Skullgirls/Peacock/Combos: Difference between revisions
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{{SG Character Subnav|char=Peacock|short=pea|sub=1}} | |||
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<div style="float:left"> | <div style="float:left"> | ||
{{TOC limit|3}} | |||
</div> | </div> | ||
{{ComboLegend-SG}} | |||
{{ComboLegend-SG | |||
}} | |||
</div> | </div> | ||
<br clear=all/> | <br clear=all/> | ||
== | ==Hit Confirms== | ||
==BnB Combos== | |||
===Beginner=== | |||
A basic ground chain combo. | |||
5LPx2 2MP 2MK 2HP 2HK | |||
A basic ground chain ending in a special cancel. | |||
5LPx2 2MP 2MK 2HP 236MP | |||
A basic super cancel combo that sends the opponent back to fullscreen distance. [https://youtu.be/k24D86CET30 (video)] | |||
5LPx2 2MP 2MK 2HP 236MP 236PP | |||
A two chain combo with a super cancel at the end. [https://youtu.be/Ye4K5EcBoSc (video)] | |||
5LPx2 2MK 2HP 5HK 214HP | |||
dash 5LPx1 5MP 2HP 236MP 236PP | |||
A basic air chain into restand combo. After the restand, you can go for a throw or overhead (IAD jLK) mixup. | |||
:The timing on the air dash cancel can be tough at first, since Peacock has noticeable startup on her airdash. Make sure you delay jLP long enough after the air dash, so that Peacock gains her forward momentum [https://youtu.be/dhowsLzjri4 (video)] | |||
5LPx2 5MK | |||
jLP jLK jMP | |||
adc jLP jMP | |||
(restand) 5MP 2HP 236MP 236PP | |||
===Intermediate=== | |||
{{ComboHeader-SG}} | |||
: | {{Combo-SG | ||
| notation= | |||
:5LPx2 2MK 2HP 5HK OTG 214HP | |||
:dash 5LPx1 5MK | |||
:jMP jHP | |||
:ADC jLP jMP | |||
:5MP 2MK 2HP 236MP 236PP | |||
| damage=~6191 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal (restand timing differs very slightly for Double, Valentine, Filia) | |||
| description= | |||
* Standard midscreen combo | |||
* You have to delay the initial j.MP and j.HP slightly to properly get the restand. | |||
* Input ADC immediately after doing j.HP to take advantage of buffering | |||
* 5HK moves Peacock forward, be sure to cancel it after the forward movement occurs | |||
* In the last chain, replace 236MP with 5HK 214[HP] to use 236PP twice, using ]HP[ to link the 2nd super [https://youtu.be/po_BXfZczMI (video)] | |||
| video=[https://youtu.be/rKe8vu30zB4 (video)] | |||
|}} | |||
{{Combo-SG | |||
: | | notation= | ||
:5LP 2MK 2HP 5HK OTG 214MP | |||
:jMK jHK | |||
:jMP jHK | |||
:sj jHP | |||
:ADC delay jLP jMP | |||
:2MK 5HK 236LK | |||
:walk 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] 236PP | |||
:!]HP[ | |||
| damage=~7168 | |||
| meter=1 | |||
| location=Corner | |||
| charspecific=Universal | |||
| description= | |||
| video=[https://www.youtube.com/watch?v=y7inl5T4hOQ (video)] | |||
|}} | |||
|} | |||
===Conversions=== | |||
==Enders== | |||
: | ;[https://youtu.be/JnzK5CdHeDA How to dump up to 5 bars as a combo ender] | ||
:(Following copy/pasted from the video description) | |||
:( | :Peacock can spend as much meter as she wants at the end of a combo by alternating between her 236KK (QCF+KK) and 236PP Agony (QCF+PP) supers with the following combo ender: | ||
: | |||
:c.HP, QCF+LP, QCF+KK, QCF+PP | |||
:QCF+KK, wait until they fall down to laser beam height, QCF+PP | |||
:QCB+HP(hold HP), wait, QCF+PP, release HP | |||
