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Cerebella Combo Collection (Alliteration)

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Robo Fortune Double
Cerebella Combo Thread.
Thank you to @dragonos451 for putting together the content of this OP.
If you find this helpful, thank him!

You can find Cerebella's old outdated combos and discussion in this thread from when she had 350 Undizzy.

Tumbling Run:
Run followups come out one frame faster if you input them :B::F:KK, instead of :B::F:K+P.
You don't necessarily need to press the followup button AFTER inputting tumble run. If you hold a button and input (charge):B: :F: K, the run followup matching the button held will come out. (Ex: LP + LK + MK [Held] = Pummel Horse)

Every time you see a combo ending with diamond dynamo, sLK sMP sHK x cerecopter xx diamond dynamo, feel free to go for the more optimal combo ender :
sLK cMK Titan Knuckle x cerecopter xx diamond dynamo.
Adds ~180 damage, but timings are a bit character specific.

Cerebella has a common restand from cHP where she does jLP which is a repeatable air normal over and over until she hits the floor, where she then combos into jHP for the restand.
Some people mash jLP then try and hit jHP when they hit the floor.
Some people mash jLP all the way into the floor and go into sLP.
Then there's another technique with a bit of timing that sacrifices a smidge of damage that Mr.Peck has made a video on which is very consistent once you practice it.

You can micro dash after Merry Go Rilla into cLK cMK or go straight into cLK cMP cHP which starts combos for all of the characters.
cLK cMK isn't required midscreen against Big Band, Double, Beowulf, Eliza.
It misses midscreen vs Painwheel, so use cLK cMP cHP into a different combo vs her.

An example combo would look like:

MGR
Micro Dash, cLK cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo

6719 DMG
[VIDEO]
To convert off air throw hit jLP or jLK while falling which will OTG the opponent.
After hitting the OTG jLight, input cMK when you hit the floor to flip them up.

From cMK you can do any BnB you'd like that starts from cMK.

Example Combo:

Air Throw
jLK
cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo

5636 DMG
[VIDEO]
cLK cMP cHP
jMK jHK
cLK cMP cHP x Excellabella xx Diamond Dynamo

[VIDEO]
cLK cMP cHP
jMK jHK
cLK cMK*
jMP jHK**
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo

[VIDEO]
*cMK here can whiff vs Big Band frequently.
The easiest way to prevent this whiff is to do a small dash after landing from the previous jHK, so that you get a dashing cLK or cLP to move Cerebella closer which prevents the whiff.


** Any time you see cMK > jMP jHK you must delay the jMP and then also delay the jHK.
The goal is that the jHK connects JUST as the opponent is about to hit the ground, which restands them and doesn't spend your OTG.
Check the video to see the delay in action.
cLK cMP cHP
jMK jHK
cLK cMK
jMP jHK
sHP x Pummel Horse
cMP sHP x Run Stop
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo

[VIDEO]
cLK cMP sHP x run stop
cLK cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo (x2)

8633 damage for two Dynamo's.
Only possible if you end with opponent in the corner.

[VIDEO]
Always input kanchou HK~MK.
It won't call your assist.
Also inputting a run + run followup using 2 kicks instead of K+P will make the followup come out 1f faster.
Using HK~MK is required if you want sHP x Kanchou to combo on Big Band!

Combo 1:

cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP Run Stop
cLK cMP sHP x Run Stop
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo (x2 If Corner)

[VIDEO] (Universal)
8387 DMG
9444 DMG for two meters.

-

Combo 2:

cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP x Run Stop
sLPx2 sHK x Cerecopter xx Diamond Dynamo
sLK sMP sHP x Cerecopter xx Diamond Dynamo (x2 If Corner)

8748 DMG
9805 DMG for two meters.
Works midscreen, on everyone.
Last chain can only be done if the first super brings you close enough to the corner.

Notes :
Be wary about how far you are from your opponent when you start this combo.
Against many characters, Kanchou won't combo after sHP if you hit them from too far away, despite cMP bringing you closer to them.
Against Double, you need to either micro dash or walk forward slightly before hitting cMK, else it will whiff.
I advise taking the habit of delaying slightly sHP before kanchou. This way, cMP will bring you even closer to your opponent, giving you a better chance to get the combo.
cLK cMP cHP
jHP
sLP cMK
jMP jHK
sHP x Pummel Horse
cMP sHK x Cerecopter xx Diamond Dynamo
sLK sMP sHK x Cerecopter xx Diamond Dynamo


[VIDEO]
-

You may have some difficulties with the cMK jMP jHK. restand against Squigly. You have two solutions : either delay cMK after cLK, or delay your jump cancel (don't delay jMP after jumping, though). Both tweaks are enough on their own to make the restand easy.

cMK may whiff against Big Band depending on your timings. To solve this issue do a micro dash before cLK cMK.

