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Cerebella unblockable setup

Switch the Diamond Drop with MGR, then this is scary (some special reversals will whiff against MGR).
 
Yeah, this works with MGR also. Or, at least it should. I haven't tested it personally.
 
Switch the Diamond Drop with MGR, then this is scary (some special reversals will whiff against MGR).
Actually, im working on a new update to the guide, and timing it right mgr can beat nearly every reversal in the game. Though waiting for the hit invincibility to be timed against a possible reversal may make it so that theyll never get grabbed unless they reversal super. Still good pressure in such an instance, though.
 
I would think MGR would be the better option every time simply because the options is get hit by assist into meter-less combo, get grabbed into meter-less combo or reversal super/raw tag. Using Diamond Drop limits it to grab and super or combo.
 
Could this theoretically be done with Valentine's command grab too? Granted it would be a lot more risky since the startup is more obvious.
 
So like idk the answer to this
but can you not upback assists like hairball or copter?
 
So like idk the answer to this
but can you not upback assists like hairball or copter?

Wouldn't you just get hit because you can't block during prejump?
 
Yes, this is possible with valentine's command throw also, it's just a matter of setting up and timing it properly. But you can still get reversaled.

You can't up-back the assist because it's hitting you in the jump start-up frames, so you either get hit by the assist or get thrown. So you have to reversal.
 
Yeah I was told that you can get hit out of your jump start up, but then I was also told that only happens vs projectiles and lows. Mkay I'll keep it in mind
 
@View619
True, mgr is better than drop in this situation, but making it land won't save you from reversals... though you could probably input dynamo immediately after mgr. If mgr hits it doesn't come out, if assist hits it combos, and if they reversal dynamo should beat most things. You should be mindful of their super options, they could like updo into Gregor because your super flash keeps them in their invincible frames. Mgr into lvl 3 should beat
 
I mean if you're trying to beat reversals like updo or pillar just do LNL into super if they do their reversal or 360 if they don't and pray it lands. Hitstop wont stop you from being able to super because you absorb a hit from a reversal super, so you can reversal super their reversal super (reversal super super reversal). Probably doesn't work vs scalpels tho
 
@View619
True, mgr is better than drop in this situation, but making it land won't save you from reversals... though you could probably input dynamo immediately after mgr. If mgr hits it doesn't come out, if assist hits it combos, and if they reversal dynamo should beat most things. You should be mindful of their super options, they could like updo into Gregor because your super flash keeps them in their invincible frames. Mgr into lvl 3 should beat

The point isn't to find an option that beats everything...

The point is to get the most out of what you can hit in this situation. This beats blocks and jumps but loses to reversals, there's no changing that because it's not perfect. But if the combo always does more damage or grants better positioning than the grab, then why would the opponent ever bother risking getting hit by the assist?

If you want to beat reversals, you do something else, like call the assist and block; that's how mix-ups work. Val command grab would be terrible though, because the start-up makes it obvious and an easy reversal every single time.
 
I thought the objective of pressure was to limit your opponents options? Why would you choose to not do that? Grab on stand, combo on jump, combo on reversal including tag, leaving your opponent with only a select few options only on select characters seems like the thing to go with (that is, if cancelling mgr into dynamo works on reversals, I'd have to test it). I just don't see the problem with option selecting so you beat the most stuff. Option selecting is a good thing, isn't it?
 
I thought the objective of pressure was to limit your opponents options? Why would you choose to not do that? Grab on stand, combo on jump, combo on reversal including tag, leaving your opponent with only a select few options only on select characters seems like the thing to go with (that is, if cancelling mgr into dynamo works on reversals, I'd have to test it). I just don't see the problem with option selecting so you beat the most stuff. Option selecting is a good thing, isn't it?

Yeah, test it first.
 
Doesn't look like it'll work on all supers (i know there are a handful thatll get grabbed) unless maybe you input it on the same frame they do, but it beats everyone's non-meter reversals except fortunes head roll, which you're better off letting filia soak the head stagger (with worldjems setup)
 
There's a less fair version of this setup with Fortune
Fortune on point, or with a fortune assist?
 
There's a less fair version of this setup with Fortune
I feel like Fortune has a less fair version of everything.
 
What about daisy pusher with excelebella assist?

I have a friend who does that and I only seem to escape when he misses the timing.
 
What about daisy pusher with excelebella assist?

I have a friend who does that and I only seem to escape when he misses the timing.
That works. But I think the hairball and daisy pusher works better, its almost impossible to miss the timing, and i didn't see the video but it sounded like if they jumped then hairball put them into the super.
 
That works. But I think the hairball and daisy pusher works better, its almost impossible to miss the timing, and i didn't see the video but it sounded like if they jumped then hairball put them into the super.

You can raw tag on reaction to the Daisy Pusher set-up, it is useless unless the opponent doesn't know about raw tag as a reversal.
 
It's not 100% useless. If your opponent is riding solo or can only tag into someone like parasoul tagging wont help them.
 
Fortune on point, or with a fortune assist?
Point Fortune + any command grab: have the head hit them out of jump startup. You're free to punish any reversal/raw tag attempts. Sadly, it's harder to do out of the corner due to the various possible head distances; it's easier to time when the head is right on top of them. I would run Diamond Drop assist, but Cerecopter.
 
Updated first post with merry-go-rilla.

MGR ends up working the same as Drop because her hurtbox is extended into her arm when she does the move, but DPs with slower startup might end up not hitting her while her arm is out.
 
It's not 100% useless. If your opponent is riding solo or can only tag into someone like parasoul tagging wont help them.

I guess, but then they always have the option of using super on reaction to the Daisy Pusher. Only place I could see it being legit useful is against a character without a good reversal available, and no good tag; that's solo Peacock or solo Parasol without level 3 that I can think of.

Bella set-up seems much better because there's no super flash alerting what you're doing, so the opponent reversals at a risk either way.
 
So, when mike said he was fixing this on squigly, does that work around to this setup as well? Wanna know whether or not its worth thinking about.
 
That's what I asked in the squigly thread.
 
Yo just played a set trying this out(mgr).

It's op after j.hp burst bait.
 
...But we were talking about this in general game disc. around November. It's been known since before sde I think.

 
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Yeah, but you know how SH forums are. Nobody pays attention to the useful threads.
 
Arise dead thread, arise!


This shows the basic concept. An easier setup (I could set up a dummy in 2 tries usually) is LnL(mash assist) (hold up forward) when you land kara MGR. Tested to work on Fortune Cerebella and Valentine.
 

Cross posting here because a universal timing for a meaty MGR that lets you call an assist basically whenever? That's really good.