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Cerebella Combo Collection (Alliteration)

Isn't it like charging with parasoul's back throw?
 
Isn't it like charging with parasoul's back throw?
Not realy. To charge for Parasoul's back throw cancel's the animation, so it's always charge back, forward, lk. With Bella, you have to charge, and then after the animation for your grab ends where you'll then (according to the game) be holding forward. Maybe you can just hold back and then hk+grab, cause that's technically the motion for Pummel Horse. If not, then I think it may not be possible. (At least, this is how I believe it to work)
 
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I'm too lazy to see what already exists


if you ever wanted to force comboing out of dynamo midscreen

and


here's a combo, idk lel
 
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hmm. you can combo into cerecopter really easily from a normal throw too. you can also use silver chord assist at the same time to combo after that as well.
 
I just know it's the only move I can use to effectively place my opponent behind AND above me for dynamo to hit that way. I've tried stuff from clk cmk. The idea came from DDB showing me clk cmk cerecopter dynamo, which is funny because it turns Cerebella around most of the time.

After doing enough yolo dynamo on people and their assist during cross up and assist call, and getting that sweet combo out of dynamo mid screen, I wanted to find out how to do it on purpose.
 
That's a pretty nice setup. I'll have to maybe try that sometime.
 
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What are you guys doing in the corner assist-less?
 
What are you guys doing in the corner assist-less?
I think the best thing I have isn't in video format. But here's the notation. the s.hp, runstop, c.mk is like a one frame link or some junk.

c.lk, c.mp, s.hp, runstop,
c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, c.hp, j.lp mash, j.hp,
s.lp, s.lp(NCH, straight to Dynamo), s.mk(LCH, straight to Dynamo), s.hk(HCH), cerecopter(MCH, skip s.hk if you get MCH), Dynamo
c.lk, c.mp/c.mk(c.mp for light characters, c.mk and a delay for heavy characters), s+f.hp, cerecopter

It does between 9.3k and 11.3k depending on if you got NCH or HCH.
 
Thank you. Just from lookin, it doesn't seem like its a corner specific combo. Wouldn't it be better to do this and guarantee corner carry than to side switch with kanchou combos?

And does anybody have otg combos? Like after mgr.
 
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no CH on lights:

c.lk, c.mp, c.hp, j.hp,
s.lk, s.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, s.hk, Cerecopter, Dynamo,
s.lp, s.lp, s.mk, s.hk, Cerecopter, Dynamo

9.8k

or for one bar, faster damage, and style:

c.lk, c.mp, c.hp, j.mk, j.hp, j.hp,
c.hk, devil horns, s.lk, c.mk, Devil Horns,
j.lp(mash), j.hp,
s.lp, s.lp, s.mk, s.hk, Cerecopter, Dynamo

8.5k

no CH on Double and Big Band

c.lk, c.mp, c.hp, j.mp, j.hk,
s.mp, j.mk, j.hp, j.lk, j.mp, j.hk,
s.hk, Cerecopter, Dynamo
s.lp, s.lp, s.mk, s.hk, Cerecopter, Dynamo

9.4k

I really have to work on my CH combos with bella, but if I get to the corner with her bnb on a light character from a HCH I do this:

(usual bnb) j.hk,
c.mp, c.hp, j.lk, jmk, j.hp, double jump,
j.lp, j.lk, j.mk, j.hp
s.lp, s.lp, s.mk, s.hk, Cerecopter, Dynamo

does like 9k
 
Thank you. Just from lookin, it doesn't seem like its a corner specific combo. Wouldn't it be better to do this and guarantee corner carry than to side switch with kanchou combos?

And does anybody have otg combos? Like after mgr.
If you can get the Kanchou, then get the Kanchou. Even just a normal BNB corner carries pretty far, so even if you can see the wall when you do Kanchou, you'll end with them pretty close if not touching the opposite corner.

