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Cerebella General

View619

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Painwheel Peacock Cerebella
Not sure where else to put general questions without cluttering up other threads. @Age, do you have a specific timing for Titan Knuckle + Cilia Slide? I'm working on Titan Knuckle + M Buer, which requires a Run-Pummel Horse follow-up but I can't even get the Titan Knuckle + Assist consistent. Any info on that would be appreciated.

Anybody know how many seconds Bella needs in order to charge a Run?
 
You input titan knuckle > back+the assist to start charging run.
It's actually hard to do consistently on say peacock, but on filia its pretty easy.
 
Yeah, I noticed that the timng is really strict. I may grind it in the lab for a while for when I run Bella/PW/Peacock. I'm liking PW's team synergy more every time I play now. :)
 
@View619

Don't quote me on this.... But I'm pretty sure parasouls charges are 30-35 frames and I would imagine Bella's are as well.


Guiles boom charges are generally about 55 frames in ST iirc.

So the charge times in sg are fairly small.
 
Yeah, I know SG charge time is shorter than standard SF charge time. I keep trying to cancel the Titan Knuckle into run too early for the conversion. I'll work on it a bit and see what I can find.
 
Yeah just keep practicing it. Damage off of a command grab is absolutely ridiculous, and you can convert off of an anti air st.hp which is pretty good too. imo she's the best character to use in a point bella 3 man team because she has a safe dhc unlike val, doesn't require to be in a certain part of the stage like filia, and doesn't require any type of charging prior like squigly.

Pros
Oh I dynamo'd? I can convert
I have 2 bars? Dhc Into an install combo
Command grab? 8k in 1.0
Kanchou feint resets? Still there
Convert off a st.hp that hit an airborn opponent? yes
safe dhc? yes
Cons
If bella dies you have to deal with incoming as painwheel. Though good painwheels should be used to this.

so gooood
 
Yeah, I'm still doing PW/Bella/Peacock with the core being Bella/Peacock, but I'll definitely start running Bella/PW/Peacock, especially since PW/Peacock can actually work as a team now.

Couldn't you always s.lk, s.mp, s.hp, Run-Stop, OTG to convert off of an AA s.lk into s.hp, or has that been changed for some reason since SDE?
 
Yes, but what I meant was when someones was in the air and you hit them with a raw st.hp. Those are a little harder to convert off of and I think it causes a blue bounce? not completely sure. Either way buer makes converting off it free.
 
I don't trust my titan knuckle runstops enough to go for kanchou/pummel horse followups much. It's just down to learning the minimum charge time and switching from f+hp to holding back asap. If you mean timing the actual titan knuckle or the assist, I find I can call the assist after I press the hp and it'll work pretty well, but the otg will be more difficult depending on how heavy the character is and how close to the corner you are. I think big band will be impossible in some spots.
 
think i read somewhere that charge for run is around 60 frames somewhere. i dunno. pretty sure its not as short as 35 frames though.
 
So, after deciding that consistency is far more important than combo starters, I've decided to drop the Titan Knuckle to Pummel Horse after Diamond Drop with PW M Buer and stick to cancelling the Titan Knuckle into Cerecopter.

Benefits of this are that I can get around 1/3 meter and 5k damage off of a single Diamond Drop in most cases. If I cancel into Dynamo xx Hatred Install, the follow-up gives me around 10k and around 1/2 a meter afterwards.

Scratch that, meterless ~5k with no affect on undizzy is scary enough.
 
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If anybody else is using assists to extend the conversion off of Dynamo and Diamond Drop, I suggest you test using those assists to convert off of air grabs as well.
I've been fooling around with Buer to see what else I can do with it and it allows a full combo off of an Air Grab x Elbow Drop. This makes me pretty happy since her AA air grab has always been lacking when compared to every other character in the game.

Edit
Did a quick test just to see what works and I found you can convert with:

  • L Up-Do (boo!)
  • MK Buer
  • Cilia Slide
  • Peacock s.HP
Basically, anything that either locks the opponent down or pops them up and has fast start-up. The Up-Do one is interesting, since it means that assist has some real use outside of defense/AA as well.
 
