• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Cerebella Combo Collection (Alliteration)

Two combos that have 7 horns in them. Highly impractical.


Set meter below five and let us see how much meter this builds, please.
 
Set meter below five and let us see how much meter this builds, please.
Oh god dammit. I forgot to do that. Welp, now I gotta do them again D: The first combo isn't too bad to do, but that second combo...bleck...

I'll go do it and I'll make a post saying how much they build. Do you want to know from an empty meter, or past 1 bar?
 
I can back you on that one : the second combo is HARD. c.mk after an otg DH isn't something you make fun of
 
  • Like
Reactions: Icky
@View619 The first combo builds just under a bar
The second one builds about 1.2 bars.

And I realized that meter gain is the same no matter how many bars you have.

I'm surprised it took me so few tries to do the second combo again.
 
hm, got a 6953 damage 1 bar combo out of normal grab.
it's not the most optimized, I think, but it's doable (no otg DH c.mk).
I'll post it when I get a few other combos for a bigger nicer vid (and so i can check for maybe better ones)
(actual reason : it's 7am for me, I maybe should sleep)
 
Yeah, I'll steal the second combo. I'm leaning towards meter build and positioning over damage unless I'm going for the kill now. I need a good mid-screen & corner combo for heavies though, anything on light-weights is pretty easy.
 
Yeah, I'll steal the second combo. I'm leaning towards meter build and positioning over damage unless I'm going for the kill now. I need a good mid-screen & corner combo for heavies though, anything on light-weights is pretty easy.
From my combo crafting work, I'd say the ones caiolugon posted page 6 are perfectly optimized (works also on bella and parasoul).
Only way to do more damage midscreen is to do zidiane's kanchou combo, but for double it requires to do a dash c.mk after kanchou (not really hard, just warning), which is universal, weirdly enough (video posted on page 4).

What is missing I believe is an optimized combo that doesn't require the corner proximity at the end. A world of possibilities lying right there, got to work on that too.
 
Yeah, I'll steal the second combo. I'm leaning towards meter build and positioning over damage unless I'm going for the kill now. I need a good mid-screen & corner combo for heavies though, anything on light-weights is pretty easy.
Just remember that both those combos only work if you start with counterhits. Any counterhit for the firs tone, and at least a medium counterhit with the second. Props to you if you can get either of them consistent enough to actually use in real matches though
 
2nd episode of my "devil horns combos" series : corner grab follow-ups
For these ones, i'm not exactly sure they are perfectly optimized in damage terms, as I focused on some specific aspects :
• being doable (no otg DH c.mk link, I leave it to you, @Icky )
• keep the opponent in the corner
Still pleased with the results.

important note : these don't work after a dynamo or a diamond drop dynamo, as in this case the otg chain is already in combo stage 3 (undizzy bar getting filled, moves watched by IPS). Another episode may tell what to do in this case.

Enjoy!
 
Sick man! I might have to try and use some of this stuff! 8.2k off of MGR or diamond drop in the corner? Yes please.
 
pfff...I was looking quickly for an alternative to the hard version of the grab follow ups, something you can do if you see that you did the s.lp c.mk a bit too late for c.mp titan knuckle DH to work, and I end up with a non-undizzy-optimized kinda easy combo that still does as much damage as the easy versions in the video...

so here you go :

grab
c.lk c.mp titan knuckle DH
s.lp c.mk DH (and there you see if you fucked up and can decide to switch between combos)
c.hp
j.lp mash j.hp
s.lk s.hp pummel horse
c.mp s.hk copter dynamo

around (i suck at doing j.lp mash j.hp correctly) 6.6k after normal grab, 7.8k after MGR

PS: and if you think you failed the s.lk c.mk DH timing, instead of j.mp j.hk, skip it for s.hk directly, still does a good chunk of damage
 
Only way to do more damage midscreen is to do zidiane's kanchou combo, but for double it requires to do a dash c.mk after kanchou (not really hard, just warning), which is universal, weirdly enough (video posted on page 4).
No it doesn't, technically. I just hold forward and time it right. No dash, just holding forward. The cool thing is you recover after the wallbounce, so no risk of pushing the screen away. The biggest problem is that Kanchou doesn't at all combo Big Band from s.hp, as far as I can tell.
 
The biggest problem is that Kanchou doesn't at all combo Big Band from s.hp, as far as I can tell.
oh, forgot about that...nasty hitbox, we need to find something that uses that in bella's favor, even some resets fail against him...any BB-specific combos out there?
 
The biggest problem is that Kanchou doesn't at all combo Big Band from s.hp, as far as I can tell.

