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Cerebella Combo Collection (Alliteration)

Honey this video is before Cerebella's damage got scaled. it is still pretty awesome tho
It is also before the cast-wide health buff. Now, with the more optimal cLK cMK sHP excellebella ender, it is 479 damage shy from killing.
If you add devil horns before the snap back, you are then 100 damage shy. Actually you'll need way more than an additional hundred damage, because you'll need to kill with the last hit of dynamo without the on-head damage boost.
 
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Anyone know a good universal corner HCH combo off of cr.HP? Most of them seem to be lights only.
 
Anyone know a good universal corner HCH combo off of cr.HP? Most of them seem to be lights only.
Edit: Misread your post. Didn't see "corner". Uh... the rest applies to midscreen. I don't really have a corner combo tbh.

If possible, I'd suggest punishing with j.hp instead. You can j.hp, c.lk, c.mp, s.hp, Kanchou for no undizzy. If you just go straight into c.hp, the following chain starts building undizzy. j.hp starts in 19 frames so it's a bit slower than than c.hp (14 frames), but the damage is worth it when you can get it.

For comparison, off of j.hp HCH I can get 11817 for 2 bars or 10507, but off of c.hp I only managed 9016 (and without a second character can only do one super (assuming you do j.mk, j.hk follow instead of j.lp mash)). In fact, at that point you may as well do c.lk, c.mp, s.hp as a counter hit, cause that gets 10183 with 2 bars, and 9086.

My 11817 combo, btw, is:
j.hp,
c.lk, c.mp, s.hp, Kanchou,
Devil Horns,
c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, c.hp, j.lp mash, j.hp,
s.lp, s.lp, c.mk, s+f.hp, cerecopter, Dynamo, (or c.lk, c.mp, s.hk, cerecopter, dynamo)
c.lk, c.mp, s+f.hp, cerecopter, Dynamo
 
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Unfortunately, practical corner universal HCH combos don't exist for bella.
On heavies, no problem, on others, eeeeeh...
 
My corner HCH combo on lights is this:

HCH c.hp,
j.hp,
otg f.hp, devil horns,
s.lk, c.mk, devil horns,
s.mp, c.hp,
j.lk, j.mk, j.hp,
doublejump forward, j.lp, j.lk, j.mk, j.hp,
s.lpx2, c.mk, f.hp, copter, dynamo.

it only does 10.4k, I just like doing the sde double jump combos.
 
Anyone know a good universal corner HCH combo off of cr.HP? Most of them seem to be lights only.

If you really need universal one:

HCH c.hp, j.mk, j.hk,
otg c.lk, c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, c.hp, j.lp mash, j.hp,
s.lp, s.lp, c.mk, s+f.hp, Cerecopter, Dynamo (or s.lp, s.lp, s.mp, s.hk, Cerecopter, Dynamo)

Does 8.9k damage and gives you about 3/4 of a bar.
Basically it's just Bella bnb with pummel horse after first restand, but it's probably the only one thing you can do to keep it universal.
 
That combo is optimized for MCH tho.
There's still 50 unused undizzy no one knows what to do with :(
 
That's because c.HP is not a good CH starter.
sHP run stop cMK sounds like a viable enough starter in the corner, doesn't it...
 
Problem with using HP/j.HK is that if you do a burst bait which leaves the opponent airborne then you will likely either hit the opponent in the air messing up your combo/using up your OTG or you will hit them after they've landed allowing them to block.
 
Band-specific assistless 8.3k corner combo

c.lk, s.mp, f.hp [0/240]
s.mp, c.hp [50/240]
j.mp, j.hk [100/240]
s.mk, c.hp [150/240]
j.lp(!) [165/240]
s.lk, s.hp, Pummel Horse [230/240]
s.lp x2, s.mp, f.hp, Excellebella, Diamond Dynamo [315/240]

Stats & proof of possibility (for any of you cadenzas out there):
doflmYN.png

Note: the combo above was performed with j.lp(3) for the sake of being a base. j.lp(!) will deal more damage.

Builds just over 7/8 of a meter and deals 8390, which is excellent. j.lp mash can only ever affect the scaling of s.lk, so j.lp(3) is inferior in all cases if you're comfortable with both j.lp(3) and j.lp(!) in combos. Theoretically, s.hp would be scaled to 263 with j.lp(3) and 200 with j.lp(!), but its scaling is capped at 275 because it deals 1000 damage, so j.lp(!) will always deal more damage than j.lp(3).

