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Cerebella's Outdated Old Combos

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Huh. Did he only apply the change to HK tumbling run or something?

I'll try it tonight.
 
Dunno, but its always been easier for me when I ran with HK. Let us know how it goes :)
 
No, it's that if you use the same button twice, you're forced to use the old timing.

You can only use the new timing if you use different buttons for Run and the follow-up.

The reason for this is because during hitstop, the game is considered paused. Run and follow-up used to require 1f between the two inputs, which is why the timing was so strict, before (if you did the two inputs during hitstop they counted as happening on the same frame). If you use MK for the run and MK for the follow, then the game still considers it one long MK press instead of two buttons in succession.

HK was necessary to get Kanchou cancel before, anyway, because HK Run sent her further forward, faster. Just do HK [MK].
 
I'm just going to say it.
I'm really sad that the shortcut exists now.
 
Oh no, something is easy in a fighting game.

No, it's that if you use the same button twice, you're forced to use the old timing.

You can only use the new timing if you use different buttons for Run and the follow-up.

The reason for this is because during hitstop, the game is considered paused. Run and follow-up used to require 1f between the two inputs, which is why the timing was so strict, before (if you did the two inputs during hitstop they counted as happening on the same frame). If you use MK for the run and MK for the follow, then the game still considers it one long MK press instead of two buttons in succession.

HK was necessary to get Kanchou cancel before, anyway, because HK Run sent her further forward, faster. Just do HK [MK].

I thought it might be something like that. Thing is, like I said, I tried LK > MK and didn't get Kanchou, so I'm still wondering if there's something else going on. I'll try HK > MK instead.
 
I'm just going to say it.
I'm really sad that the shortcut exists now.
I want to be sympathetic, but "wait for hitstop to end and then hit and hold the button on the frame afterward" is the kind of bullshit execution requirement that this game discourages. My own experiences were pretty infuriating and the timing was really unintuitive (see: video where I consistently connect it a frame too late).
 
All I know is that I'm killing 3 man teams with a 1 meter start and 2 man teams with a 2 meter start. Only with less effort!
 
Combo bugs, I think.
I want my old j.mp hitstun back...
 
I believe doing st.lk instead of cr.lk will make it easier to get the restand on bella after otging. Otherwise I say start going for st.lk, st.mp, cr.HP ->j.mp. j.mk -> st.lp-> stuff instead. I'll have to look at the range once I get home or you can try it.
 
I believe doing st.lk instead of cr.lk will make it easier to get the restand on bella after otging. Otherwise I say start going for st.lk, st.mp, cr.HP ->j.mp. j.mk -> st.lp-> stuff instead. I'll have to look at the range once I get home or you can try it.
I thought the otg hitstun was the same no matter what move you used?

Edit: Which reminds me, why does the first hit of lvl 3 not hit characters OTG? Or am I doing it wrong?
 
I think it has to do more with spacing than hitstun. I tested this before but I completely forgot the results lol.
 
I'll check it out on my own, but let me know if you find anything that makes it work anyway.
 
I want my old j.mp hitstun back...
mikez pls

Can I just put this here with a big warning saying
These are SDE combos that don't work anymore, they're for entertainment or ideas.

 
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Here's something I discovered that makes cMK > jMP > jHK restands a bit easier. After you otg with cLP or cLK or whatever you use, delay the cMK just a little bit. You'll end up at a much better angle for connecting the jHK on ALL characters. Also you'll land closer to them.

An update on the sHP > kanchou thing: it definitely only seems to work if you activate tumbling run with HK. And I guess nobody noticed because I was the only person dumb enough use anything but HK.

Well, it's... knowledge, I guess. Though in the future once Pummel Horse gets the same treatment, it'd be nice to be able to use LK to activate tumbling run so I can piano into LP on the controller I use.

EDIT: Well okay, doing MK [LP+LK] to do the pummel horse thing isn't SO bad... still, that'd require the change to be applied to MK.
 