Was noticing this last night when I was practicing your NCH 10k Dmg combo. I thought I was just goofing :S
 
Maybe we can still combo him with kanchou using c.mk instead of c.mp s.hp.
But it means kanchou shouldn't be part of the starting chain, as c.lk c.mk starter is impracticle
 
...I really need to check those hiboxes. This is SO dumb. (This is the calm 30 min later train of thought, to see the 2min later one, check the impracticle combo thread )
 
Devil Horns episode 3, dynamo follow-up :

should work on every light.
damage is a bit deceptive, but the damage reduce is pretty big in this situation, and it still brings your opponent a bit closer to death than usual combos, so...
 
  • Like
Reactions: Wenzel
a funny thing I found about lvl3 in the corner (val/peacock/BB specific)
It may look gimmicky but it can be done reliably and allows a full combo with no damage scale, while j.lp won't.
 
That looks so janky and I never would have thought of that lol.
 
I love you that is so much better than bypass into lvl 2 with Val I LOVE IT
 
I managed to find something with all serious theory behind it, hitbox knowledge, move properties, and still get a super dumb looking result...

EPIC
WIN
!!!
 
Looks like you can do Devil Horns combos on everyone but Double, unless there's tech for her that I haven't found yet. The Big Band ones are poor damage and really hard though.

Practical 9.6k damage Devil Horns combo that works on Parasoul/Bella:


And two silly Big Band combos:

 
  • Like
Reactions: Wenzel
I'll have to see what is the optimized assistless version of the parabella combo...but I'm not even sure that it's worth it, my BnB for parasoul and bella already does almost the same damage without an assist :-/
(And without any devil horns)
 
a few combos that were left, easy ones :
 
next ones : air grab feat devil horns!
gonna be funky, there's a world of possibilities lying right there.
 
It don't do nothing but maybe somebody can use it in a swag combo somewhere, sometime. Elbow drop counts as a re-stand for both you and the opponent cause of how close you two are to the ground. (i think)

 
  • Like
Reactions: Age
It don't do nothing but maybe somebody can use it in a swag combo somewhere, sometime. Elbow drop counts as a re-stand for both you and the opponent cause of how close you two are to the ground. (i think)
elbow drop that doesn't use otg instantly...WUT?!
nice finding, unfortunately, putting it in a useful combo is probably not gonna happen, as it uses j.mp that is a crucial move, and you can't do that if you already used j.mp, as elbow drop counts as a new chain after j.hp...I still may look for something using it for the impracticle combo thread, I admit it looks real cool :^)
 
I admit it looks real cool :^)

but it's sooooo stupid... like I say it don't do nothing but what ever I recorded it so, derr...

oh and it only work on heavy characters like double and parasoul. Big Ham is too large for it and will be OTG-ed by elbow.
 
airborne c.mp devil horns, and it connects...#amazed
probably won't work on some chars, I'll check that out (I'll probably use it for my combos)
 
Just very small basic combo that I do a bit:

cr.lk, cr.mp, cr.hp, j.lk, j.hk >
  • (otg) cr.lk, cr.mp, cr.hp, Excebella, Diamond Dynamo
  • (otg) cr.lk, cr.mp, st.hk, Cerecopter, Diamond Dynamo

Anyone got an intermediate way to help me extend this combo or have a similar one? This isn't really optimal for me and I wanna detach myself from this and get to the better stuff.
 
Just very small basic combo that I do a bit:

cr.lk, cr.mp, cr.hp, j.lk, j.hk >
  • (otg) cr.lk, cr.mp, cr.hp, Excebella, Diamond Dynamo
  • (otg) cr.lk, cr.mp, st.hk, Cerecopter, Diamond Dynamo

Anyone got an intermediate way to help me extend this combo or have a similar one? This isn't really optimal for me and I wanna detach myself from this and get to the better stuff.
Here's a good thing to start out with: http://skullgirls.com/forums/index....s-easy-mode-combo-flowchart-for-cerebella.50/
 
Technically I meant in normal notation, not a flowchart. I'm not exactly used to reading those.

Shoulda made it more clear, sorry.
 
I linked it because the combo is what you were asking for, I didn't link it due to the notation. It'd be easier for you to spend a few minutes figuring out how to do the combo via the notation provided instead of me re-typing the entire thing for you... :p
 
  • Like
Reactions: dragonos451

Something simple to slap into a Cerebella combo, maybe? I dunno. I just got into her and this is the closest thing I have to a combo rn. :V

Currently uploading a combo that's not good either but took me way too long to execute and looks kinda cool.
 

This took me wayyyyyyyy too long to fucking execute. Holy shit.