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so err, is there anyone on PSN (or xbox when it finally gets released) that would be up for recording some ceretoss matches? (solobella, throws only)

i think it deserves a place at the top of the skullgirls minigames pile but it hasnt had the exposure it deserves and my recording equipment is little better than drawing it all myself tbh.
 
People need to recognize Ceretoads as a legit cerebella minigame (first to +X000 points wins. It can be played not bella exclusively too, you can go "first to +X000 points or 5 wins for the non-bella wins").
 
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so J.HP wasnt good enough already so i made it so you could combo from it midscreen.

works on everyone except val. didnt test double. its really easy on fils.
 
I did something like that the other week and was going to try and see if I could recreate it at some point. Now I know it's possible! Looks risky that way though.
 
I prefer just using an assist like updo if you want a reset like that.
 
Yeah, I'm still doing PW/Bella/Peacock with the core being Bella/Peacock, but I'll definitely start running Bella/PW/Peacock, especially since PW/Peacock can actually work as a team now.
I realize I'm in the Cerebella thread but I'm wondering if you could go into more detail on this, since I tried to make these two characters work together for a while without any success. I'm probably not going back to Painwheel at this point but even so I'm curious what you came up with.
 
Are people pressing buttons on their way down after your cr.lk>cr.mk resets?

Well, try jump cancelling into jumping jab into short.

If timed correctly, short will cross up on the way down, jab is meant for stuffing other people's buttons.

Will lose to mashed air supers.
 
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I did something like that the other week and was going to try and see if I could recreate it at some point. Now I know it's possible! Looks risky that way though.

the timing you see in the vid(glide right as you leave the ground) the opp turns around to face the right way so mashed buttons will win, you can do the glide later though and they will be facing the wrong way so buttons will whiff.

i agree it should be used sparingly if at all but its pretty funny to do it.

Are people pressing buttons on their way down after your cr.lk>cr.mk resets?

Well, try jump cancelling into jumping jab into short.
.

you mean go into j.LP after the cr.MK or cr.MK > j.LP (double jump) j.LK. can you actually double jump after pressing a button?
 
I realize I'm in the Cerebella thread but I'm wondering if you could go into more detail on this, since I tried to make these two characters work together for a while without any success. I'm probably not going back to Painwheel at this point but even so I'm curious what you came up with.

It's nothing amazing, just enough to allow Peacock -> PW to be usable. A strong DHC into PW Lvl 3, safe DHC with Install, lvl 1 Pinion Dash assist gives Peacock a forward moving assist to work with as an obstacle, and for covering teleports, lvl 2 Pinion Dash looks really good for her general zoning game.
 

following from @ClarenceMage 's valentine safe jump stuff. I've only tested it on Filia so far. You can option select dynamo to beat a lot of stuff without having to worry about blocking a dhc.

edit: tested on everyone, peacock and double need slight delays but everyone else seems to have pretty much the same timing. Val's counter will beat it, and so will daisypusher.
 
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Is there a reliable way to time the dash jump? I tried messing around with safejumps and meaties in SG a while ago and I just couldn't find a reliable way to whiff normals/dashes since so many are cancellable at different times. I might just be used to an SF4 way of looking at those types of things, though.
 
I don't know if this is the right place to put this, but I am new here. I just picked Skullgirls back up a few days ago (I was never really that into it), but now I love it. I play solo bella because I don't know anyone else.

I've been perusing through the guide and other threads to tighten my game up. I just get blown up by anyone who can play their character correctly. I am just so unfamiliar with all the moves and specials and when to pushblock (man, I fuck up bad on this), etc.

I was wondering if anyone was on PSN that could help me with these deficiencies. I really want to get better at this game, because I love it so much.

