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Night Phyre's Easy-Mode Combo Flowchart (for Cerebella)!

Kai

Go Home And Be A Family Man!
Updated June 8th, 2014​

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VIDEO HERE

I'm actually gonna be updating this soon for true universality, but the advanced path is still the same, and that's the one you're working towards. This chart helped a lot of people on Reddit while Skullheart was down, and I'm hoping that it can help even more new folks here.
 
Thank you so much for this chart. Her combos aren't hard but doing them takes more out of me than others. All that jab mashing.
 
I find it a lot easier to only use 3 jabs like in the video below. The timing takes a little getting used to but it's a million times more consistent once you get it down after a little practice.
That actually really helps me, thanks. :) I recently tried to get a simplistic Cerebella combo down, but kept dropping the mashed j.LPs.
 
Something that works for me is to not look at the character during the mashed section, and continue mashing until you've heard the two s.LPs.

I just look at the combo counter on the side, and once I hear that I did the two s.LPs, I can continue the combo.
 
I find it a lot easier to only use 3 jabs like in the video below. The timing takes a little getting used to but it's a million times more consistent once you get it down after a little practice.
Would this not be less damage?
 
Would this not be less damage?
Less jabs = less damage scaling = more damage overall in the combo. Unless j.lp causes consistent damage scaling no matter how many punches are mashed, but I doubt that.
 
One thing that I found misleading when I was learning it is the concept of MASHING j.lp. Which implied to me that you spam the button as hard as you can, when its a lot better to just hit it a constant rate all the way down.
 
what's the damage on the advanced combo? you should probably include them in future charts.
 
what's the damage on the advanced combo? you should probably include them in future charts.
It changed from sde to mde, so it'd be out of date anyways. Advanced damage used to be 8800, now it's 8100. She got some pretty rough nerfs to her normals.
 
Just stopping in to say thanks, as a long time casual fighter and beginner Skullgirls and Bella fan/player, this thread has been an awesome starting point for learning how to combo with her. Looking back now, I guess it was probably a timing thing (the j.mk and j.mp), that was giving me trouble but I was having a hell of a hard time figuring out any combos of decent length out with her for a while.
 
So today I decided to consult this chart in order to practice a new combo now that my combo is shit thanks to Mike nerfing her damage across the board. Found out that the "beginner" combo sev gave me a couple of months ago is almost identical to the advanced combo on this chart.

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So today I decided to consult this chart in order to practice a new combo now that my combo is shit thanks to Mike nerfing her damage across the board. Found out that the "beginner" combo sev gave me a couple of months ago is almost identical to the advanced combo on this chart.

sev.gif
Sounds about right. Noob advanced = severin simple.
 
I find it a lot easier to only use 3 jabs like in the video below. The timing takes a little getting used to but it's a million times more consistent once you get it down after a little practice.
This is a godsend, thank you.
 
This is a godsend, thank you.
I don't know if Mr. Peck is on skullheart, but I definitely cannot take credit for that video - that's 100% him. I just found it very helpful and posted it here.
 
I just picked up Cerebella as an anchor addition to Val/Fil, and for my life I couldn't figure the timing of ending with j.hp out lol, I was just mashing lp all the way down which obviously scales things all to hell.
 
j.lp mash is stupidly stun efficient at max scaling. Also, good work finding the titan knuckle headbutt thing, I thought that was gonna be my little secret for a while. :(

Pity you can't titan knuckle run-stop without using otg, that would be pretty sick.
 
Pity you can't titan knuckle run-stop without using otg, that would be pretty sick.
Maybe if you somehow managed to hit your opponent super high in the air...

brb programming macro
 
Using the early lp was the only way I could get it to work. There was no other normal fast enough that could link after the run-stop. :(
 
hi here's my early contribution to the fHP runstop thing, this is really unoptimized but I just wanted to show what was possible.

edit: haha holy fuck I have 40 stun left and this does 11k. Why mike, why.
edit2: shoutouts to tweetdeck fucking with my audio at the very end

 
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So it IS possible to link something other then jabs then. Nice job man.

In hindsight, I should have probably tried it on someone other then Peacock. lol
 
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Wow, wtf. I spent like 2 hours playing around with it and never got anything to link before the otg. >_<
 
Anybody have a mid-screen combo with better damage then the one in the flowchart? I've been using it for a while now and, since the damage nerfs its not cutting it anymore.

Its barely 8K for 1 meter where as most characters can do 8K or more meterless.
 
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Back in SDE I was using a combo that did 10k midscreen against light characters and using updo assist, but it's pretty hard doing it this way:

c.lk, c.mp, c.hp, j.mk, jhk
c.lk, c.mk, j.mp, j.hk
s.hk (2 hits), updo, kanchou, devil horns
c.mp(very hard link), c.hp, mash j.lp, j.hp
s.lp, s.lp, c.mp, s.hk, cerecopter, dynamo

or you can skip the first air chain and start with c.lp, c.mk to keep the otg and make it a billion times easier while still doing more damage than the main bnb.
 
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