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Here's something I discovered that makes cMK > jMP > jHK restands a bit easier. After you otg with cLP or cLK or whatever you use, delay the cMK just a little bit. You'll end up at a much better angle for connecting the jHK on ALL characters. Also you'll land closer to them.
That took me a bit of time to figure out, but yeah, the small delay makes a difference.
 
Use something other than LK Run to go into Pummel Horse, or use the old timing.

I'm going to explain this one last time, in incredibly easy to understand terms.

Hitstop is when the game freezes for just a moment to emphasize the impact of hits. Soul Calibur does not have hitstop, and as a result sword swipes are incredibly smooth-looking when they cut through you. Blazblue has too much hitstop, and as a result combos look like slideshows.

During hitstop, the game is considered paused. Inputs are buffered until after the hitstop is completed, but the game considers them to all have been input simultaneously. If I do s.HP xx Lock 'n Load, and I input LnL during the s.HP hitstop, LnL will come out immediately upon hitstop ending. If I do s.HP xx LnL xx Dynamo, inputting LnL and Dynamo during hitstop during a moment of flustered mashing, I will immediately and ONLY get Dynamo.

Cerebella's Run is basically like a rekka. It's a special move that cancels into other special moves. There's a catch, though! The Run has to start before you can cancel it into anything. So, before, inputting Kanchou or Battle Butt during hitstop would just result in getting the run of that particular button. The run hasn't started before you tried to cancel it into a move!

The new fix lets you input a follow-up command during hitstop, provided you're holding the button down when hitstop ends. If that follow-up command uses the same button that you used to initiate the run, the game doesn't know you let go of the button at all. This is because the game was effectively paused the whole time. It would be like if you raised your right hand, then I closed my eyes, you lower your right hand and then raise both hands, and then I open my eyes again. To me, I have no fucking clue you ever put your right hand down! That's the game right now.

The old timing still works. Nothing CHANGED about that. You can still do your instant Pummel Horses with LK Run if you use the old timing that required you to do it during the recovery frames of s.HP instead of during the active frames. You can even do the old 1-frame-link Kanchou! You can do Kanchou after an MK Run using the old timing! However, if you like, you can also use the new timing, but only if the follow-up command doesn't use the same button you used to initiate the run command.

The game thinks you're inputting Run Stop. That's because the game thinks you're just holding down LK and then hitting LP, which is Run Stop. Wait a few frames; according to the people in this thread the timing is "no big deal." Alternatively, I bet using MK or HK Run would solve the problem altogether.
 
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Yeah I was doing the pummel horse thing last night, and it seemed to help when I triggered the command run with MK.

However: I heard on the SG IRC that mike forgot to make the change for pummel horse? I may have simply been getting the old timing down, when I was succeeding with it last night. Also based on my earlier experimentation I'm not sure the change applies to anything but HK run. Doing LK [MK] certainly doesn't seem to get me an instant Kanchou, like HK [MK] does.

The fix is good but I think there are some holes in it that need to be plugged.
 
Use something other than LK Run to go into Pummel Horse, or use the old timing.
I'm using hk run...?
 
I'm using hk run...?
I knew I should have looked!

Yeah I think Mike said the fix isn't implemented for Pummel Horse yet. I suppose I was just getting "lucky" and doing the old timing correctly when I was trying it the other night.

Again, we wait...
 
since nobody posted double only stuff...


you can do s.mk s.hk after pummel horse if you don't have an assist
 
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The combo I do on double might be outdated. Gonna try these out and compare when I get home :)
 
The combo I do on double might be outdated. Gonna try these out and compare when I get home :)
I so don't like the thought of other people using my double combo, lol. I also think it'd be easy to shove a double assist in there, either at the end (c.lk, c.mp, assist, s.hp, s.hk, cerecopter) or instead of doing s.mk, c.hp do s.hp, assist, lnl, s.mk, c.hp. I don't know, something'll work. I'm sure you could bump it up by 1-1.5k (mine is over 10k without jump in, I'm pretty sure), or maybe even more.
 
