Hi, a few questions!
1. Cerebella has three Tumbling Runs, the LK one having no armor, the MK one having one hit of armor, and the HK having two hits of armor.
Is there ever a time to NOT use the HK version? Don't they all have the same startup time? What's the point of the other two if they're all the same save for the armor?
All versions of tumbling run have 1 hit of armour.
The difference in the versions is how long she runs for.
Heavy is usually the one you want to use, but some input shortcuts for quick battle butt / horse / kancho are easier with various strengths.
2. Cerebella's Battle Butt is unsafe on block, and it usually gets punished if you just throw it out. Is there any way to prevent the punish with one of her zero startup supers, like Dynamo and USS?
I guess this goes for every character with a zero startup super.
Just want to make sure you understand punishing!
If you get punished, your character will flash red.
This means you got hit out of the recovery or start up or activate frames of an attack where you cannot do anything else.
You can't cancel Battle Butt into any supers during the recovery, which means you can't do anything if you're able to be punished.
So no you can't do that.
To make Battle Butt safe, you call an assist as you do it.
Down, back, run + battlebutt shortcut + lockdown assist like M Sekhmet stabs for example would make it safe on block and maybe even get you a combo on hit.
Also, Cerebella's supers don't have 0 start up.
No supers have 0 start up.
Moves go through a short start up period, and then time pauses, and the 'Super Flash/Freeze' starts.
After the Super Freeze, the opponent is frozen in time now until the first active frame of your attack as a general rule for most supers.
The amount of freeze applied to the opponent varies super to super.
The super locks all input for most supers, including block.
If the opponent runs towards you and Cerebella does Diamond Dynamo, the opponent can't just decide to block after the flash, they get hit.
If the opponent runs towards you and Cerebella starts up Diamond Dynamo which has SIX frames of startup, and they block during those six frames of start up...
Then when the game pauses, their block input is now locked in and they can't input anything until they block that first hit of Dynamo.
The reason these supers freeze your inputs:
Take Light Updo for example, there are lots of times where Filia can throw out a fast DP in neutral as a gamble to try and hit you while you're moving in, or counter hit you when you go to hit her.
If Updo froze time for a long ass time for a special animation like a super did, and you were allowed to block AFTER that, it would hit a lot less because you'd have so much time to react to it and not hit a button, or block.
The pause is to let supers function as a 6F reversal, with cinematic effects while still retaining the 'too fast to react to and block' function of a quick reversal in neutral.
If you could do something after a super flash, then you could super someone's super easily by just being the second person to use it.
(Which happened a lot in earlier versions until this 'hitstop' effect was added)
Also if moves did not freeze time, they would have worse range.
Beowulfs Arm super freezes time until he travels almost half screen.
This lets you get very fast punishes on twitch reactions.
If someone was to whiff a jab in front of you farish away, and it takes 10 frames to recover, and it's on frame 9 for example...
It will recover in one frame more frame, but if you use the Arm super, it will freeze time to stretch that one more frame out forever until it unpauses (hits them) or he travels a certain distance to allow the opponent to move and do things again.
3. You can set two hotkeys in the options. I have one of mine set to LP + LK for easy throws and specials like Pummel Horse, and the other set to PP for easy dashes and supers that use PP. But I've only played solo. Should I remove one of these to make it easier to call in an assist?
Thanks a ton!
Most players I know use Assist 1 and Assist 2 on those macros.
Throw is very easy to input because it's very close to your fingers resting position usually if you play stick.
PP is also easy because you can pick any of the punches, and it's also close to resting finger position.
If you press LP + MK for an assist call, and you press LP and MK one single frame apart, you'll throw out medium kick attack, and call your assist.
If you were hoping to call your assist as a defensive move, you'll now get counter hit and your assist will die since it will not activate if you are getting hit.
That's not to say that you can't be good enough to just always press assist calls on the same frame every time manually, but even I sometimes mess up same frame inputs (Dash).
There's a hella lot of words there, and some grammar mistakes and spelling issues I'm sure, but I gotta run and hopefully this answers your questions while also teaching you new things.