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Cerebella Critique and Self-Improvement Thread

Midiman

designer @ Future Club
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Cerebella Eliza
This thread is a good place to post video of your matches playing Cerebella in any rotation or format with the intention of getting some feedback about your play and what you could be doing better with other Cerebella players! Don't be shy, post your videos and have fun discussing and learning how to put on an amazing show by shoving your opponents face into various fists.

Here's some footage of me playing some casuals with people from the #skullgirls IRC chat, for starters:
http://www.twitch.tv/potentj/b/486792965
 
Help

Not sure if serious but...
0:16-0:18 In that situation I personally just would have thrown another titan knuckle to stop her hitting double, but you could also have sat back and reflected/jumped the napalm shot

1:51-1:53 I don't understand the reset choice there, unless it was a failed kanchou? Parasoul is one of those characters who has few options in the air, so a c.mk or c.hp based reset might have been better. I don't know for sure, but that pillar into bikes into cat heads doesn't look like a true blockstring, you may have been able to 360 it, otherwise alpha counter perhaps.

2:03-2:05 With old j.mp you could definately dash in for the c.lk there, I'm reasonably sure new j.mp would still let you do it as long as you cancelled the dash pretty quickly.

2:10-2:14 That little hitstop on Parasoul's death should be enough time to realise Double's about to do something, with 2 meters, even if he blocks a dynamo you can dhc to safety and pressure. It looks like you are pbgc-ing into jumps, a 360 would have worked here, or you could go for dynamo again for the cat heads backup.

3:24 I don't understand jump back j.mp as a round starter. It can't lead to anything on hit unless you call your assist too.

3:34 Using the super here is questionable in my opinion, the damage isn't much and you gave up the advantage 2 meters at neutral would have given you. RIP dash c.lk followups.

3:41-3:44 Excellabella is great for protecting your assist when they do a launch combo like that, or just dynamo, dp+mp is the best but you need the right position and reactions.

4:30-4:33 Same as above.

Overall I guess work on protecting your assists more effectively/safely. I'd like to see more merry-go-rilla too.
 
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Thanks for the advice!
Stuff like doing super after command grab when I only had 1 meter was me going "This will build me a 2nd meter right? Welp it didn't and I super'd anyways".
and j.mp as a starter was just to stop kenins initial offense and start neutral. I felt it was the best way to start without committing or screwing up and dying. If you have any good ideas on how I should start the match that would help me a ton.

And yeah I have trouble doing excellebella to punish people hitting my assists, especially right now since my dps aren't on point thanks to a controller switch. I have it in my head that I can punish parasouls landing with cr.lk and hit her, but that never works. Would you say going for st.lk instead is better? Or should I just punish with other moves.

I also noticed from watching/playing more that I don't do merry-go-rilla or dash cr.lk after landing a j.mp, which I'll be practicing more. Thanks for pointing it out.

@1:53 For w/e reason I got battle butt when I hit MK. it was pretty amazing and idk why it happened. I'm not 100% sure about pillar bikes -> dhc. I can just test that out later and find out for sure. I actually have a reset I do vs pillar... but I forgot in the middle of my matches to do it. 3sad
 
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@dekillsage

I tend to gamble with my starters, here's a few examples;

-titan knuckle/sweep (catches backdash, beats many specials) + assist, cancel to run/excellabella depending on what happened
-dash/kara (assist) mgr, catches people staying on the ground, difficult to punish on reaction
-HK + assist, recently started using this against Filia to beat IAD starters
-dashjump + assist [j.lp or j.hk or j.hp or ...], j.lp and j.hk both dodge updo assists at the start of the round and can lead to combos on hit (j.lp leads to pressure on block too) if you don't commit to an attack or do something quick like j.lk you can come down with a j.lk crossup in some cases.

I don't play against parasoul enough to know a good way to start neutral.

For protecting your assist, I think stuff like LK which is a great anti air normally is too risky since if you mistime it you're giving them a birthday. Dynamo is the easy mode way if you're not feeling the dp's, the good thing about excellabella is that it will avoid getting hit by assists assuming you catch them.
 
When I played solobella I had a tendency to start rounds with titan knuckle xx excellabella. Covered all options and with assists guess you could make it more safe. Don't remember if it was tested against double assist.

Also you could do c.mp after landing j.mp. Why that move has so much range idk.

also I noticed at 00:20 and 5:34 you got reset by Parasoul j.hk + assist call and died. The first time you were caught crouch blocking. Second time it looked like you were just standing there and took it. Curious what happened there.
 
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I lost the first one and then got a rematch followed by a fortuitous rubber match. I already know I wasn't playing my best, but I want critiques for this one.

 
yeah I noticed sometimes when mashing out supers they just don't come out even after the recovery spark shows. What's up with that?

@Night Phyre
00:28-00:30 how the hell it went from titan knuckle to sudden attempt to merry-go-rilla i don't know. But if that was supposed to be something to catch squigs on wake up that's pretty risky.

4:23 That neutral game was pretty neutral. Don't be afraid to go in after your rush push assist is out.

and on the topic of rush punch assist, find ways to incorporate them early in the combo for max damage. Does 1800 from one hit so damage scaling isn't an issue. And with the new undizzy, you'll want that 1800. Have fun finding ways your team complements each other.