It is ill-advised to do sLPx2 sMP after the jLPx3 jHP restand against Miss Fortune and Valentine. Most of the time, either the second sLP or the sMP will whiff.
It's recommended you always do cLP cMP against these characters instead. On the other hand, there is no problem using sLPx2 sMP on them after a run stop, as in the "better BnB" combo.

Playlist link for all these combos + more.
 
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Grab can combo into Excellabella? Will have to remember that one. Also, one I haven't seen people do to escape the corner/put the opponent in the corner is Kanchou xx Dynamo. You have to be close enough to the corner to do it, otherwise the wall bounce may carry them over the dynamo.
 
Off of Diamond drop with cilia slide assist I got 7.9k with 1 meter. Goooood shit wow
 
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"You can also do this with HK Hairball, HK Bypass, MK Buer, and some others."

MikeZWasTaken

Good news everyone! :D
 
yeah that saves me the trouble of checking for myself. Though hairball? I know you can combo into hairball, but I don't know about being able to get any follow up that matter. will check in 2 weeks
 
yeah that saves me the trouble of checking for myself. Though hairball? I know you can combo into hairball, but I don't know about being able to get any follow up that matter. will check in 2 weeks

Well, I checked it with Buer and you can go into Run-Pummel Horse. Maybe you can do the same for Hairball? Seems unlikely though. Glad that somebody did a test with Pummel Horse follow-ups to ensure that hit follow-ups are possible no matter how fast the opponent shakes out, so I don't need to worry about that now.

Edit
Confirming that HK Hairball follow-up is Run - Pummel Horse. That's corner carry off of any normal grab, Diamond Drop or Dynamo. O.o
 
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Do you have to do titan knuckle for buer/hairball first? The corner carry sounds ridiculous!
 
Do you have to do titan knuckle for buer/hairball first? The corner carry sounds ridiculous!

Yeah, it's throw/Diamond Drop/Dynamo, Titan Knuckle follow-up + assist call. Start charging back after the Titan Knuckle so you can get the Run off in time for Buer, I'm not sure how strict it is for Hairball. Buer holds them in place for the Pummel Horse to land, to follow-up on Hairball you have to run across the screen and Pummel Horse at the end; the combo after the Hairball follow-up has to be guaranteed corner carry.
 
I can get the Buer one, but hairball I'm having trouble with.
8k off of a command grab with buer though. This is very nice I'll upload stuffs soon
 
random song for lols idk
but here's duh comboeeee I currently use
 
With undizzy being as it is, are there any reasons why I would/should do a more input-intensive 8k combo as opposed to my easy-as-pie combo that also does 8k? (not talking about throw/assist conversions, just normal combos)

My bnb, at 1:26, for reference.
 
That bnb does 8k because of the j.hk starter, which is fine. But off a cr.lk you get 9k and the ability to spend a 2nd meter that you build, vs the majority of the cast (everyone if you have the appropriate assist) if you go for the harder combo.

It's up to you tbh. There's no wrong way to play you'll kill in 2 clean hits anyways
 
That bnb does 8k because of the j.hk starter, which is fine. But off a cr.lk you get 9k and the ability to spend a 2nd meter that you build, vs the majority of the cast (everyone if you have the appropriate assist) if you go for the harder combo.

It's up to you tbh. There's no wrong way to play you'll kill in 2 clean hits anyways
Ah, so there is more damage to be wrung from the current system. Ok. Most of the new combo vids I'd been seeing max out at a little over 8k, so I'd been wondering if there was any wiggle room. Thanks.
 
Ah, so there is more damage to be wrung from the current system. Ok. Most of the new combo vids I'd been seeing max out at a little over 8k, so I'd been wondering if there was any wiggle room. Thanks.
Try kanchou combos, here's my current one:

c.lk, c.mp, s.hp, kanchou,
Devil horns, c.mk, j.mp, j.hk,
c.hp, mash j.lp, j.hp,
s.lp, s.lp, s.hk, cerecopter, super
s.lk, s.mk, s.hk, cerecopter, super.

10.5k on lights and and 9.5k if you only use one bar.
 
I can get the Buer one, but hairball I'm having trouble with.
8k off of a command grab with buer though. This is very nice I'll upload stuffs soon

Yeah, with these I feel like Bella's command grabs are actually scarier than the c.lk. What part of the Hairball conversion are you having trouble with?
 
Try kanchou combos, here's my current one:

c.lk, c.mp, s.hp, kanchou,
Devil horns, c.mk, j.mp, j.hk,
c.hp, mash j.lp, j.hp,
s.lp, s.lp, s.hk, cerecopter, super
s.lk, s.mk, s.hk, cerecopter, super.

10.5k on lights and and 9.5k if you only use one bar.

I feel like getting kanchou off that first string is a tad dependent on the distance of the c.lk. I figure c.mp won't move forward enough off of a max-range c.lk, right?

If that's true, what would you do at max range?
 