:This works in the corner too! Just backdash after the first QCF+KK then cancel the backdash into QCF+PP when you've moved back a bit, Otherwise, you'll blow yourself up when 236KK explodes. | |||
:If the undizzy bar is full at the end of your combo, hitting your opponent with any projectile other than your supers will let them safely burst out of your combo. That's why I only hit them with supers until I release the charged item right at the end when I've used all my meter. | |||
:Note that because of how beam hitboxes work in Skullgirls (and other fighting games), your opponent might appear to 'fall through' the initial beam from 236PP agony if you try and hit them and 236KK at the same time with the same beam while they're falling (like I do at 0:12 in the video). This is because when you're hitting two targets at the same time like this, you have to make sure the beam is touching both of them on the first frame that it hits. Luckily, this only matters in this one situation, so it's only an issue when you're spending at least 4 super meters at the end of the combo. | |||
=== | ==Tips & Tricks== | ||
=== | ==Combos By Starter== | ||
''Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.'' | |||
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
===5LP=== | ===5LP=== | ||
Line 141: | Line 102: | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:5LPx2 2MK 2HP 5HK OTG | :5LPx2 2MK 2HP 5HK OTG 214HP | ||
:dash 5LPx1 5MK | :dash 5LPx1 5MK | ||
:jMP jHP | :jMP jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:5MP 2MK 2HP | :5MP 2MK 2HP 236MP 236PP | ||
| damage=~ | | damage=~6191 | ||
| meter=1 | | meter=1 | ||
| location=Anywhere | | location=Anywhere | ||
Line 153: | Line 114: | ||
* Standard midscreen combo | * Standard midscreen combo | ||
* You have to delay the initial j.MP and j.HP slightly to properly get the restand. | * You have to delay the initial j.MP and j.HP slightly to properly get the restand. | ||
* Input ADC immediately after doing j.HP to take advantage of buffering | |||
* 5HK moves Peacock forward, be sure to cancel it after the forward movement occurs | * 5HK moves Peacock forward, be sure to cancel it after the forward movement occurs | ||
* In the last chain, replace | * In the last chain, replace 236MP with 5HK 214[HP] to use 236PP twice, using ]HP[ to link the 2nd super [https://youtu.be/po_BXfZczMI (video)] | ||
| video=[https://youtu.be/rKe8vu30zB4 (video)] | | video=[https://youtu.be/rKe8vu30zB4 (video)] | ||
|}} | |}} | ||
Line 161: | Line 123: | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:5LPx2 2MK 2HP 5HK | :5LPx2 2MK 2HP 5HK 214HP | ||
:dash 5LPx1 5MK | :dash 5LPx1 5MK | ||
:jHP | :jHP | ||
:ADC jLK jHK | :ADC jLK jHK | ||
: | :214MP | ||
:dashjump jMP jHP | :dashjump jMP jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:5MP 2HP | :5MP 2HP 236MP 236PP | ||
| damage=~ | | damage=~6858 | ||
| meter=1 | | meter=1 | ||
| location=Anywhere | | location=Anywhere | ||
Line 179: | Line 141: | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:5LPx2 2MK 2HP 5HK | :5LPx2 2MK 2HP 5HK 214HP | ||
:dashjump jMK jHK | :dashjump jMK jHK | ||
:jMP jHK | :jMP jHK | ||
Line 185: | Line 147: | ||
:ADC jLK jMP | :ADC jLK jMP | ||
:jLP jLK jMP | :jLP jLK jMP | ||
:5MP 2MK 2HP | :5MP 2MK 2HP 236MP 236PP | ||
| damage=~ | | damage=~6666 | ||
| meter=1 | | meter=1 | ||
| location=Anywhere | | location=Anywhere | ||
