Next; I looked at this guide by
@Zidiane
Thank you for this guide! It's nice to have such a thing.
But I am me, so .. I say things.
Since that thread is closed (for whatever reason?) and Zidiane is not on the IRC, I will ask my questions / say my things here
Most of these are minor nitpicks, but some I think are kind of relevant..
I'm aware the thread is over a year old, but it's the only guide like this in here, and as such the one that people read. It was also updated a bunch in times past, so I guess Zid has an interest in keeping it sort-of-fresh?
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1.1 "Well, for one, she has the simplest, easiest combos of the entire cast."
- Disagreeing with this; Bella has access to some of the harder stuff in the game, and not just that but actually *requires* some practice to get basic things (such as the jLPn-jHP restand after cHP) down. That's a minor nitpick, though
1.2. sMP
- No mention of any use for this move in neutral, despite it's tremendous hitbox. Is it bad for some hidden reason, or getting overshadowed by something else, or?
1.2. sHP
- Can this be used as an AA? 17f startup is a lot, but eg Val sHK has 16f and is a pretty useful tool. Again, the hitbox looks rather nice?
1.2. sLK "best followed up in that situation being s.mp."
- Either "best follow-up", or "by s.mp"
1.2. cLP "It’s nice to know that if you accidentally crouch early, your combo won’t mess up though."
- Mine does ;_; cLP has more pushback or such than sLP, so at maxrange, sLP cMK is going to combo while cLP cMK has the cMK whiff
1.2. cHP
- Now this is listed as a possible AA, but the hitbox of it is rather.. average. Is this actually used, and if yes, against what?
1.2. cMK "that pulls the enemy towards you, unlike any other launcher in the game."
- Fukua cMP :^)
1.2. jLP "Anytime you knock the opponent up into the air, for the most part, you can connect with this move and bring them back down."
- Not after cMK, or something like MGR - OTG cLK cHP, where the jLP either whiffs completely or after one-two hits?
1.2. jMP/jLK air-to-air comparison
- Maybe note that jMP will often not lead to a combo due to jMP-jHK whiffing (which means you rather go for jMP-jHP), while jLK-jHK is pretty much guaranteed if the jLK hits? At least I haven't had the latter fail so far.
1.2. Specials - Devil Horns
- Maybe note that you can cancel this thing into 360, which is kind of useful..
1.2. Specials - Run>Ram (Battle Toads, Headbutt, whatever)
- Maybe note that this is entirely not-supercancellable due to putting you into the air?
1.2. Specials - Grab Bag
"it can catch an opponent earlier after an aerial attack (j.lp, grab bag can be done faster than j.lp, grab)"
- This is untrue thanks to grab plinking
"I’ve been grabbed out of grab bag before. "
Confused how this works? The Grab Bag is active and then someone jump airthrows and you get thrown? Or similar?
Bonus note, maybe mention that the tech window for this is significantly smaller than for normal airthrows
1.2. Supers - Diamonds are Forever "It also has unlimited super armor. "
- Is Hyper Armor (important difference; meaning it doesn't lose to sweeps and sweep-like moves)
1.4. Weights
"When you’ve got your ideal combos down, and ESPECIALLY your resets, make sure to make sure that it works on everyone from everywhere. If it doesn’t, slight variations will be necessary, either in timing or buttons."
- This section is posted twice, once in the first paragraph, once in the last
1.6. Teams
- Uses the old damage ratio stuff, 160% instead of 150%
Not really interested in this (or the IPS section), so not reading it and thus can't find any possible mistakes
2.1. Scaling
- Command Grabs scale to 55%, not 50%
Same thing, not really reading this, just jumped into my eye
2.3. Pushblocking
"If they consistently push both the swat and the clap, this will probably catch them, though don’t do it often against any character with air supers. Also, if they consistently push both j.mp and j.hp, you probably won't be able to catch them with it. "
- What?
2.4. Standing in the Opponent's Face
- I don't get this entire cMK section. You say that cMK is great, but then go on to say that one shouldn't push cMK. If it's cLK-cMK, then cLK is the "great" button, and there's no explanation why this would be better than cLK-cMP-cHP.
2.4. Standing Away from the Opponent
"but mp and hp lnl both outrange the s+f.hp, though you won’t be using those in neutral as much as you’ll use lnl.."
- I figure this means "as you'll use 6HP"?
"C.lk is the most dangerous range for your opponent to find herself stuck in, because it’s the only range that Cerebella can start a combo from (excluding a ranged level 3)."
