Cerebella General

Discussion in 'Cerebella' started by View619, Dec 25, 2013.

  1. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    Not sure where else to put general questions without cluttering up other threads. @Age, do you have a specific timing for Titan Knuckle + Cilia Slide? I'm working on Titan Knuckle + M Buer, which requires a Run-Pummel Horse follow-up but I can't even get the Titan Knuckle + Assist consistent. Any info on that would be appreciated.

    Anybody know how many seconds Bella needs in order to charge a Run?
     
  2. dekillsage

    dekillsage Gloomy EVO Champ 2014

    Beowulf
    Cerebella
    Big Band
    You input titan knuckle > back+the assist to start charging run.
    It's actually hard to do consistently on say peacock, but on filia its pretty easy.
     
  3. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    Yeah, I noticed that the timng is really strict. I may grind it in the lab for a while for when I run Bella/PW/Peacock. I'm liking PW's team synergy more every time I play now. :)
     
  4. Dime

    Dime The power of BEAT EXTEND

    Painwheel
    Big Band
    Fukua
    @View619

    Don't quote me on this.... But I'm pretty sure parasouls charges are 30-35 frames and I would imagine Bella's are as well.


    Guiles boom charges are generally about 55 frames in ST iirc.

    So the charge times in sg are fairly small.
     
  5. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    Yeah, I know SG charge time is shorter than standard SF charge time. I keep trying to cancel the Titan Knuckle into run too early for the conversion. I'll work on it a bit and see what I can find.
     
  6. dekillsage

    dekillsage Gloomy EVO Champ 2014

    Beowulf
    Cerebella
    Big Band
    Yeah just keep practicing it. Damage off of a command grab is absolutely ridiculous, and you can convert off of an anti air st.hp which is pretty good too. imo she's the best character to use in a point bella 3 man team because she has a safe dhc unlike val, doesn't require to be in a certain part of the stage like filia, and doesn't require any type of charging prior like squigly.

    Pros
    Oh I dynamo'd? I can convert
    I have 2 bars? Dhc Into an install combo
    Command grab? 8k in 1.0
    Kanchou feint resets? Still there
    Convert off a st.hp that hit an airborn opponent? yes
    safe dhc? yes
    Cons
    If bella dies you have to deal with incoming as painwheel. Though good painwheels should be used to this.

    so gooood
     
  7. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    Yeah, I'm still doing PW/Bella/Peacock with the core being Bella/Peacock, but I'll definitely start running Bella/PW/Peacock, especially since PW/Peacock can actually work as a team now.

    Couldn't you always s.lk, s.mp, s.hp, Run-Stop, OTG to convert off of an AA s.lk into s.hp, or has that been changed for some reason since SDE?
     
  8. dekillsage

    dekillsage Gloomy EVO Champ 2014

    Beowulf
    Cerebella
    Big Band
    Yes, but what I meant was when someones was in the air and you hit them with a raw st.hp. Those are a little harder to convert off of and I think it causes a blue bounce? not completely sure. Either way buer makes converting off it free.
     
  9. Age

    Age Well-Known Member

    I don't trust my titan knuckle runstops enough to go for kanchou/pummel horse followups much. It's just down to learning the minimum charge time and switching from f+hp to holding back asap. If you mean timing the actual titan knuckle or the assist, I find I can call the assist after I press the hp and it'll work pretty well, but the otg will be more difficult depending on how heavy the character is and how close to the corner you are. I think big band will be impossible in some spots.
     
  10. Evilweevle

    Evilweevle Of course i meant to do that!

    PSN:
    Mrfossy
    XBL:
    Mrfossy
    Ms. Fortune
    Cerebella
    Squigly
    think i read somewhere that charge for run is around 60 frames somewhere. i dunno. pretty sure its not as short as 35 frames though.
     
  11. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    So, after deciding that consistency is far more important than combo starters, I've decided to drop the Titan Knuckle to Pummel Horse after Diamond Drop with PW M Buer and stick to cancelling the Titan Knuckle into Cerecopter.

    Benefits of this are that I can get around 1/3 meter and 5k damage off of a single Diamond Drop in most cases. If I cancel into Dynamo xx Hatred Install, the follow-up gives me around 10k and around 1/2 a meter afterwards.