Parts of the combo, such as [s.mp, c.hp; j.mp, j.hk] and [c.lk, s.mp, f.hp; s.mp, c.hp], will work on some mediums, but the combo is in such delicate balance that any changes outside of swapping equivalent parts will result in triggering undizzy or IPS.

Very consistent if you can get used to doing s.lk after j.lp(!) instead of s.lp. Doesn't require an assumptious pre-charge, like in early kanchou or battle butt combos. Doesn't use assists, though, like all assistless combos, nearly any assist can be sprinkled into the last chain for extra damage. [s.lk, s.hp] is perfectly consistent due to the input buffer, even if it would normally be a 1f-link.

Extremely efficient combo all-around. The damage is reasonable, and the meter gain & efficiency allows for a DHC even if you only started the combo with 1.125 meter, making it great for Bella on point or on 2nd. There are some funky Band-specific resets which are relatively seamless and go along great with this combo. There should be a few in the resets thread, but if not, I'm working on a list of them right now which is progressing at a steady pace.

EDIT: 11226 damage 2-meter assist variant

c.lk, c.mk, f.hp, HP Brass Knuckles assist (or any big single-hit assist like Axe)
f.hp, Excellebella, Diamond Dynamo
s.mp, c.hp
j.mp, j.hk
s.mk, c.hp
j.lp(!)
s.lk, s.hp, Pummel Horse
Diamond Drop, Diamond Dynamo

[to keep them in the corner; -200 damage]

s.lk, s.hp, Pummel Horse
Ultimate Showstopper

You can also do horns after USS for a burst bait, but it's not a very good one.
 
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I do MGR c.lk c.mk, j.mp j.hk, s.hp Pummel Horse, c.mp s.hp runstop, c.lk c.mp c.hp, j.lps, s.lp (x2) c.mk Titan Knuckle, excellebella DD. Getsright under 7.2K Of course the ender can uses copter instead of excellebella if you're in the corner for more damage.

But if you want to get more fancy and are midscreen, after the first runstop do this: c.lk c.mp s.hp Konchou, s.lp(x2) c.mk Titan Knuckle excelleball DD super does about 150 more damage.
 
Fairly difficult and slightly inconsistent 3-meter (2 meter if you can do the whole thing) midscreen 10k combo for anyone who is enlightened and plays peacock with charged item drop assist. Only tested against robo, but it's probably a hell of a lot easier with other characters. It also looks insane, but, yes, it does really work. You might need to use save states in training to get the timing down. s.lk, s.hp after level 3 requires specific spacing. I use a backwards microdash canceled into a forward dash to set it up, but you can probably do other things too. c.lp after item drop assist is very tight; against robo, it's probably a 10 pixel-tight link, assuming you dash on the first possible frame. c.mk after j.lp(!) isn't as hard as it sounds. I was pretty surprised that it worked at all, but, well, it does.

c.lk, c.mk
j.mp, j.hk
s.mp, HP Lock n' Load, Diamonds Are Forever
Call Charged HP Item Drop assist
s.lk, s.hp, Pummel Horse, Charged HP Item Drop assist
Dash, c.lp, c.mp, c.hp
j.lp(!)
c.mk, f.hp, Excellebella

I don't know what you want to do with this. You can get 7/8 of a meter out of the followup, which is very nice as it practically makes your diamond worth two dynamos rather than three. Deals just under 10k. You can add an extra dynamo at the end for more damage.
 
heres some stuff you can do after the kanchou, its all concept and theres more to be done with resets
You can do [call M Shadow] OTG Battle Butt for 3.6ish instead of 2.8 with OTG sweep. I don't think M Shadow gives you sweep->Battle Butt (shadow hits) -> combo, though.
 
@FakeangeL, it gives you 138 additional damage, just tested it. Worth sacrifice for better confirm imo.
 
geeze I've missed alot.


sigh... I'm back in the game. time to make actual viable combos with Bella. Off of one reset and only one bar it's pretty nice... right? :-S
 

Trying to get that 2nd Combo to max undizzy
 
Trying to get that 2nd Combo to max undizzy
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.