Skullgirls 2nd Encore

Skullgirls 2nd Encore

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Shinjiro Apr 26, 2014 @ 10:43pm
Cerebella tips?
I love grapplers, I love blue hair, and I love boobs. Naturally Cerebella is a gift from hevean, anyone know any good combos for her? I'm new to this game and I don't play a ton of 2-D fighters but I love this game so I want to be good at it. So any advice helps!
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Here's a good combo: c. LK (cuz hit low), c. MP, c. HP, and then in the air do LK and HK which will knock the target right back into the ground. From there, do c. LP, c. MP, c. HP to knock the target up again. From here, you can either just go straight for a Grab Bag throw, or instead extend the combo further by doing a mash-the-air-LP attack (just do it, you'll see why), and then immediately LP upon landing. Regardless of whether it connected or not, do Diamond Drop and finish with your Diamond Dynamo Super. Why? Simply because at this point you'll have pushed your target to it's infinite stage, and continuing the combo would just let your opponent do an infinite breaker and ♥♥♥♥ you over. The throw gets around this, and lets you finish off with your pretty powerful super. Though don't be afraid to use the Grab Bag alternative, that's a highly damaging throw that combined with the rest of the combo will do plenty of damage.

Sorry if that was all a bit complicated, but that's the best combo I know.

Other tips: Try to get the hang of the Merry-go-rilla throw. It has invincible frames, is hard to predict, and upon doing it you can use c. LP, c. MP, c. HP to knock your target back into the air. Also, if a combo is blocked and your opponent doesn't pushblock you away, feel free to do for a Diamond Drop throw, as this will almost always connect. You can do your Diamond Dynamo Super immediately after every single one of your throws for a good connection (except for Grab Bag), and also bear in mind that Diamond Dynamo is a phenomenal counter-move; it not only has invincible frames, but also has massive hitboxes making it a capable anti-air and ground countering move. Learn all of her tumbling run attacks, and learn how to try and use them after taking your inital single armor hit. Pummel horse is a great, albeit risky initiator, Kanchu is fun for catching your opponent off guard, and a well timed Battle Butt attack can tank its way through any of Peacock's ranged attacks (especially if you use tumbling run's single armor piece before using this).

And finally, you can use both Grab Bag and Excellebella to immediately punish opponents entering the ring after KO'ing an opponent (don't do these for tag-ins, obviously).

Oh, and Cerecopter is a phenomenal assist, if you want to use Cerebella in a team.

And her Ultimate Showstopper throw is probably the most damaging level 1 super in the game, so learn that if you can.

That is all I've got.
Last edited by Unsettlingly Ambiguous Kiwi; Apr 27, 2014 @ 9:24am
CarThief Apr 27, 2014 @ 9:29am 
Hm, handy to know though wouldnt a combo that long trigger IPS? I guess i should give it a look sometime. My personal preferences on doing resets/grabs in combos is doing the good ol c.LK c.MP c.HP launcher, then do LP and MK i believe, and this will cause the opponent to land in an grabbable state, allowing for a well-timed long-range command grab as you land, round-going one. Of course if they know they could pull anything or do an jump mid-air or anything else. If they dont, well, free combo/reset!

Mashing LP on the way down of a launcher and doing a command grab as they've landed works too, if they dont see it coming. And Grab Bag is a nice way to end a combo, i find, albeit risky if they, once again, know. So mixing up what you'll use in a combo is probably a great way to mess with them and make it viable.
To sum it up, i just like to end a combo in either: her long-range roundabout grab, her close-range command grab after mashing LP, and that Grab Bag attack or a normal grab into a super via her elbow attack, simply for fun.

Best way i can find a use for her showstopper so far is doing a HK run and doing the showstopper input (a tip that works REALLY well for me, you can do 360s in ANY direction, not just the one you're facing), it either works and just ruins the opponent, its practically almost unfair! Or it fails and i end up doing the pummel attack, which sometimes works too, but ussually doesnt, so its a bit of a risk...

If anyone has any better ideas for Showstopper, i'm all ears. And i wonder if there's other good combo starters besides j.HK, or a lucky hit from any of her running attacks, because just doing standing block can counter like all of em. Maybe even jumping away while blocking might work, which also avoids my Showstopper tactic.

What makes for a good assist anyway? I dont use assists much, so i wouldnt know for sure but Lock n' Load HP takes so damn long, i used Battle Butt instead, sometimes her anti-air grab, if i already got a in-your-face/invincible assist and a long-range assist.
Shado Apr 30, 2014 @ 7:57pm 
How to be good with Cerebella:
1. Learn Ultimate Showstopper setups
2.
3.
4.
5.
Goose Apr 30, 2014 @ 8:00pm 
google imagesearch cerebella flowchart... learn your restands. Mess around with the properties of all your moves because Bella needs to punish people whenever she can. Pick up a second or third character with a dp assist. Bella struggles in solo even if she does dumb damage.
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Date Posted: Apr 26, 2014 @ 10:43pm
Posts: 4