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Cerebella Resets Thread

That also happens every once in a while if you try to do a kanchou on incoming and I've always wondered why it did that, so thanks Age!
 
Just make sure that whatever move you do while during the animation of an attack, the input has to be as though you are still facing the same side, regardless of where the opponent is. So in the case of cMK, sHK (whiffs) to diamond drop and the opponent is on the right side initially, the diamond drop would be inputted as down, down + right, right.
 
okay so i gotta get this down somewhere or else ill forget it knowing me, but after launching with cr.MK if you do a j.LK immediately then delay a j.mp you can ambiguously cross them up. on valentine in particular i noticed that the dummys blocking animation was facing the wrong way when the j.mp hit.

i may mess around with it some more. i really should record this stuff but my camera is shite.
 
okay so i gotta get this down somewhere or else ill forget it knowing me, but after launching with cr.MK if you do a j.LK immediately then delay a j.mp you can ambiguously cross them up. on valentine in particular i noticed that the dummys blocking animation was facing the wrong way when the j.mp hit.

i may mess around with it some more. i really should record this stuff but my camera is shite.

someone has a video on this alrdy. It's in the first couple of posts
 
I have dirty fila bella assist setups.
SAGE CAN CONFIRM THIS.
 
ah your right. its literally in the first post. oh well. still worth using i reckon.
 
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I made a video about who it works on and how to get out of it kind of thing. I also deleted the post that I made saying about the five minutes of explaining before I saw that it had been responded to :x
 

The left/right low is the basic mixup but there's obviously command grab as they land. You can also air grab from right below them, but the reward wouldn't be as much. You can also do instant j.lk as a fuzzy on their landing frames and the plane can then be a crossup.

edit: I never realised before, but when they come out of a launcher, they can't call assists...
 
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Here's a reset that works vs people who block

After cr.hp run stop st.hp command grab. If they're blocking they'll block in the air and land which lets you MGR midscreen and DD in the corner.
 
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Here's a reset that works vs people who block

After cr.hp run stop st.hp command grab. If they're blocking they'll block in the air and land which lets you MGR midscreen and DD in the corner.
Should be noted that everyone but Parasoul can PBGC into an air option to avoid that (on top of holding up). Double jump or air dash.
 
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Could you maybe excellebella to beat those options?
 
Here's a reset that works vs people who block

After cr.hp run stop st.hp command grab. If they're blocking they'll block in the air and land which lets you MGR midscreen and DD in the corner.
Mike Z was doing this at SCR but with 360 instead of MGR. Shit's cheap
 
Yeah I saw Mike Z attempt to do it and I was like oh I wonder if he was trying to do thiiiisssss
It's gr8
 
Yeah I saw Mike Z attempt to do it and I was like oh I wonder if he was trying to do thiiiisssss
It's gr8
I don't remember if he did it in his one on-stream match, but I know he did it to Rikers in pools and everyone watching was just like whaaaaaaaaaaaaaaaaaat
 
They did a stream later on eightysixes channel of a bunch of casuals. Happened to catch a bit of mike playing there
 
They did a stream later on eightysixes channel of a bunch of casuals. Happened to catch a bit of mike playing there
Oh yeah I was in the room for that but I was playing on the other non-streamed setup
 
Something I do constantly and haven't seen anybody post about here is this:

st.hk (1 hit) xx run stop, cr.lk/DD/(of course block/up back if you know they're going to mash).

The setup is +8 on hit and since cr.lk is 8 frames, it creates 1 frame gap. DD needs a bit of a delay but since you have to do a half circle forward, you don't really need to hesitate with the timing. Of course the DD is scarier if you have an assist to pick them up midscreen or if you're going to lead them back to the corner. It can work with the second hit of st.hk but it's possible to get a 1 frame link and trigger IPS.

I've also been messing around with cr.mk xx run stop, jump back, air grab since you can otg with a j.lp/j.lk from that height now.

Added bonus: cr.lk cr.mk xx run stop, jump back j.lp against Squigly is an instant air crossup that you can restand off of. You just have to start the string off directly next to her to get the crossup/under/whatever.
 
If the grab thing doesn't work on ps3 then that doesn't apply yet to me sadly :(

video on the squigly thing
and also I'll try out the st.hk thing. I've had it done to me before, never bothered to use it.
 
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Video on the Squigly thing:

It's also worth noting that if you do it too quickly it can combo :x
 
here's my personal batch of resets after the good ol' OTG c.lk c.mk in the corner.

c.lk c.mk xx run stop aaaaaand....your choice :
-c.lk
- s.lk with opponent still in the air just in case the opponent feels jump/dash friendly (light char only)
-instant overhead j.hp
-diamond drop
(here comes the interesting part)
-dash backward! (cross under every character, need to be kinda strict in timing for double),
and then....well:
-c.lk
-instant j.hp (jump forward or it may keep momentum backwards)
-normal grab.

