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Cerebella Combo Thread.
Thank you to @dragonos451 for putting together the content of this OP.
If you find this helpful, thank him!
You can find Cerebella's old outdated combos and discussion in this thread from when she had 350 Undizzy.
Tumbling Run:
Run followups come out one frame faster if you input them KK, instead of K+P.
You don't necessarily need to press the followup button AFTER inputting tumble run. If you hold a button and input (charge) K, the run followup matching the button held will come out. (Ex: LP + LK + MK [Held] = Pummel Horse)
Every time you see a combo ending with diamond dynamo, sLK sMP sHK x cerecopter xx diamond dynamo, feel free to go for the more optimal combo ender :
sLK cMK Titan Knuckle x cerecopter xx diamond dynamo.
Adds ~180 damage, but timings are a bit character specific.
Cerebella has a common restand from cHP where she does jLP which is a repeatable air normal over and over until she hits the floor, where she then combos into jHP for the restand.
Some people mash jLP then try and hit jHP when they hit the floor.
Some people mash jLP all the way into the floor and go into sLP.
Then there's another technique with a bit of timing that sacrifices a smidge of damage that Mr.Peck has made a video on which is very consistent once you practice it.
-
Playlist link for all these combos + more.
Thank you to @dragonos451 for putting together the content of this OP.
If you find this helpful, thank him!
You can find Cerebella's old outdated combos and discussion in this thread from when she had 350 Undizzy.
Tumbling Run:
Run followups come out one frame faster if you input them KK, instead of K+P.
You don't necessarily need to press the followup button AFTER inputting tumble run. If you hold a button and input (charge) K, the run followup matching the button held will come out. (Ex: LP + LK + MK [Held] = Pummel Horse)
Every time you see a combo ending with diamond dynamo, sLK sMP sHK x cerecopter xx diamond dynamo, feel free to go for the more optimal combo ender :
sLK cMK Titan Knuckle x cerecopter xx diamond dynamo.
Adds ~180 damage, but timings are a bit character specific.
Cerebella has a common restand from cHP where she does jLP which is a repeatable air normal over and over until she hits the floor, where she then combos into jHP for the restand.
Some people mash jLP then try and hit jHP when they hit the floor.
Some people mash jLP all the way into the floor and go into sLP.
Then there's another technique with a bit of timing that sacrifices a smidge of damage that Mr.Peck has made a video on which is very consistent once you practice it.
You can micro dash after Merry Go Rilla into cLK cMK or go straight into cLK cMP cHP which starts combos for all of the characters.
cLK cMK isn't required midscreen against Big Band, Double, Beowulf, Eliza.
It misses midscreen vs Painwheel, so use cLK cMP cHP into a different combo vs her.
An example combo would look like:
MGR
Micro Dash, cLK cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
6719 DMG
[VIDEO]
cLK cMK isn't required midscreen against Big Band, Double, Beowulf, Eliza.
It misses midscreen vs Painwheel, so use cLK cMP cHP into a different combo vs her.
An example combo would look like:
MGR
Micro Dash, cLK cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
6719 DMG
[VIDEO]
To convert off air throw hit jLP or jLK while falling which will OTG the opponent.
After hitting the OTG jLight, input cMK when you hit the floor to flip them up.
From cMK you can do any BnB you'd like that starts from cMK.
Example Combo:
Air Throw
jLK
cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
5636 DMG
[VIDEO]
After hitting the OTG jLight, input cMK when you hit the floor to flip them up.
From cMK you can do any BnB you'd like that starts from cMK.
Example Combo:
Air Throw
jLK
cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
5636 DMG
[VIDEO]
cLK cMP cHP
jMK jHK
cLK cMK*
jMP jHK**
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
[VIDEO]
*cMK here can whiff vs Big Band frequently.
The easiest way to prevent this whiff is to do a small dash after landing from the previous jHK, so that you get a dashing cLK or cLP to move Cerebella closer which prevents the whiff.
** Any time you see cMK > jMP jHK you must delay the jMP and then also delay the jHK.
The goal is that the jHK connects JUST as the opponent is about to hit the ground, which restands them and doesn't spend your OTG.
Check the video to see the delay in action.
jMK jHK
cLK cMK*
jMP jHK**
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
[VIDEO]
*cMK here can whiff vs Big Band frequently.
The easiest way to prevent this whiff is to do a small dash after landing from the previous jHK, so that you get a dashing cLK or cLP to move Cerebella closer which prevents the whiff.
** Any time you see cMK > jMP jHK you must delay the jMP and then also delay the jHK.
The goal is that the jHK connects JUST as the opponent is about to hit the ground, which restands them and doesn't spend your OTG.