PSN: Admiral_Augustus
 
I can't help you out by playing on PS3 with you but I can offer a little help. As a general rule, always pushblock the last hit of multihitting moves (Double/Painwheel j.hp = Pushblock the 4th hit, Filia cr.mk = pushblock the 5th hit). A lot of that knowledge will just come with playing against those characters more.

While I totally support learning one character at a time, I think Cerebella really benefits from a DP assist like Updo or Napalm Pillar or Hornet Bomber (M/L versions). Parasoul is probably the easiest to learn combos with out of those 3 so I would suggest , once you're fairly comfortable with your Cerebella, learning basic combos with Parasoul so you can start to play Cerebella with a safe DHC and DP assist.
 
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I can't help you out by playing on PS3 with you but I can offer a little help. As a general rule, always pushblock the last hit of multihitting moves (Double/Painwheel j.hp = Pushblock the 4th hit, Filia cr.mk = pushblock the 5th hit). A lot of that knowledge will just come with playing against those characters more.

While I totally support learning one character at a time, I think Cerebella really benefits from a DP assist like Updo or Napalm Pillar or Hornet Bomber (M/L versions). Parasoul is probably the easiest to learn combos with out of those 3 so I would suggest , once you're fairly comfortable with your Cerebella, learning basic combos with Parasoul so you can start to play Cerebella with a safe DHC and DP assist.

Thanks for the tips. I took Parasoul to the lab to try her out. I'm actually waiting for Big Band to come out tomorrow so I can add his jive to my arsenal. I'm starting to have a better understanding of my defense and pushblocking. I just need to play, play, play, regardless win or lose. I do have some issues with pressure and punishing. I know punishing is something I might have to just learn on my own by studying frame data, but do you have any pointers on either? (I couldn't find anything specific to these two topics in the guide, might just be blind).

I need to stray away from j.hp/j.mp spam into c.lk, c.mp, c.hp. I get pushed all day.
 
Big Band has some good options for DP and Armored moves that are great assist. You can check out videos of Mike Z playing Cerebella/BB in the archives of a lot of Salty streams ( www.twitch.tv/eightysixed/profile/pastBroadcasts ) to get an idea of how the team can play.

A good habit to get into if you notice your confirm is being blocked it to cr.hp xx run stop (charge back, forward + hold lk+mk) which makes it safe. You can also get a feel for when the blockstun is over and go for a late cancel into Diamond Drop or if you're getting pushblocked, be ready to jump/dash right back into immediately (a horizontal assist helps keep them in pressure even after just being pushblocked).

Good luck!
 
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Hey guys i'm looking at bella frames now, and i have an issue, i have been using cr.LK,cr.MP as my basic starter, doing runstop on block, i'm at 0, if done perfectly, so that means my opponent can still jump if i do cr.LK, or just mash s.LP, the thing is if i use a + normal, like s.MK/MP I can't combo off of that if it hits bc of the cr.HP whiffing, any thougts?
 
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Hey guys i'm looking at bella frames now, and i have an issue, i have been using cr.LK,cr.MP as my basic starter, doing runstop on block, i'm at 0, if done perfectly, so that means my opponent can still jump if i do cr.LK, or just mash s.LP, the thing is if i use a + normal, like s.MK/MP I can't combo off of that if it hits bc of the cr.HP whiffing, any thougts?
Well, to my understanding, preblock is 4 frames. Which means if your opponent is holding up after your perfectly even on block c.mp, runstop, then you have four frames to hit your c.lk button and catch them jumping.
 
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st.hk xx immediate Run Stop gives better frame advantage (+ 2 for second hit, + 4 for the first hit iirc). Just use that instead.

Edit:

+ 8 for first hit, + 3 for second.
 
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Well, to my understanding, preblock is 4 frames. Which means if your opponent is holding up after your perfectly even on block c.mp, runstop, then you have four frames to hit your c.lk button and catch them jumping.
Yeah, but if they jump forward/neutral there is no prejump block frame, and if I miss the timing by a few frames I'm done. I'm not at a level where I see this but it bothered me and I wanted to have at least a theorical solution up my sleeve.
st.hk xx immediate Run Stop gives better frame advantage (+ 2 for second hit, + 4 for the first hit iirc). Just use that instead.