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Could you gives put the moves you listed for the combo? I really want to try these but I don't have a clue as to what to do.
 
That is one of the funniest things I've ever seen.
 
I was trying to figure out devil horns crap the other night. Can't wait to learn this stuff.

And anti-double combos. Screw you and your stupid gravity.
 
heh
You could have gotten an extra j.hp in there, doing like j.lk, j.mp, j.hk, j.mp, j.hk, j.hp, j.lk, j.mp, etc., I think.
 
nah it would break the flow of it :P
 
Kinda meh (I want my old j.mp back...)
both do about 11.3k with the jump-in and 10.9k without

Also this

(dummy set to block after first hit and burst after 5th hit)

A little bit of tech here, not sure if this was already known (or if I should post it on this thread) but whatever.

So, since assists don't count as part of a chain, they can trigger ips and undizzy after a dhc or tag, making it possible to create burst opportunities at pretty awkward times (although, keep in mind that the assist character has to be the one you dhc or tag from).

Then there's pummel horse locking the opponent for the next 6 hits, making any button press during it activate the burst after it finishes, without hitting cerebella and leaving them opened or, in case they don't hit a button, staggered, allowing for another bait to be set up or even showstopper to finish.


I use lots of parentheses.
 
A little bit of tech here, not sure if this was already known (or if I should post it on this thread) but whatever.

So, since assists don't count as part of a chain, they can trigger ips and undizzy after a dhc or tag, making it possible to create burst opportunities at pretty awkward times (although, keep in mind that the assist character has to be the one you dhc or tag from).

Then there's pummel horse locking the opponent for the next 6 hits, making any button press during it activate the burst after it finishes, without hitting cerebella and leaving them opened or, in case they don't hit a button, staggered, allowing for another bait to be set up or even showstopper to finish.


I use lots of parentheses.
That's weird. I remember experimenting with the opponent bursting during Pummel Horse but found that you couldn't really punish from it, or maybe it was that the burst touched Cerebella at the end. All I remember is that it didn't work... hmm...
 
It looks like the burst has to be done BEFORE Pummel Horse ends, which cancels the stagger period into the burst while Cerebella is in the invincible finishing pose of Pummel Horse (which doesn't count as being hit by the burst). Did you use your stagger in the combo before PH, Caio?
 
It looks like the burst has to be done BEFORE Pummel Horse ends, which cancels the stagger period into the burst while Cerebella is in the invincible finishing pose of Pummel Horse (which doesn't count as being hit by the burst). Did you use your stagger in the combo before PH, Caio?
I didn't use it in this combo, so when your opponent doesn't burst he gets staggered, still being able to burst out of it. Actually, the video is not a very good example of it, a better one would be a simple filia combo ending with updo cancel into dhc and soon after going for this setup with more examples.

I did some experimenting with this (I really should've made a better video) and found that you can do devil horns after to extend the invincibility period. Worked really well when I tried to burst in the middle of stagger. I just canceled into super but, if placed correctly, I think devil horns can lead into a free punish.

Either way, this gives you a great position, even if the opponent knows this setup, he might just sit there and wait for stagger to finish, giving you time to mix him up however you want or just throw him, it's easily my favorite thing to do with bella second and two meters.
 
Either way, this gives you a great position, even if the opponent knows this setup, he might just sit there and wait for stagger to finish, giving you time to mix him up however you want or just throw him, it's easily my favorite thing to do with bella second and two meters.

If this is the case, you have a guaranteed Showstopper since it's 0f post-flash and has invincible startup.
 
a thing worth noting as well is that pummel horse and other grabs will never trigger undizzy if you combo into them at >350. (this is useless because of stagger shake but oh well)
 

I wanted to answer the age old question, "how many Devil Horns can I fit in a combo?"
 
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