Check the video to see the delay in action.
cLK cMP cHP
jMK jHK
cLK cMK
jMP jHK
sHP x Pummel Horse
cMP sHP x Run Stop
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
[VIDEO]
jMK jHK
cLK cMK
jMP jHK
sHP x Pummel Horse
cMP sHP x Run Stop
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo
[VIDEO]
cLK cMP sHP x run stop
cLK cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo (x2)
8633 damage for two Dynamo's.
Only possible if you end with opponent in the corner.
[VIDEO]
cLK cMK
jMP jHK
sHP x Pummel Horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo (x2)
8633 damage for two Dynamo's.
Only possible if you end with opponent in the corner.
[VIDEO]
Always input kanchou HK~MK.
It won't call your assist.
Also inputting a run + run followup using 2 kicks instead of K+P will make the followup come out 1f faster.
Using HK~MK is required if you want sHP x Kanchou to combo on Big Band!
Combo 1:
cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP Run Stop
cLK cMP sHP x Run Stop
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo (x2 If Corner)
[VIDEO] (Universal)
8387 DMG
9444 DMG for two meters.
-
Combo 2:
cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP x Run Stop
sLPx2 sHK x Cerecopter xx Diamond Dynamo
sLK sMP sHP x Cerecopter xx Diamond Dynamo (x2 If Corner)
8748 DMG
9805 DMG for two meters.
Works midscreen, on everyone.
Last chain can only be done if the first super brings you close enough to the corner.
Notes :
Be wary about how far you are from your opponent when you start this combo.
Against many characters, Kanchou won't combo after sHP if you hit them from too far away, despite cMP bringing you closer to them.
Against Double, you need to either micro dash or walk forward slightly before hitting cMK, else it will whiff.
I advise taking the habit of delaying slightly sHP before kanchou. This way, cMP will bring you even closer to your opponent, giving you a better chance to get the combo.
It won't call your assist.
Also inputting a run + run followup using 2 kicks instead of K+P will make the followup come out 1f faster.
Using HK~MK is required if you want sHP x Kanchou to combo on Big Band!
Combo 1:
cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP Run Stop
cLK cMP sHP x Run Stop
sLPx2 sMP sHP x Cerecopter xx Diamond Dynamo (x2 If Corner)
[VIDEO] (Universal)
8387 DMG
9444 DMG for two meters.
-
Combo 2:
cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP x Run Stop
sLPx2 sHK x Cerecopter xx Diamond Dynamo
sLK sMP sHP x Cerecopter xx Diamond Dynamo (x2 If Corner)
8748 DMG
9805 DMG for two meters.
Works midscreen, on everyone.
Last chain can only be done if the first super brings you close enough to the corner.
Notes :
Be wary about how far you are from your opponent when you start this combo.
Against many characters, Kanchou won't combo after sHP if you hit them from too far away, despite cMP bringing you closer to them.
Against Double, you need to either micro dash or walk forward slightly before hitting cMK, else it will whiff.
I advise taking the habit of delaying slightly sHP before kanchou. This way, cMP will bring you even closer to your opponent, giving you a better chance to get the combo.
cLK cMP cHP
jHP
sLP cMK
jMP jHK
sHP x Pummel Horse
cMP sHK x Cerecopter xx Diamond Dynamo
sLK sMP sHK x Cerecopter xx Diamond Dynamo
[VIDEO]
jHP
sLP cMK
jMP jHK
sHP x Pummel Horse
cMP sHK x Cerecopter xx Diamond Dynamo
sLK sMP sHK x Cerecopter xx Diamond Dynamo
[VIDEO]
You may have some difficulties with the cMK jMP jHK. restand against Squigly. You have two solutions : either delay cMK after cLK, or delay your jump cancel (don't delay jMP after jumping, though). Both tweaks are enough on their own to make the restand easy.
cMK may whiff against Big Band depending on your timings. To solve this issue do a micro dash before cLK cMK.
It is ill-advised to do sLPx2 sMP after the jLPx3 jHP restand against Miss Fortune and Valentine. Most of the time, either the second sLP or the sMP will whiff.
It's recommended you always do cLP cMP against these characters instead. On the other hand, there is no problem using sLPx2 sMP on them after a run stop, as in the "better BnB" combo.
cMK may whiff against Big Band depending on your timings. To solve this issue do a micro dash before cLK cMK.
It is ill-advised to do sLPx2 sMP after the jLPx3 jHP restand against Miss Fortune and Valentine. Most of the time, either the second sLP or the sMP will whiff.
It's recommended you always do cLP cMP against these characters instead. On the other hand, there is no problem using sLPx2 sMP on them after a run stop, as in the "better BnB" combo.
Playlist link for all these combos + more.
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