As far as MGR combos, I'm trying to get a new one ready. But in general, you can go for:

MGR, dash, c.lk, c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, c.hp, j.lp mash, j.hp,
s.lp, s.lp, c.mp, s.hk, cerecopter, Dynamo

or if you got MCH, instead of that last line,

s.mk, s.hp, runstop,
c.lk, c.mp, runstop,
c.lp, c.mp, s.hk, cerecopter, Dynamo

or, something much easier and much less fun for slightly less damage,

c.lk, c.mp, s.hp, runstop,
c.lp, c.mp, s.hk, cerecopter, Dynamo

Should net you around 7.5k
 
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heres something kinda fun/silly

sorry for the vid quality im having some issues atm


if youre trying to replicate this, be mindful that some characters it is easier to get it to work on P2 side (para, val, painwheel) and some characters it doesnt work on at all (fortune makes squigs come out the wrong direction every time, havent tested it on everyone yet.)
 
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When I saw the double claps I spat out my drink.
The concept is all the way back in page three though, It kinda hurts to see how much we could do back then...
 
Nothing new/optimized really. Undizzy really doesn't make using hb that big of a difference and more times than not I just call it before I do copter for a bit more damage.
 
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what are people doing off of airthrow with the changes to it? ive found you can do a falling j.lk > c.mk devil horns > stuff but im terrible at execution so its rough for me. if i have my hairball assist im just doing falling j.lk > s.lk s.hk hairball command run pummel horse > stuff
any other neat ideas?
 
Max height counter hit
grab, j.hk,
c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, s.hp, Kanchou,
s.lk, c.hp, j.lp mash, j.hp,
s.lp, s.lp, c.mp, s.hk, cerecopter, dynamo

does 7k

max height no counter hit
grab, j.hk,
c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, s.hp, Kanchou,
Devil Horns,
s.lk, c.mp, s.hk, cerecopter, dynamo

does 6.6k

At lower heights you could just do j.lk I think. j.lk does bout 100 more than j.lp.

Also, I found out that you can easily charge Pummel Horse on back ground grab. Just charge as if they are behind you before they even get behind you, just treat it like the move is charge forward, back + lp+lk+hk. It's still tight timing like it is with forward grab, but it works in both directions!
 
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among the dumb things i've found : after pulling off a s.hp xx lvl 3 with your opponent right against the corner, you can't continue the combo on some characters like double : dynamo after lvl 3 whiffs entirely, and j.lp is impossible to connect sometimes BUT it is possible to connect an excellebella that grabs him right after his flying body side-switches with you (grab comes out facing left if the corner was on the right).

tricky execution, it seems you have to input the dp facing the corner while the opponent is still between you and the corner, get back to neutral BEFORE the opponent side-switches (or MGR will come out instead), and THEN only input lp-lk...do-able, but hard, counter-intuitive, nearly useless BUT stylish so i would like it to reach posterity.

as i can't record anything :
first one who's bored enough to pull that out on video gets a free hug from bella! :)
 
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corner combo against lights (works at least on fortune, some other characters may cause problems with the f.hp)
that looks cool and not really hard to do :

c.lk c.mk s.hp devil horns
c.mk devil horns
s.lpx2 s.mk cerecopter dynamo
c.lk c.mk
j.mp j.hk
s.hp pummel horse
c.mp s.hk cerecopter dynamo

does 9350 1v1 with 1 meter, 10400 with second dynamo
 
lol I JUST found out that s.hp on the last chain does more damage than s.hk...

it's just like 5 more damage but still...

It's like I've been living a lie..
 
lol I JUST found out that s.hp on the last chain does more damage than s.hk...

it's just like 5 more damage but still...

It's like I've been living a lie..
now you're going to failed the cerecopter cancel timing every time, cause you're just too much used to the s.hk timing :)
 
lol I JUST found out that s.hp on the last chain does more damage than s.hk...

it's just like 5 more damage but still...

It's like I've been living a lie..
s.hk is better, imo. There's the extra second you get to calm down and make sure you hit the right buttons. And you can also reset in the middle of it, so the opponent has to pay extra attention and brain power on that.
 
s.hk is better, imo. There's the extra second you get to calm down and make sure you hit the right buttons. And you can also reset in the middle of it, so the opponent has to pay extra attention and brain power on that.
I know but hey, every little bit counts when you go for a kill.
 