Line 192: | Line 154: | ||
| description= | | description= | ||
* Very Hard. The OTG dashjump j.MK is very tricky, and you need to slightly delay your jumps later in the combo so light characters fall enough to reach the ground at the end. | * Very Hard. The OTG dashjump j.MK is very tricky, and you need to slightly delay your jumps later in the combo so light characters fall enough to reach the ground at the end. | ||
* Delaying the first j.HK will make it easier to land all three hits of the move | |||
| video=[https://youtu.be/xq8yoIRwnSs (video)] | | video=[https://youtu.be/xq8yoIRwnSs (video)] | ||
|}} | |}} | ||
Line 197: | Line 160: | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:5LPx1 2MK 2HP 5HK | :5LPx1 2MK 2HP 5HK 214MP | ||
:dashjump jMK jHK | :dashjump jMK jHK | ||
:jMP jHK | :jMP jHK | ||
:jLK jHK | :jLK jHK | ||
: | :214MP | ||
:jHP | :jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:5LK 2MP 2MK 5HP 214[HP] | :5LK 2MP 2MK 5HP 214[HP] 236PP | ||
:!]HP[ | :!]HP[ | ||
| damage=~ | | damage=~7185 | ||
| meter=1 | | meter=1 | ||
| location=Anywhere | | location=Anywhere | ||
| charspecific= | | charspecific= | ||
| description= | | description= | ||
* Optimal version of the above combo | |||
| video=[https://youtu.be/CiAoba2QNe4 (video)] | | video=[https://youtu.be/CiAoba2QNe4 (video)] | ||
|}} | |}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
: | :2LK 2MP 2MK 2HP 5HK OTG 214MP | ||
: | :dash 2MP 5HP 236MK~LK | ||
:dash | :dash 2LK 2MP 5MK | ||
: | :jLK jMP ADC jLP jMP | ||
: | :L Bang | ||
: | :dash 5LPx2 2LK 2MP 2MK 5HP 236HPx3 236PP | ||
| damage=~7620 | |||
| damage=~ | |||
| meter=1 | | meter=1 | ||
| location= | | location=Midscreen | ||
| charspecific= | | charspecific=Universal | ||
| description= | | description= | ||
| video=[https:// | * Much easier and slightly better damage than the old jhk loops. | ||
* If dash 2lk is too hard, replace 5hp with 5hp(1). | |||
* If l bang is too hard (especially on lights), or if you want to save it to dump meter at the end, omit l bang and replace jlk jmp with jmp jhp. | |||
* All 2lks and 2mps can be replaced with 5lks and 5mps for slightly better damage, and the last 5hp can be replaced with 2hp 5hk for slightly better damage. | |||
* 236MK~LK only combos around midscreen, you can't be close to corner. The rest of the combo works anywhere. | |||
| video=[https://www.youtube.com/watch?v=bN7F_r766gg (video)] | |||
|}} | |}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:5LPx2 2MK 2HP | :5LPx2 2MK 2HP 5HK OTG 214MP | ||
:5HK | :5HK 236LK | ||
:2HP 5HK | :2HP 5HK 236LK | ||
:walk 5LK 2HP 5HK | :walk 5LK 2HP 5HK 236LK | ||
:5LP 5MP 2MK 2HP | :5LP 5MP 2MK 2HP 236MP 236PP | ||
| damage=~ | | damage=~7107 | ||
| meter=1 | | meter=1 | ||
| location=Corner | | location=Corner | ||
Line 245: | Line 214: | ||
| video=[https://youtu.be/a3z4TOYgdWg (video)] | | video=[https://youtu.be/a3z4TOYgdWg (video)] | ||
|}} | |}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:5LP 2MK 2HP 5HK OTG | :5LP 2MK 2HP 5HK OTG 214MP | ||
:jMK jHK | :jMK jHK | ||
:jMP jHK | :jMP jHK | ||
:sj jHP | :sj jHP | ||
:ADC delay jLP jMP | :ADC delay jLP jMP | ||
:2MK 5HK | :2MK 5HK 236LK | ||
:walk 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] | :walk 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] 236PP | ||