- cMP xx MGR has much farther range than Sweep, let alone cLK
2.4. Attacking an Airborne Opponent
- Again, sMP and sHP look like they're usable; why are they no good?
3.1. Unique Starting Moves
"From a PH, you still have freedoms, any standing normal and will connect, but you can’t, for example, do MGR if they shake out of it. You can, however, do US, the super grab, for some decent damage."
- Really, this was the first thing I read and the main reason for making this post. You got this right in the "Specials" section, dunno what's up here! 360 after Pummel Horse is not a combo.
"Ground normal grab won’t net you shit unless you are in the corner."
- 2nd part that struck my eyes, this is criminally dangerous misinformation!
To quote MikeZ: "Cerebella's throw can be combo'd off midstage with Copter, Excellabella, or Pummel Horse.
Excellabella works on Valentine, Squigly, Peacock, Parasoul, and Double and lets you use Dynamo and continue moving them toward the corner with OTG left. (And with using the OTG on Big Band ha.)
Pummel Horse works on Painwheel, Filia/Fukua, Eliza, Squigly, Double, and Big Band and lets you get a FULL COMBO afterward for no meter.
Copter works on basically everyone except Peacock, with the important characters being Cerebella and Fortune."
You know this, why is it not in the Guide! Instead you keep telling people that the Grab doesn't net anything.
[After Dynamo] "Like I explained earlier, you can dash, c.lk, c.mp, c.hp, for a full combo, but that's difficult."
- I'm pretty sure this doesn't work anymore? Like, since 1.5 years ago or something.
3.2. Combo Extenders
"s.hp, Pummel Horse (loop, followed with any normal): This is a bit more difficult"
- This is impossible to miss via [4]HP-6[LPLKMK]
"c.mp, s.hp, Kanchou (loop, need to be really close): [..] If you miss with it, as in they block, you just need to do it faster."
- Again, this is impossible to miss via [4]HP-6[MKHK]
"c.hp, j.lk, j.hp, j.lp, j.mk, j.hp (restand/OTG):"
- Note that this is corner-only?
"c.mp, runstop, c.lp (loop): [..] I'm not sure if you can get c.lk"
- cMP runstop is +8, so it's a 2f link into s/cLP and can't link into anything else
"I don't know if it's worth it, it probably is, but it's here regardless."
- If "it probably is", then why "but .. regardless"? Do you mean "probably isn't"?
3.4. Double Snaps
- Don't build Meter for you anymore so these numbers are definitely wrong. Haven't really read since this is easy
3.5. "after a raw Kanchou (or one done before stage 3), it will only watch the second button you hit before they hit the ground (ex. Kanchou, c.mp, c.hp, only c.hp will be watched)"
- This isn't true anymore (sounds like one of those SDE IPS glitches)
3.6. "The first is a technique known as… wait, I don’t know this techniques name. lol. "
- Absolute Guard
"The second technique is known as Push Block Guard Cancel. This one is by far the most difficult technique to use in the game."
- PBGC is really not that hard, and sentences like this force players away from attempting it.. which in turn makes their defence utter shit.
3.7. DHCs "(it is temporarily due to a bug, but it won't be for long)."
- It still is, and at this point Mike stated he's keeping it in :^) Also, it's best used by simply comboing into Lenny DHC 360, via L.Bang
Tags "Raw Tags: Raw Tags are when you do something, then tag your opponent in. The most preferred are one's that combo, though you can also have setups to allow safe tags."
- Raw Tag is when you Raw Tag, not when doing it during a combo. You can't tag your opponent in.
- PLEASE note that Bella's tagin is the best in the game due to randomly crossing up in the corner, which is one of the best reversals there are
"If your back is to the corner (which means it won’t happen too often without a reset), calling assist after c.mk will cause Val to cross them up."
- For one Val tag crossing up was fixed, for two I'm sure you didn't mean "calling assist"
4.1. "[PH followups] Anything that starts in 17 frames (I can get s.hp to land, but not cerecopter) and under can be used, but no more."
- Note that one becomes throw invincible towards the end of stagger (I think the last 15f?), which is the reason for neither MGR nor US working
"[Untechable Burstbaits] Moves that cause knockdown, that you can use succesfully in this situation, include c.hk,"
- Untechable Burstbaits don't work off sweeps anymore, the opponent is now able to tech
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This is as far as I have read so far, it's now kinda very late so I will continue this later
.. Unless of course Zidiane comes in and shouts "Noooo, I won't update the thread"
But even then it'd probably be nice if a mod could do the things..