• [2018/06/22]
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Characters Buff suggestion for Cerebella base kit

Aoskull

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- Since the horribleness of the base kit for Cerebella has been criticized a lot on Discord also, I came up with some ideas for buffing it!
Some of these are same things I've posted before.

Taunt
Gain ARMOR for
12/15/20 seconds.

Ring Leader
•THROW inflicts DISABLE BB, SP or TAG INS for 5-15 sec.

Cerecopter
10/15/20% to transfer 1 DEBUFF to the opponent.

Rock’n Load
Gain PRECISION when activated. COUNTER HIT inflicts bonus damage equal to 5/7/10% of opponent’s MAX HP.

Butt Slam
UNBLOCKABLE. On hit, gain DEADEYE for 8/10/12 seconds.

Diamond Drop
20/25/30% of inflicted damage is regained as HP.

Diamond Dynamo
10/15/20% to remove 1 opponent BUFF.

Excerebella
• 15/20/25% to STUN for 4/4/6 seconds. 1st hit inflicts ARMOR BREAK.

Grab Bag
Reduce opponent’s BB meter by 3/4/5% per hit.

Ultimate Showstopper
If used to defeat an opponent, gain 2 RANDOM BUFF for 10/12/15 seconds. Inflict 50% bonus damage if opponent HP is below 50%.
 
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She needs big-band's treatment, just by boosting her effects she will not turn into something useful.
Something that helps her to make better combos, mery gorilla should make the enemy bounce higher, also it should let her in a better place, once in the corner you can't spam it anymore like you do with wulfshot.

You can go gorilla > fail basic grapple > gorilla >FBG ... but it burns a lot of time when wulfshot is just better.
 
She needs big-band's treatment, just by boosting her effects she will not turn into something useful.
Something that helps her to make better combos, mery gorilla should make the enemy bounce higher, also it should let her in a better place, once in the corner you can't spam it anymore like you do with wulfshot.

You can go gorilla > fail basic grapple > gorilla >FBG ... but it burns a lot of time when wulfshot is just better.
- I’d like to disagree about it since she can do many patterns of powerful combos Especially at / near the edge. The move itself is good, but the effects are too weak. Here are some examples of combos that you may find useful in match:

• Ground combo > up swipe> horse > dash > ground combo > up swipe > Juggle/dynamo/forever

• Ground combo > up swipe > (delay) dash > knockback >horse > dash > ground combo> any BB

•Ground combo > gorilla > dash > knockback > battlebut/cerecopter

• Gorilla or drop >forever> horse> dash> ground combo>dynamo/excerebella/BB3

• Ground combo > up swipe > dash > knockback > rock’n load/cerecopter > forever > (delay) dash > knockback>dynamo

• Drop > dash > knockback > horse > dash > knockback > rock’n load/cerecopter > forever > excerebella
 
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Taunt
Gain ARMOR for
12/15/20 seconds.
10/15/20 would be more fitting as it would be the same with Big Band
Ring Leader
•THROW inflicts DISABLE BB, SP or TAG INS for 5-15 sec.
Not necessary at all. Currently there is a clear line between her Marquees, this adjustment just adds unnecessary RNG.
Cerecopter
10/15/20% to transfer 1 DEBUFF to the opponent
Way too inconsistent.
Rock’n Load
Gain PRECISION when activated. COUNTER HIT inflicts bonus damage equal to 5/7/10% of opponent’s MAX HP.
Pretty much the same suggestion with mine. I thought about using precision as well but I didn't find it thematically fitting for Cerebella and it would be highly abuseable.
Butt Slam
UNBLOCKABLE. On hit, gain DEADEYE for 8/10/12 seconds.
Deadeye on base Cerebella? Feels thematically unfitting to me.
Diamond Drop
20/25/30% of inflicted damage is regained as HP.
Good.
Diamond Dynamo
10/15/20% to remove 1 opponent BUFF.
Meanwhile Eliza and Big Band:
Excerebella
• 15/20/25% to STUN for 4/4/6 seconds. 1st hit inflicts ARMOR BREAK.
Sure.
Ultimate Showstopper
If used to defeat an opponent, gain 2 RANDOM BUFF for 10/12/15 seconds. Inflict 50% bonus damage if opponent HP is below 50%.
Yep, fitting adjustment.
Something that helps her to make better combos, mery gorilla should make the enemy bounce higher, also it should let her in a better place, once in the corner you can't spam it anymore like you do with wulfshot.
That would be nice.
- I’d like to disagree about it since she can do many patterns of powerful combos Especially at / near the edge. The move itself is good, but the effects are too weak. Here are some examples of combos that you may find useful in match:
They just gotta make her combos work more consistently, she is already only barely usable and she having a significant disadvantage against certain characters/weight classes makes her feel so bad.
 