    Scratch that, meterless ~5k with no affect on undizzy is scary enough.
     
    Last edited: Jan 23, 2014
  12. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    If anybody else is using assists to extend the conversion off of Dynamo and Diamond Drop, I suggest you test using those assists to convert off of air grabs as well.
    I've been fooling around with Buer to see what else I can do with it and it allows a full combo off of an Air Grab x Elbow Drop. This makes me pretty happy since her AA air grab has always been lacking when compared to every other character in the game.

    Edit
    Did a quick test just to see what works and I found you can convert with:

    • L Up-Do (boo!)
    • MK Buer
    • Cilia Slide
    • Peacock s.HP
    Basically, anything that either locks the opponent down or pops them up and has fast start-up. The Up-Do one is interesting, since it means that assist has some real use outside of defense/AA as well.
     
    Last edited: Feb 2, 2014
    fastturtle likes this.
  13. Evilweevle

    Evilweevle Of course i meant to do that!

    PSN:
    Mrfossy
    XBL:
    Mrfossy
    Ms. Fortune
    Cerebella
    Squigly
    so err, is there anyone on PSN (or xbox when it finally gets released) that would be up for recording some ceretoss matches? (solobella, throws only)

    i think it deserves a place at the top of the skullgirls minigames pile but it hasnt had the exposure it deserves and my recording equipment is little better than drawing it all myself tbh.
     
  14. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    People need to recognize Ceretoads as a legit cerebella minigame (first to +X000 points wins. It can be played not bella exclusively too, you can go "first to +X000 points or 5 wins for the non-bella wins").
     
    Last edited: Feb 28, 2014
    Broken Loose and Broseidon Rex like this.
  15. Evilweevle

    Evilweevle Of course i meant to do that!

    PSN:
    Mrfossy
    XBL:
    Mrfossy
    Ms. Fortune
    Cerebella
    Squigly


    so J.HP wasnt good enough already so i made it so you could combo from it midscreen.

    works on everyone except val. didnt test double. its really easy on fils.
     
    Zidiane and Broseidon Rex like this.
  16. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    I did something like that the other week and was going to try and see if I could recreate it at some point. Now I know it's possible! Looks risky that way though.
     
  17. Age

    Age Well-Known Member

    I prefer just using an assist like updo if you want a reset like that.
     
  18. dekillsage

    dekillsage Gloomy EVO Champ 2014

    Beowulf
    Cerebella
    Big Band
    welp time to do this
     
  19. mcpeanuts

    mcpeanuts Anchor Peacock is the future

    Location:
    Massachusetts
    Steam:
    may_contain_peanuts
    Double
    Big Band
    Peacock
    I realize I'm in the Cerebella thread but I'm wondering if you could go into more detail on this, since I tried to make these two characters work together for a while without any success. I'm probably not going back to Painwheel at this point but even so I'm curious what you came up with.
     
  20. iLoli

    iLoli Speed Kills

    Location:
    South Carolina
    PSN:
    Austin_QED and for 3DS:4785-6293-9028
    Parasoul
    Squigly
    Eliza
    Are people pressing buttons on their way down after your cr.lk>cr.mk resets?

    Well, try jump cancelling into jumping jab into short.

    If timed correctly, short will cross up on the way down, jab is meant for stuffing other people's buttons.

    Will lose to mashed air supers.
     
    Broseidon Rex likes this.
  21. Evilweevle

    Evilweevle Of course i meant to do that!

    PSN:
    Mrfossy
    XBL:
    Mrfossy
    Ms. Fortune
    Cerebella
    Squigly
    the timing you see in the vid(glide right as you leave the ground) the opp turns around to face the right way so mashed buttons will win, you can do the glide later though and they will be facing the wrong way so buttons will whiff.

    i agree it should be used sparingly if at all but its pretty funny to do it.

    you mean go into j.LP after the cr.MK or cr.MK > j.LP (double jump) j.LK. can you actually double jump after pressing a button?
     
  22. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    It's nothing amazing, just enough to allow Peacock -> PW to be usable. A strong DHC into PW Lvl 3, safe DHC with Install, lvl 1 Pinion Dash assist gives Peacock a forward moving assist to work with as an obstacle, and for covering teleports, lvl 2 Pinion Dash looks really good for her general zoning game.
     
