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Armed Forces is an Air, Gold Cerebella variant.



DIAMOND DEFENSE


Signature Ability 1
10% chance when either Fighter is HIT to gain ARMOR and UNFLINCHING for 5/7/10 seconds each.


Signature Ability 2
When Cerebella gains a BUFF, 50/75/100% chance to transfer 1 DEBUFF from herself to the opponent.



Tips and Tricks[]

Role & Strategy[]

  • Armed Forces is a defensive fighter with a Signature Ability that can provide her with ARMOR and UNFLINCHING upon a hit, as well as transferring a DEBUFF active on her to her opponent whenever she receives a BUFF. Along with a high HP stat, this means she's a great tank.
  • Since Armed Forces relies on her BUFFS for defense, it is recommended to use variants that can remove BUFFS such as Silent Kill, Doublicious and Summer Salt when facing her. Variants that can inflict CURSE such as Purrfect Dark and Shadow Ops can also prevent her from gaining BUFFS. Furthermore, fighters that can inflict HEX to completely disable her Signature Ability such as Red Velvet are also recommended to completely shut her down.
    • Neither CURSE nor HEX can be transferred back to Armed Forces' opponent. CURSE prevents her from triggering her Signature Ability, while HEX removes her abilities entirely.
    • While she has the ability to gain her BUFFS from her own hits, her low ATK stat and the lack of offensive buffs mean that she's not well-suited for offense.
  • Marquee Ability: Either Marquee Abilities will work with Armed Forces. UPPER HAND is generally the superior Marquee Ability as it allows any Cerebella to act as a meter control variant to prevent opponents from using blockbusters to punish. Meanwhile, RING LEADER will trap opponents and prevent them from escaping via TAG OUTS while also disabling their special moves which may be useful in some niche situations.
  • Stat Investment: As with any other defensive fighters, HP and Defense are important stats to further increase Armed Force's defensive capabilities and make it harder to wear her down. Meter Gain is also recommended to quickly charge an unblockable Tier 3 blockbuster and punish the opponent.

Trivia[]

Change Log
5.3 Update
  • SA1 (Old): Getting HIT has a 5% chance to grant ARMOR for 5/7/10 seconds.
    • SA1 (New): 10% chance when either Fighter is HIT to gain ARMOR and UNFLINCHING for 5/7/10 seconds each.
  • SA2 (Old): Also gain UNFLINCHING for 5/7/10 seconds.
    • SA2 (New): When Cerebella gains a BUFF, 50/75/100% chance to transfer 1 DEBUFF from herself to the opponent.
3.1.0 Update
  • SA1 (OLD): Getting HIT has a 5% chance to grant ARMOR for 5/10/15 seconds.
    • SA1 (NEW): Getting HIT has a 5% chance to grant ARMOR for 5/7/10 seconds.
  • SA2 (OLD): Also gain UNFLINCHING for 5/10/15 seconds.
    • SA2 (NEW): Also gain UNFLINCHING for 5/7/10 seconds.
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