4:54 Personally I'd stick to wall, double jump and then do grab bag if I wanted to go for that.
 
@Night Phyre
00:28-00:30 how the hell it went from titan knuckle to sudden attempt to merry-go-rilla i don't know. But if that was supposed to be something to catch squigs on wake up that's pretty risky.
I just dashed forward and went for the MGR. I probably should've baited the grave digger with a last second j.HP or something.

4:23 That neutral game was pretty neutral. Don't be afraid to go in after your rush push assist is out.
I was just getting back into Parasoul when I'd played this pone, so my muscle memory was really weak. I could've overhead'd at any of those time, but just didn't.

4:54 Personally I'd stick to wall, double jump and then do grab bag if I wanted to go for that.
I think that was just an input blergh on my part. I might've been going for an excellabella, but went way too early on the input (rushing?)

Thanks for the feedback.
 
Vs squigly
In general I've found it difficult to deal with squigly when she's directly above you. Dive kick "pressure" is weird lol. So what you should be trying to to at neutral is not stay under her, but get in the air before she does and hit her with j.mp or j.hp. On the ground try to stay out of dive kick range, and just dynamo full jump dive kicks if you have the meter.

@3:12 using that meter isn't worth it. Only use it in those situations if you have an otg to spare. Otherwise after cerecopter go for pressure and use your assist to keep him from attacking,

other than that you did fine. The order switch was good so just work on your muscle memory with parasoul.

also @Age I think I figured out why I got battle butt instead of kanchou. Apparently when I did j.LK -> HK run -> MK
the game actually had me run with the lk input I did earlier, so I got battle butt cuz the next input was hk. lol
 
@3:12 using that meter isn't worth it. Only use it in those situations if you have an otg to spare. Otherwise after cerecopter go for pressure and use your assist to keep him from attacking.
Yeah, I've actually been thinking about that, and you're totally right. Unless extending the combo or killing, I need to not throw those DDs out like that. Thanks.
 
My turn?

First round starts off good, mess up the incoming with Bella and pay for it. I don't even know what that was.
Got comebacks tho!
Other two matches were just horrible decisions to mash and corner pressured to death.

Also every bomb I get hit by I swear I'm trying to reflect >.>

So how do you deal with corner pressure and peacock? And what are your incoming mixups with Bella?
Any other tips I would be grateful for.

P.S. If you know where the soundtrack is from, I love you.
 
@Fedora_Ninja
Same side reflect as an incoming mixup made my day. Some basic ones to use are;
- assist+dashing under them to be ambiguous
- excellabella + assist to catch any buttons and stay a little safe if they block
- j.hp/glide into grab bag timed to be meaty is decent but loses hard to mashed gregor etc.
- wait until they land and command grab them


A couple of things stood out to me in that video. Your lock and load assist didn't seem to be helping you much except to put them into restand state for a mixup which you could probably do without the assist, you might want to experiment with stuff like battle butt which would act more like a dp assist (and val could still get a super off it I'm guessing), excellabella to help in the squigly matchup, or cerecopter since it's just good overall. Not saying LnL isn't also a great assist, I just didn't think it was helping you much. There were a couple of times where you dropped combos or triggered undizzy in bad spots, so practicing up on those should help a little. Also at 4:23 you get Squigly with a command grab and double has a sliver of health. Since it's unlikely you're going to kill in one combo, a good option would be to do a short follow up into snap and bring double in. Double had so little health that she would die from chip, and then you'd get a mixup on solo Squigly too.
 
- wait until they land and command grab them

that's my favorite mixup, I can feel the facepalm from my opponent every time I land it.
 
Thanks for the feedback.

I just recently started messing with LnL assist in combos for mixups since midscreen savage bypass + LnL is visually disorienting and I haven't seen anyone else use it. The corner ones are actually dropped combos turned into c.lk "mixups" lol. Looking back now I should have realized my timing was off and should have gone for a grab.
On another note, LnL's pressure extension for when I get push blocked is ridiculous. Only problem is the lack of a get off me. I'll try messing with battle butt too.

And yeah when comboing squigly I was thinking about snapping in double after the restand, but then dropped the combo >.>
 
I don't really like battle butt because it sends them full screen. I prefer HP LnL or Copter
Copter gives great lockdown, lnl just for a meat shield

lack of a "get off me" Is always gonna be an issue, unless you pick updo/pillar/fiber.
 
Chairman seems to have gotten better :)

Will be glad to get back to actually playing you guys.

I don't know if you are looking for critique age... But yeah, in the first vid at least... Lose the cilia slide against peacock... Bomber so much better, though those slide followups are sooo sexy, funnily enough I tried to pick up Bella once upon a time but couldn't find any ways to convert throws midscreen so I was like... Naw fuck that.

So yeah that slide throw tech is good stuff.
 
Fuck that Age, keep Cilia Slide! :o
An assist to make all Bella command grabs a threat without meter? Yes! It also looks like it's really good for converting off of stray hits at neutral, maybe even a follow-up for LnL? Still, the follow-up to any command grab (Excellebella follow-up if you spend the bar?) is good enough.