  • Like
Reactions: Annie enjoyer
Taunt
Gain ARMOR for
12/15/20 seconds.
Fair, so it matches band.

Ring Leader
•THROW inflicts DISABLE BB, SP or TAG INS for 5-15 sec.
Effectively a nerf, since the current version inflicts both Special Move and Tag In disable, and not one or the other. Making it apply only 1 and randomizing it is going to be very annoying. I'm completely against adding Disable BB as that completely negates the use of Upper Hand, which is supposed to be her BB prevention marquee.

Cerecopter
10/15/20% to transfer 1 DEBUFF to the opponent.
I like this.


Rock’n Load
Gain PRECISION when activated. COUNTER HIT inflicts bonus damage equal to 5/7/10% of opponent’s MAX HP.
Too overloaded. Feels like this move is mostly useful on defense in catching people off-guard. I think the Move needs tweaking, but I'm not a fan of this approach.

Butt Slam
UNBLOCKABLE. On hit, gain DEADEYE for 8/10/12 seconds.
Not a fan of this either. The move is already pretty much guaranteed at max range, so I'm against it being unblockable. I'm 50/50 on the Deadeye. I personally think the ability's base damage should be increased from Low to Mid, given its range requirement to hit. I also think it should open the opponent for juggles, like wall bouncing the opponent. It's a get-in tool, that gets you in, but unlike 2E, that oki doesn't do much here.

Diamond Drop
20/25/30% of inflicted damage is regained as HP.
I'm all for this.

Diamond Dynamo
10/15/20% to remove 1 opponent BUFF.
Buff removal from multi-hit attacks should remain for higher tier BBs imo. Dynamo is just way too fast and easy to charge. Neutral on this change. I know Band and Eliza were brought up, but here's my opinion on them. Eliza has a busted kit, and Band's giant step does not trigger on Block. The amount of times you can also chain Giant step is uneven among the cast and giant step heavy loadout is not really optimal

Excerebella
• 15/20/25% to STUN for 4/4/6 seconds. 1st hit inflicts ARMOR BREAK.
Damage boost pretty much. Sure

Grab Bag
Reduce opponent’s BB meter by 3/4/5% per hit.
Much better than the current version. Full support on this one.

Ultimate Showstopper
If used to defeat an opponent, gain 2 RANDOM BUFF for 10/12/15 seconds. Inflict 50% bonus damage if opponent HP is below 50%.
I'm all in if the bonus damage is only on the last hit.



I agree with Annie Enjoyer to a degree. I don't think Merry go-rilla should open the opponent for juggles, but instead, the ability should be buffed so it can be effectively used as an ender. Widening its Hit Box, so it doesn't awkwardly whiff vs certain characters, and also allow it to hit airborne targets.

There are many fancy combos that can be done in the game, but truthfully, people take the path of least resistance. Which is why people gravitate to characters and variants with easy combos that delivery decent damage. Getting good damage from Bella late game is not an easy "unga bunga everything I do connects" type of deal like Umbrella or Dahlia. I genuiney think buffing Merry Go Rilla to be more consistent and widely available will boost the character's popularity

Lastly, I'm surprised you didn't mention it, but Pummel Horse absolutely needs its values buffed. 10/20% proc chance for a 5/7 sec Bleed is ridiculously bad
 
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