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Cerebella Combo Collection (Alliteration)

MGR, c.mk, c.hp, j.hp, j.lp, j.hp,
c.mk

To save some undizzy and the light, letting you do another chain after devil horns.

Seems Extremely Difficult to get that link. I did however learn to convert into Devil horn Loops to get 8.6 off of MGR
 
Seems Extremely Difficult to get that link. I did however learn to convert into Devil horn Loops to get 8.6 off of MGR
iirc lowest possible j.hp leaves you at +19, even if you get it a little bit high that link is actually pretty easy.
 
I just realized I missread your post and was trying to do it with 1 j.lp and not multiple. Im a Complete Tard.Yeah that should be alot easier. I did however find out it is possible to do with 1 j.lp just really hard lol
 
Well, it works a little better on different duos, and c.mk sometimes flat out refuses (or chooses to be incredibly inconsistent) on certain duos, where OTG s.lk, c.mk seems to hit everyone indiscriminately (this can work against Squigly/Band). On characters it works on, c.mk etc. with an extra c.lk, c.mp, s.hp, runstop works (adds about 700 dmg) but when I have the chance it's important to just focus on getting the kill as early as possible.
 
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That was not an OTG there...And you need the otg at the end for the titan knuckle.
It's a Birthday Drop (resets the combo on the assist) they regain their OTG, letting Titan Knuckle connect.
 
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but since it's a Birthday Drop (resets the combo on the assist) they regain their OTG, letting Titan Knuckle connect.
Ooow right, forgot that. Everything is clear now.
 

yo I've been without internet but pretty busy

(that bella/bypass starter has a way better combo on lights that I'm working on btw so I'll probably release an updated video at some point)
 

If you get hit with your back to the corner you're dead. 2v2 it almost kills from 3 bar start, if you get a second Dynamo. Just fiddle with it, get like 15.3k dmg from Dynamo, sideswitch, dynamo, lvl 3.
 
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snip
Love it, the sideswitch excelebella was cool! Remember, every time you land a devil horns in a combo an angel gets to rock
 
c.lk c.mp c.hp
j.mp j.mk land
dp+throw qcf+pp
f+hp (beat extend M) whiff kanchou
kanchou
whiff hk dp+mp
dash lp-lp mp hp pummel horse
dash c.lk c.mp c.hp dp+throw dynamo

8.9k, builds the second meter, impractical but neat.
 
Ok, I've been messing around in beta to work out some 1 reset kill strats.

This should work on lights everywhere, but might need a different follow up combo on heavies
such at this

you can also go low like this

in 3v2 a burst will kill, so they should be scared to tech throws or mash out of the c.mk resets
 
Without beat extend it's a bit trickier to do 1 reset kills but I got something worked out for my current team:

This can be made easier by going straight to HP+assist as the otg, but might need a bit more work if you go for the command grab option

This one is way too much work, but killing off one burst if you have the execution should put some fear in duos. There is an easier Eliza followup if you get to the corner quickly. instead of c.mk HK(kara) dp+lp P P into the j.mk section, you can go c.mk hp-hp-hp(cerecopter assist) lp-lp-lp mk hp-hp-hp qcb+hk qcf+pp dhc to monster hp(before the hitgrab) then qcf+hp(after hitgrab) into a full chain.
 
here's a more practical 3v2 burst punish for Bella with slide assist. it's universal and works everywhere except when you start completely cornered, but there's a simple change to make that work too. The only tough part really is getting the runstop into trigger against heavies since you need to dash in after kanchou.

 
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