Edit:

+ 8 for first hit, + 3 for second.

The issue is that after more than 2 hits, i'm afraid that I'll be pusblocked too easily, well I guess once they pushblock on the s.HK I just do cr.LK,cr.MP run stop cr.LK to catch them :D

And do cr.LK, cr.MP, s.HK on guard (Plus the mixups off of s.HK itself).

Thanks.
 
Yeah, but if they jump forward/neutral there is no prejump block frame, and if I miss the timing by a few frames I'm done. I'm not at a level where I see this but it bothered me and I wanted to have at least a theorical solution up my sleeve.
No one I've ever played holds up forward while being attacked. It's a thing I think you can maybe use if you've predicted the situation, but for someone to just be holding up-forward is ridiculous. If they are, just do american resets.

The issue is that after more than 2 hits, i'm afraid that I'll be pusblocked too easily, well I guess once they pushblock on the s.HK I just do cr.LK,cr.MP run stop cr.LK to catch them :D

And do cr.LK, cr.MP, s.HK on guard (Plus the mixups off of s.HK itself).
Actually, this is a pretty shaky tactic in general. Most people will be able to reaction push you by the time they block c.mp, never mind s.hk. Even if you had perfect timing, by the time you come out of runstop you'll already be not pressuring them anymore.
 
that's the main issue bella has : even if her 50/50s are powerful, if you made the wrong choice, you're back on neutral game best case scenario. If you're against a pushblock-happy player, the main way to go is baiting them, or use tumble runs and lock'n'loads to try staying in range, but even this has big flaws, as runs and lnl's can be countered pretty hardly if you over-use them.
So, either use assists to keep them in, or go for mind-game and bank hard on those hits you get. Bella doesn't have herself much tools to stay close AND pressure for extended periods of time, and probably never will :^/
 
Actually, this is a pretty shaky tactic in general. Most people will be able to reaction push you by the time they block c.mp, never mind s.hk. Even if you had perfect timing, by the time you come out of runstop you'll already be not pressuring them anymore.
What are you doing then? I really don't know how to press safely/efficiently with her.
 
even if her 50/50s are powerful, if you made the wrong choice, you're back on neutral game best case scenario.
That's not really true. She definitely has options to go for a mixup, and stay in your face even if it fails. On example is the corner j.hp burst bait. If they are mashing, they burst and die. If they don't and try to roll, they burst and die (if you didn't use a OTG already). If they don't burst and don't roll, you get to do whatever you want to them. There's other things she can do to apply a mixup and either go for a second one directly after or keep the pressure on.

Bella doesn't have herself much tools to stay close AND pressure for extended periods of time, and probably never will :^/
What are you doing then? I really don't know how to press safely/efficiently with her.
Well, against pushblock, I usually do c.lk, c.mp, c.hk. Most people after they push you away will try and jump after you or jump away, or walk forward. People usually don't think to crouch block. Hit them with the sweep and then Tumble Run after them as they tech roll, stop before they get up, and you should be close enough to land MGR while being plus still. And if they start crouch blocking the c.hk, that means they aren't doing anything but holding downback, so you can start doing run instead of c.hk. If you feel confident you can run into showstopper, but you could play it safe and runstop.

Also, remember that against someone who's blocking a lot, a good tactic is always c.lk, Diamond Drop.
 
Also, remember that against someone who's blocking a lot, a good tactic is always c.lk, Diamond Drop.
I really dislike doing this, either losing pressure midscreen or the corner feels wrong, and the damage aren't there for it being worth most of the time :/
 
I really dislike doing this, either losing pressure midscreen or the corner feels wrong, and the damage aren't there for it being worth most of the time :/
So instead of getting damage and opening them up you'll choose to just get blocked and pushblocked all day? You're on a team, I'm pretty sure you can DHC to SBO to continue midscreen, too.