Gladly trade that 5 in for extra mental pressure on my opponent. The times when the opponent is 5 health away from death is so rare that I don't think it's ever been the difference between a kill and not for me. I'm more worried about missing a j.lp on my mashes, each one is like around 40 damage at the end of your combo I think.
 
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Have I told anyone about my advanced MGR combo yet? I don't remember.
Works on everyone. Actually... I think the s.lp, s.lp might sometimes whiff on Fortune, maybe someone else. But the rest of it should be universal.
 
Here's the stuff I've been working on. None of it may be special, but I like sharing.
I was looking for combos that use the s.hp run stop c.mk combo, and then i saw this...i had an #yolo combo, and then i saw this...
 
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I don't normally read combo threads or put effort into optimising damage because I'm lazy, but I came up with this yesterday. It's probably old news but I really like the corner starter of c.LK>c.MP>s.HP>headbutt+brass, f+HP>excellabella (or devil horns).


It does so much damage that it can just about kill 3v2 meterless with 1 reset:

 
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I improved my double combo a bit with some stupid changes


First one has a one frame link so feel free to disregard it's existence

---------------------------------------------------------------------------------------------------------
10337 Corner:

c.lk, c.mp, c.hp,
j.mp, j.hk,
s.hp, Run stop,
s.mk, s.hp, Pummel Horse
s.lk, c.mk, f.hp, Cerecopter, Dynamo
s.lp, s.lp, c.mk, f.hp, Cerecopter, Dynamo
---------------------------------------------------------------------------------------------------------
10218 Corner (easy/doable version):

c.lk, c.mp, c.hp,
j.mp, j.hk,
s.hp, Run stop,
s.lk, c.mp, s.hp, Pummel Horse
c.mk, f.hp, Cerecopter, Dynamo
s.lp, s.lp, c.mk, f.hp, Cerecopter, Dynamo
---------------------------------------------------------------------------------------------------------
10031 Midscreen version:

c.lk, c.mp, c.hp,
j.mp, j.hk,
s.hp, Run stop*,
c.lk, s.mk, s.hp, Pummel Horse
c.mp, s.hk, Cerecopter, Dynamo
s.lp, s.lp, c.mk, f.hp, Cerecopter, Dynamo

*Do this one a bit loosely, if you cancel the run too fast the s.hp will miss
---------------------------------------------------------------------------------------------------------
 
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A little late critique the title, but it would have more alliteration if OP used the full word Combination instead.

also, what's the most optimal thing you can combo after Bella's lvl3 in the corner? Assuming you have the space to catch the wallbounce of course.
 
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A little late critique the title, but it would have more alliteration if OP used the full word Combination instead.

also, what's the most optimal thing you can combo after Bella's lvl3 in the corner? Assuming you have the space to catch the wallbounce of course.
I'm going to assume you can do the whole j.hp -> cr.hk xx Devil Horns, st.lk cr.mk xx Devil Horns business, right?
 
you can also catch most of the characters with j.lp mash j.hp, even if you're right against the corner.
 
my Bella/parasoul specific BnB :
c.lk c.mp c.hp
j.mp j.hk restand, land, instant j.hp
c.lk c.mp s.hp pummel horse
dash s.mk s.hk cerecopter dynamo
c.lp c.mk titan knuckle cerecopter dynamo
9956 damage using 2 meters 1v1

a thing I talked about a few posts before :
c.lk c.mk titan knuckle devil horns
c.mk devil horns
s.lpx2 s.mk cerecopter dynamo
c.lk c.mk
j.mp j.hk restand
s.hp pummel horse
c.mp s.hk cerecopter dynamo
10407 damage using 2 meters 1v1

not particularly impressive combos, but they are mine, and I like them

EDIT: the fortune corner combo also works perfectly on peacock, silly me for not checking her
 
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my Bella/parasoul specific BnB :

a thing I talked about a few posts before :

not particularly impressive combos, but they are mine, and I like them
How much damage?