I feel like getting kanchou off that first string is a tad dependent on the distance of the c.lk. I figure c.mp won't move forward enough off of a max-range c.lk, right?

If that's true, what would you do at max range?
thats right, you have be a little close to combo into kanchou.

If you're not, just do the flowchart combo.
 
Yeah, with these I feel like Bella's command grabs are actually scarier than the c.lk. What part of the Hairball conversion are you having trouble with?

Having trouble landing pummel horse in time. I can't reach my opponent fast enough q-q
 
Having trouble landing pummel horse in time. I can't reach my opponent fast enough q-q

Oh, yeah you have to start charging back asap after the Titan Knuckle. I'm trying all this in SDE, but the timing shouldn't be any different; the Pummel Horse should hit near the end of the Hairball.
 
Experimenting with lvl1 green vial assist.
Over 60 cats were saved from Samson and over 100 vials were stuck in Filia during the development of this combo.

Generates barely enough meter for first super, does 10.4k without second super.
If no corner carry after first super, titan knuckle xx h LnL for a burst bait. (around 8.9k + 1.8k 2.7k if they burst cuz counterhit)
Or DHC into whatever keeps it going.
 
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Experimenting with lvl1 green vial assist.
Over 60 cats were saved from Samson and over 100 vials were stuck in Filia during the development of this combo.

Does 10.4k without second super.
If no corner carry after first super, titan knuckle xx h LnL for a burst bait. (around 8.9k + 1.8k if they burst)
Or DHC into whatever keeps it going.
That's a pretty neat concept...

hmmm...
 
With the stronger vials, I'm sure there's a way to whip up a near TOD combo. Especially with the new undizzy effect of the green vial.
Essentially with the lvl2 and lvl3, more h LnLs can be looped.
e.g.:
c.lk, c.mp, s.hp, lvl3 vial toss assist, xx h LnL, h LnL, s.hp xx h LnL, j.hp, kanchou = 7.38k with the rest of the 240 undizzy to play with

After that, it's just figuring out the optimal way to end the combo and dancing around undizzy.
 
just do this


9.5k for one bar and 10.5k for two.
 
I don't tend to memorize sequences like this, but someone else might find it useful. 2v3 kills with 1 reset, mostly meterless.

bnb=

c.lk c.mp c.hp
j.mk j.hk
c.lp c.mk
j.mp j.hk
c.mp c.hp
j.lp(mash) j.hp
...

-burst bait (kills 2v2 also):
c.lk c.mp c.hp jump back j.hp
dash dp+mp
f+hp assist
c.mk
j.mp j.hk
c.mp c.hp
j.lp(mash) j.hp
c.lk c.mp hk dp+hp

-instant overhead:
land j.hp
land c.lk c.mp hk assist pummel horse
dash c.lk c.mp hk dp+hp

-frametrap:
land c.lk (uncombo) hk assist kanchou
c.mk dp+mp
dp+throw (triggers on last hit but also kills)

-armor bait:
land tumble run...
reaction qcf+pp
f+hp assist
mk hp pummel horse
dash c.lk c.mp hk dp+hp

-diamond drop:
land c.lk (uncombo) qcf+ throw
f+hp assist pummel horse
dash c.lk c.mp hk dp+hp
 
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Wont lie to you guys

level 3 building stun is really ****ing dumb and annoying when it comes to trying to do any reset
 
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i saw mentioned that its possible to do a combo extender with h.hairball off of diamond drop. i cant get this to work for the life of me, can someone make a video of it, pretty please?

thanks!
 
I can keep trying I suppose. As of right now view is the only person I know who's able to pull it off
 
Yeah, I'll see if I can record something later. Trying to ease into the current version in lab now that I can finally play.

Edit:

Are people playing Beta or Standard right now?
 
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i always play standard. i just go into beta to mess around with big band
 
some more set plays this time aiming as 1 reset = death starting with 1 meter on equal ratio.




 
So here's a TOD using a lvl1 green vial assist, 3 meter start, and concepts from CiaoLugon.

 
Can other assists do that same kinda thing Age or only Slide?
 
Can other assists do that same kinda thing Age or only Slide?

Are you talking about the conversion off of Diamond Drop and Dynamo? If yes, other assists can do it like Val's H Savage Bypass, Squiggly's Silver Chord, Pain Wheel's M Buer, Filia's H Hairball, but it's easiest with the assists that bring the opponent back towards Bella, since the follow-up otherwise is to charge back asap after the Titan Knuckle and then Pummel Horse.
 
Oh, yeah you have to start charging back asap after the Titan Knuckle. I'm trying all this in SDE, but the timing shouldn't be any different; the Pummel Horse should hit near the end of the Hairball.

I haven't tried this myself personally, but it might not be possible outside of SDE because of the different knockback towards the end of hairball in the update.
 
It's possible, but from my experience it only works when they're close enough to the corner so that hairball doesn't knock them away too far. It's alright, not great.