  23. Age

    Age Well-Known Member



    following from @ClarenceMage 's valentine safe jump stuff. I've only tested it on Filia so far. You can option select dynamo to beat a lot of stuff without having to worry about blocking a dhc.

    edit: tested on everyone, peacock and double need slight delays but everyone else seems to have pretty much the same timing. Val's counter will beat it, and so will daisypusher.
     
    Last edited: Mar 23, 2014
  24. fastturtle

    fastturtle hi

    Steam:
    [plibt]fastturtle
    XBL:
    Turt Burglar
    Parasoul
    Cerebella
    Is there a reliable way to time the dash jump? I tried messing around with safejumps and meaties in SG a while ago and I just couldn't find a reliable way to whiff normals/dashes since so many are cancellable at different times. I might just be used to an SF4 way of looking at those types of things, though.
     
  25. Age

    Age Well-Known Member



    option select version, add in cilia slide assist for the safe high, or empty jump and let the assist hit low.
     
  26. Age

    Age Well-Known Member

    proof of concept for a safe air frame trap

     
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  27. AdmiralAugustus

    AdmiralAugustus Member

    PSN:
    Admiral_Augustus
    Cerebella
    Big Band
    I don't know if this is the right place to put this, but I am new here. I just picked Skullgirls back up a few days ago (I was never really that into it), but now I love it. I play solo bella because I don't know anyone else.

    I've been perusing through the guide and other threads to tighten my game up. I just get blown up by anyone who can play their character correctly. I am just so unfamiliar with all the moves and specials and when to pushblock (man, I fuck up bad on this), etc.

    I was wondering if anyone was on PSN that could help me with these deficiencies. I really want to get better at this game, because I love it so much.

    PSN: Admiral_Augustus
     
  28. fastturtle

    fastturtle hi

    Steam:
    [plibt]fastturtle
    XBL:
    Turt Burglar
    Parasoul
    Cerebella
    I can't help you out by playing on PS3 with you but I can offer a little help. As a general rule, always pushblock the last hit of multihitting moves (Double/Painwheel j.hp = Pushblock the 4th hit, Filia cr.mk = pushblock the 5th hit). A lot of that knowledge will just come with playing against those characters more.

    While I totally support learning one character at a time, I think Cerebella really benefits from a DP assist like Updo or Napalm Pillar or Hornet Bomber (M/L versions). Parasoul is probably the easiest to learn combos with out of those 3 so I would suggest , once you're fairly comfortable with your Cerebella, learning basic combos with Parasoul so you can start to play Cerebella with a safe DHC and DP assist.
     
    AdmiralAugustus likes this.
  29. AdmiralAugustus

    AdmiralAugustus Member

    PSN:
    Admiral_Augustus
    Cerebella
    Big Band
    Thanks for the tips. I took Parasoul to the lab to try her out. I'm actually waiting for Big Band to come out tomorrow so I can add his jive to my arsenal. I'm starting to have a better understanding of my defense and pushblocking. I just need to play, play, play, regardless win or lose. I do have some issues with pressure and punishing. I know punishing is something I might have to just learn on my own by studying frame data, but do you have any pointers on either? (I couldn't find anything specific to these two topics in the guide, might just be blind).

    I need to stray away from j.hp/j.mp spam into c.lk, c.mp, c.hp. I get pushed all day.
     
  30. fastturtle

    fastturtle hi

    Steam:
    [plibt]fastturtle
    XBL:
    Turt Burglar
    Parasoul
    Cerebella
    Big Band has some good options for DP and Armored moves that are great assist. You can check out videos of Mike Z playing Cerebella/BB in the archives of a lot of Salty streams ( www.twitch.tv/eightysixed/profile/pastBroadcasts ) to get an idea of how the team can play.

    A good habit to get into if you notice your confirm is being blocked it to cr.hp xx run stop (charge back, forward + hold lk+mk) which makes it safe. You can also get a feel for when the blockstun is over and go for a late cancel into Diamond Drop or if you're getting pushblocked, be ready to jump/dash right back into immediately (a horizontal assist helps keep them in pressure even after just being pushblocked).

    Good luck!
     