All these resets gives you a new opportunity for full combo
(if done after the bnb start c.hp j.mk j.hk otg c.lk c.mk, enough time passes so undizzy comes back to 0)
and as you can see, trying to guard all this is...well good luck.

after a few resets like these, your opponent should find his brain melting through his ears,
OR start double jumping/air dashing.

in second case, if you don't give it a damn about doing unsafe things, go for :
-c.lk c.mk DELAYED cerecopter (hits cross up, throw him back in the corner, full combo after if the opponent was catched high enough)
OR
-c.lk c.mk S.HK xx cerecopter, cancel approximately during first hit animation
--> if timed correctly (tricky on double, again), it will come out facing the opposite direction from the corner and hit NOT cross up. cancel with dynamo afterwards (WATCH OUT : input in the same direction as the one cerecopter animation is facing, disregarding position of the opponent character!), before last hit of cerecopter to ensure full animation, it will come out in the direction of the corner, this time (so much side switches !), and put the opponent in it again for full combo. (maybe too long sentence...don't give a fuck!)

cerecopter landing on guard? all is not lost!
--> if the opponent is blocking in the air, but not to far from the ground, cancel 360! the opponent will land immediately after the canceling of cerecopter and recover of his blockstun (cause air blockstun resets on landing, remember?) and will get grabbed.

phew...sorry for the big piece of text i pooped right here, don't have the possibility to record. if anyone wants to make a video on it, i think everyone would appreciate for better understanding :)
 
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oh, and BTW, a few details :
-remember j.hp always whiffs on some crouching characters, like filia (don't know for others)

-the general idea (dash/no dash cross under) works also midstage, just dash forward instead of backwards

-mix those ideas with other resets that have been put in this thread, and i think you've got reset choices for everything the opponent may try to do, and every mix up type you want (low/high/grab/air grab, front/back)

have fun disrespecting people with dirty resets :)
 
oh, and BTW, a few details :
-remember j.hp always whiffs on some crouching characters, like filia (don't know for others)
No, I don't think it does. Well... maybe in your example, but you can land j.hp on every crouching character.
 
No, I don't think it does. Well... maybe in your example, but you can land j.hp on every crouching character.
well, it whiffs at least on filia, and 100% of the time, if i remember correctly. the rest of the cast, maybe it works, but would be more prudent to check before going for it on tournaments...
edit: at least, for INSTANT J.HP. maybe if you're just falling normally, it connects

edit edit 2.0 : ok i checked :
-filia: always whiff if to close too her (which is the case with the previously described resets), connects if at longer range (approximately max range of diamond drop)
-valentine : always whiff up close, a bit strict timing for longer range
-cerebella: no problem, except whiffs if up close, instant jumping forwards
-ms fortune : only connects at a precise distance, with tight timing, whiffs up close whatsoever
-peacock: same thing, easier timing
-painwheel: whiffs only if really close
-squigly: same as painwheel
-double and parasoul: no problem

...ok, so i think the formula of the reset changes of bit : after backdash, NEUTRAL JUMP instant j.hp and it should connect on the whole cast, would they be crouching or standing (neutral jump isn't affected by dash momentum, after testing). and i checked, now it works...

well, i learned something!
 
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Its so nice when people get curious and check the whole cast! Im glad you went to the trouble. I wonder, do you know the different ways you can get instant j.hp after different setups? Like j.l.p. mash, j.hp restand, or c.mk, j.mp, j.hk restand, or maybe c.lk, c.mp, s.hp, runstop?
 
Its so nice when people get curious and check the whole cast! Im glad you went to the trouble. I wonder, do you know the different ways you can get instant j.hp after different setups? Like j.l.p. mash, j.hp restand, or c.mk, j.mp, j.hk restand, or maybe c.lk, c.mp, s.hp, runstop?

well, instant j.hp works after j.lp mash, j.hk restand (it combos, in fact, and for all the cast, i guess), after j.hp it resets and is a good frame trap too.
after s.hp run stop, i think the gap is a bit too big: if the opponent jumps, he will have no problem guarding, jump start up frames went away a long time ago, and if he mashes standing lights, like ms fortune's s.lp, you may get screwed. but the good thing is in most setup it will make completely miss a lot of mashed supers:
gregor samson, painwheel lvl1 (but not the lvl 3, hitbox is big!), cerebella 360, obviously (probably avoid lvl 3 too)...may need to check if you're in the air long enough to avoid daisy pusher...actually it would be good to know also if you avoid argus agony, flatliner (i think it hits, large hitbox too), scratch fever, nightmare legion and so on...

and yeah, i'm curious : i almost lost a few steam friends 'cause i kept telling "wait!" when something weird or interesting happens :)

my biggest problem : how the hell did i managed, once, a long time ago, to grab a flying filia with lnl hp 360 cancel ON HIT...
 
ok, results about instant j.hp avoiding super reversals or not, after another j.hp, and after a s.hp run stop :

