding forward. Even though this move is extremely risky, the opponent will have to keep it in mind.
5HP xx Kanchou is used in some midscreen combo routes.
When hitting the opponent fullscreen for a wallbounce, there are a few possible combo conversions without assists.
c.MK jMP jHK (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 2LK 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.
Instant Kanchou can be selected as an assist with 6MPMK, but it isn't a very useful assist since it's easy to stuff, the opponent doesn't need to block the other way to block it, and converting off it can be awkward. One upside is that it's difficult to punish on block since the opponent is facing the wrong way.
The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
Vice-Versa grows some horns as Cerebella preforms a leaping headbutt, with 2 hits of armor independent from Tumbling Run.
Cerebella is airborne during the active and recovery frames of the headbutt, making it impossible to cancel to super or to be thrown (but you can still be airthrown).
This move is very hard to challenge with its armor, relatively fast startup, and large hitbox that can even hit opponents in the air. But it's awfully minus and you will be puinished if it's blocked. Can be used during a run if you see the opponent committing to something you can armor through.
Calling an assist and performing Battle Butt is a great way to force your way into close range, since the assist should cover your frame disadvantage.
Can be selected as an assist with 6HPHK. Potentially a useful assist due to its 2 hits of armor, fast startup and high damage, but more difficult to confirm off of than H Lock n' Load.
* Damage increases to 2000, hitstop increases to 25, and adds a bonus points visual effect when the opponent is at 1500 HP or lower. (video guide)
The first armored frame in the frame data graph is from the first frame of run needed to execute this run follow-up.
A reversal super with a good hitbox, and also used for conversions from her command grabs.
If this super leads to the corner, Cerebella can convert on her own with an optional micro dash into 2LK > c.MK.
If the super ends midscreen, the options are more limited:
On her own, Cerebella can always land a 6HP, or Cerecopter on some characters. If these won't kill or reduce the number of touches needed to kill, consider doing a Tumbling Run to keep pressure on the opponent instead.
When combined with certain assists, 6HP + assist can lead to a full combo. See the Conversions section for more information.
Otherwise, this super is easy to DHC from to add damage or to eventually lead to a combo, depending on your team.
The first hit will not hit as crossup if the opponent is not in hitstun.
The first three hits will prevent dead opponents from becoming invulnerable once they reach a wall, to prevent a situation where Dynamo is punishable by the incoming character on hit.
There is a ~3f buffer for attacks after Dynamo.
On hit, dash inputs are disabled for 13f after recovery.
If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).
A fully invulnerable command grab that cannot be jumped after the flash (0f startup after the flash, and 1f of super flash hitstop).
Unlike Dynamo, this super can be converted from without meter anywhere on the screen, thanks the ability to cancel into Devil Horns before the final, damaging hit. If the super won't kill (which, due to the high damage, it will in many circumstances), you can trade the damage for a conversion. This conversion can do somewhat more damage than the final hit would have without spending more meter (albeit at the cost of undizzy), but See the Conversions section for more details.
You can DHC after the final damaging hit, allowing for both damage and conversions if you have the meter and the right team.
Examples of DHCs that can lead to a combo: Double BoG, Parasoul Level 3, Beowulf Airwulf, Squigly MKHK or LKHK SBO, Eliza Level 3, Painwheel Hatred Install, Robo-Fortune Magnet or Level 3, Peacock Lenny.
Excellent range and speed enables punishes against attacks that are typically considered safe.
As a DHC, it has an additional 1f of post-flash startup and removes all hitstop on the opponent, making it jumpable.
If it starts a combo and is cancelled into Devil Horns, both the Devil Horns and the chain after will be Stage 2 (ie. doesn't build undizzy, not tracked by IPS).
A two part super with the entire duration protected by hyper armor, which can be hit any number of times without breaking and cannot be swept.
The first part, before the flash, has extremely slow startup, hits low, and does no damage.
The second part is after the flash where Cerebella punches (2400 damage) and hurls a diamond forward (2800 damage). The punch will only hit up close. The diamond will pass through and destroy all oncoming enemy projectiles and cause a wall bounce on hit.
Easy to convert from OTG after a fullscreen wallbounce, and still possible to convert closer to the corner. See the Conversions section for details.
Up close the attack is very safe, but the opponent can challenge a follow up from Cerebella with a PBGC.
The first hit will never hit an aerial opponent.
Easily thrown or avoided by jumps and crossups when used as a reversal, but has very good reward on hit, especially if they are counterhit by the second hit and/or sent midscreen for a wallbounce.
If used as a DHC, the move has an additional 1f of start up after the flash.
Low damage per meter when used as a combo ender, but a very good DHC when under 240 undizzy and at full scaling. The damage is a respectable 3.3k, you can continue the combo after the wallbounce midscreen, and the next few moves will benefit from the DHC's scaling reset.
If it starts a combo, the next chain will be Stage 3 (ie. builds undizzy, watched by IPS).
"Come on, babe..."
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Increases the chance of Scribble Cat appearing after a successful Lock N' Load to 25%.
No air reversal so air resets can be effective, but make sure they can't be disrespected by her 6f jLP.
Average mobility so keepaway can be effective (dependent on assists)
Has a lot of good reversal options that need to be baited and punished, know your HCH combo routes.
Fast multi-hit IADs beat out a lot of her favourite tools.
Counters to common techniques
Pushblock away jMP jump-ins to avoid the MGR/2LK mixup afterwards.
jHK can be anti-aired and air-to-aired since it's not very disjoint, fairly slow, and has low horizontal range. A land cancel punish is technically possible if their jHK timing is very predictable.
jHP can be hard to contest, but don't be afraid to try and air-to-air it midscreen since air-to-air jHP can't really be converted.
When subjected to a MGR/2LK 50/50, neutral or forward jump can punish MGR's long recovery with a falling button.
Pretty much all of her options out of tumbling run are beaten by upbacking (level 3 beats upbacking, but it's reactable).
When baiting reversals, one option is to neutral jump and hold downback. This will beat her most common reversal options (dynamo, level 3, 360).
Level 3 is plus on block, but pushblocking her away will waste her 3 bars and avoid a mixup. You can punish or create an advantageous situation with a PBGC. Video
Deflector can be baited and punished (with jump-ins, assist calls, supers, Peacock crossup teleport, etc). Robo-Fortune can predict a beam reflect attempt and dash up to hit a button.
Kanchou has a distinctive sound that is reactable at some spacings, and you get an easy and huge punish for blocking it. If your opponent is kanchou-happy you might want to try upforwarding out of resets.