    AdmiralAugustus likes this.
  31. Sharnt

    Sharnt Member

    Beowulf
    Fukua
    Ms. Fortune
    Hey guys i'm looking at bella frames now, and i have an issue, i have been using cr.LK,cr.MP as my basic starter, doing runstop on block, i'm at 0, if done perfectly, so that means my opponent can still jump if i do cr.LK, or just mash s.LP, the thing is if i use a + normal, like s.MK/MP I can't combo off of that if it hits bc of the cr.HP whiffing, any thougts?
     
    FilliaFeind likes this.
  32. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    Well, to my understanding, preblock is 4 frames. Which means if your opponent is holding up after your perfectly even on block c.mp, runstop, then you have four frames to hit your c.lk button and catch them jumping.
     
    Last edited: May 4, 2014
  33. View619

    View619 Well-Known Member

    Steam:
    ViewThePhenom
    Painwheel
    Peacock
    Cerebella
    st.hk xx immediate Run Stop gives better frame advantage (+ 2 for second hit, + 4 for the first hit iirc). Just use that instead.

    Edit:

    + 8 for first hit, + 3 for second.
     
    Last edited: May 4, 2014
  34. Sharnt

    Sharnt Member

    Beowulf
    Fukua
    Ms. Fortune
    Yeah, but if they jump forward/neutral there is no prejump block frame, and if I miss the timing by a few frames I'm done. I'm not at a level where I see this but it bothered me and I wanted to have at least a theorical solution up my sleeve.
    The issue is that after more than 2 hits, i'm afraid that I'll be pusblocked too easily, well I guess once they pushblock on the s.HK I just do cr.LK,cr.MP run stop cr.LK to catch them :D

    And do cr.LK, cr.MP, s.HK on guard (Plus the mixups off of s.HK itself).

    Thanks.
     
  35. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    No one I've ever played holds up forward while being attacked. It's a thing I think you can maybe use if you've predicted the situation, but for someone to just be holding up-forward is ridiculous. If they are, just do american resets.

    Actually, this is a pretty shaky tactic in general. Most people will be able to reaction push you by the time they block c.mp, never mind s.hk. Even if you had perfect timing, by the time you come out of runstop you'll already be not pressuring them anymore.
     
  36. dragonos451

    dragonos451 Combo crafting is fun

    Location:
    France
    Steam:
    dragonos451
    Cerebella
    that's the main issue bella has : even if her 50/50s are powerful, if you made the wrong choice, you're back on neutral game best case scenario. If you're against a pushblock-happy player, the main way to go is baiting them, or use tumble runs and lock'n'loads to try staying in range, but even this has big flaws, as runs and lnl's can be countered pretty hardly if you over-use them.
    So, either use assists to keep them in, or go for mind-game and bank hard on those hits you get. Bella doesn't have herself much tools to stay close AND pressure for extended periods of time, and probably never will :^/
     
  37. Sharnt

    Sharnt Member

    Beowulf
    Fukua
    Ms. Fortune
    What are you doing then? I really don't know how to press safely/efficiently with her.
     
  38. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    That's not really true. She definitely has options to go for a mixup, and stay in your face even if it fails. On example is the corner j.hp burst bait. If they are mashing, they burst and die. If they don't and try to roll, they burst and die (if you didn't use a OTG already). If they don't burst and don't roll, you get to do whatever you want to them. There's other things she can do to apply a mixup and either go for a second one directly after or keep the pressure on.

    Well, against pushblock, I usually do c.lk, c.mp, c.hk. Most people after they push you away will try and jump after you or jump away, or walk forward. People usually don't think to crouch block. Hit them with the sweep and then Tumble Run after them as they tech roll, stop before they get up, and you should be close enough to land MGR while being plus still. And if they start crouch blocking the c.hk, that means they aren't doing anything but holding downback, so you can start doing run instead of c.hk. If you feel confident you can run into showstopper, but you could play it safe and runstop.

    Also, remember that against someone who's blocking a lot, a good tactic is always c.lk, Diamond Drop.
     
  39. Sharnt

    Sharnt Member

    Beowulf
    Fukua
    Ms. Fortune
    I really dislike doing this, either losing pressure midscreen or the corner feels wrong, and the damage aren't there for it being worth most of the time :/
     
  40. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    So instead of getting damage and opening them up you'll choose to just get blocked and pushblocked all day? You're on a team, I'm pretty sure you can DHC to SBO to continue midscreen, too.
     

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