-scratching fever : after j.hp, avoid perfectly (if neutral or forward jump, j.hp doesn't hit, you'll have to run after fortune for punish).
after run stop, you get fucked however you jump.
-argus agony : after j.hp, avoid and punish, after run stop, avoid (then guard the second part) but whiffs, and sometimes doesn't avoid for some reason
-daisy pusher: avoid it perfectly, no risk to fall in the hole too soon
-motor brigade: will always trade
-flatliner : after j.hp, avoid perfectly, after run stop, you get hit by the super
-gregor samson : avoid in both case, but you better input your run stop as fast as possible or you'll get hit
-dead on arrival (valentine's lvl 3): both avoid it, but don't do it if you have your back close to the corner, you'll get grabbed
-nightmare legion (double's lvl 3) : both avoid it
-painwheel lvl 3 : both avoid it, but only if you delay a bit the j.hp, else uyou end up two low and get hit.


yeah i'm bored, so what?
 
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other questions? i'll answer them ken-chiro style (yakuretsuken!) ^^

those questions just didn't know it yet, but they were already solved! \,,/(-_-)\,,/
 
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Lol, good work. I like you. You gots spunk. That information is really nice, but when it becomes actually useful is when you check it against everything a character can do. Against Filia, what happens if she does any reversal but Gregor? You get punished. Against Fortune, she can Fiber upper out of it. Parasoul gots Napalm Pillar. So, what you need to do now is either find which characters can't punish you for doing j.hp (either with something mashed or on block). Once you know that, you know who this is a good setup on. You can pretty much abandon the runstop variant, you've proven it to not be a very effective tactic.
 
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Lol, good work. I like you. You gots spunk. That information is really nice, but when it becomes actually useful is when you check it against everything a character can do. Against Filia, what happens if she does any reversal but Gregor? You get punished. Against Fortune, she can Fiber upper out of it. Parasoul gots Napalm Pillar. So, what you need to do now is either find which characters can't punish you for doing j.hp (either with something mashed or on block). Once you know that, you know who this is a good setup on. You can pretty much abandon the runstop variant, you've proven it to not be a very effective tactic.

Instant j.hp is at least effective against :
-painwheel (only thing that MAY work is her commnd grab thingy, but if she does it, you're playing against the most yolo painwheel i've ever seen),
-squigly (for now, with the stance vulnerability, draugen punch should be broken by j.hp if input correctly) except if lvl 3 obviously (but a squigly with 3 bars is a weird squigly)
-parasoul, despite all we said: napalm pillar is a charged attack, so not that much risk, and even if motor brigade and silent scope both break j.hp, i've never saw a good parasoul mash them as reversal (mainly because cerebella equals grab in da face, and avoid everything while punishing)
-valentine can't do shit about it

Other characters will break your face with reversals, but we still have an instant overhead that works perfectly against a good part of the cast and avoid some reversal possibilities of the others...way good enough to me
Besisdes, remember there is a completely overpowered tactic that avoid every reversal in the game, if your opponent mash too much : it's called jump backwards and guard :)

As typing of the skullgirls mode tells us : j.hp is a valid tactic !
 
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You can also do c.lk, c.mk, jump forward, glide when you get to the other side, then elbow on your original side for a combo.

Also, you may want to check the Cerebella guide. It has some of the things you are spending time experimenting with already fleshed out.
 
You can also do c.lk, c.mk, jump forward, glide when you get to the other side, then elbow on your original side for a combo.

Also, you may want to check the Cerebella guide. It has some of the things you are spending time experimenting with already fleshed out.

as mentionned in my post, yes we can do glide then elbow (ok i didn't mention the glide part), but as i said, no combo after that.

didn't really find what i said in the cerebella guide. in fact, my post doesn't really say what to do as bella, but against bella, during the c.mk reeset
 
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If you cross your opponent up with elbow, you should be able combo after with c.lp.

And the setups you were talking about, the ones bella uses, are the things I was talking about. It'll just give you a leg up when you're experimenting to go and check what's already been discovered.
 
MEEEEEEEEEeeeeeen...well, i guess i'll wait for people asking those who are bored to check things
 

heres a thing. likely already figured out. mainly for me tbh im making vids of stuff i think is semi good so i dont forget them.

also since discussion is on combos after elbow i also happened to record this yesterday too.

 
heres a thing. likely already figured out. mainly for me tbh im making vids of stuff i think is semi good so i dont forget them.

also since discussion is on combos after elbow i also happened to record this yesterday too.

Oh, I forgot you could combo if elbow hit at the last moment possible, right when you land...but it's impossible to combo if it hits higher right?
In this case, creating a setup that hit the opponent the right way even if he moves toward the elbow (which he should by trying to guard something coming from the other way) doesnt look realistic.
May be possible but don't count on me on that one, i'm not found of elbow as reset

BTW, for the first video: hitstop is sooo stupid :)