:!]HP[ | :!]HP[ | ||
| damage=~ | | damage=~7180 | ||
| meter=1 | | meter=1 | ||
| location=Corner | | location=Corner | ||
| charspecific= | | charspecific= | ||
| description= | | description= | ||
* | |||
| video=[https://www.youtube.com/watch?v=y7inl5T4hOQ (video)] | | video=[https://www.youtube.com/watch?v=y7inl5T4hOQ (video)] | ||
|}} | |}} | ||
Line 271: | Line 242: | ||
:jMK jHP | :jMK jHP | ||
:ADC jHK | :ADC jHK | ||
: | :214MP | ||
:jMP jHK | :jMP jHK | ||
:sjLK jMP | :sjLK jMP | ||
:5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[P] | :5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[P] 236PP | ||
:!]P[ | :!]P[ | ||
| damage=~ | | damage=~7890 | ||
| meter=1 | | meter=1 | ||
| location=Corner | | location=Corner | ||
| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
* 5HK | * 5HK 214HP+236PP Ender can be substituted for 5HP 236PP ender on heavies, or 236MP 236PP for DHC Purposes. | ||
* With the additional 20f of recovery for Peacock’s Level 2 Item Drop (as of Annie’s Release Patch), this combo is now stricter, requiring a tougher timing for the Level 1 Item Drop and the j.MP that follows it. | |||
| video=[https://youtu.be/YJ22xbJ7FVg (video)] | | video=[https://youtu.be/YJ22xbJ7FVg (video)] | ||
|}} | |}} | ||
Line 289: | Line 261: | ||
:5LPx2 2MK 2HP 5HK 214[LP] | :5LPx2 2MK 2HP 5HK 214[LP] | ||
:OTG 2HP 5HK ]LP[ | :OTG 2HP 5HK ]LP[ | ||
:2MK 2HP 5HK | :2MK 2HP 5HK 236LK | ||
:5MP 5HK | :5MP 5HK 236LK | ||
:5LPx1 5MP 2HP | :5LPx1 5MP 2HP 236LP 236KK | ||
:backdash | :backdash 236PP | ||
: | :214[P] 236PP | ||
| damage=~ | :!]P[ | ||
| damage=~9821 | |||
| meter=3 | | meter=3 | ||
| location=Corner | | location=Corner | ||
Line 302: | Line 275: | ||
|}} | |}} | ||
{{Combo-SG | |||
| notation= | |||
:2MK 5HPx2 236LP 236KK | |||
:jMK jHP adc jLP jMP | |||
:5LPx2 5MP 2MK 2HP 236MP 236PP | |||
| damage=~7085 | |||
| meter=1/2 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
*The Lenny combo, use this if you get a faraway confirm you aren't confident to get otherwise, if you want to set up the Lenny reset or if you hit two characters. | |||
*It doesn't fill undizzy to full and continuing the combo varies. If they fly into the corner you can H TP and pick up from otg. Converting Midscreen is possible although tricky: A well timed sHP or H George into H TP let you pick up from otg. If you have more meter to spend Argus into fully charged H Item is a good option. | |||
| video=[https://youtu.be/rDAaFzQtqtI?t=25 (video)] | |||
|}} | |||
|} | |} | ||
Line 309: | Line 296: | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:Throw | :Throw 236KK 236PP | ||
:5HP H-Teleport | :5HP H-Teleport | ||
:5LPx1 5MK | :5LPx1 5MK | ||
:jMP jHP | :jMP jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:5MP 2HP | :5MP 2HP 236MP 236PP | ||
| damage=~7190 | | damage=~7190 | ||
| meter=3 | | meter=3 | ||
Line 331: | Line 318: | ||
:jLP jLK(3) jHP | :jLP jLK(3) jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:2MK 2HP 5HK | :2MK 2HP 5HK 214HP | ||
:dash 5LPx1 5MK | :dash 5LPx1 5MK | ||
:jMP jHP | :jMP jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:5MP 2HP | :5MP 2HP 236MP 236PP | ||
| damage=~6552 | | damage=~6552 | ||
| meter=1 | | meter=1 | ||
Line 355: | Line 342: | ||
:jMP jHP | :jMP jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:5MP 2MK 2HP | :5MP 2MK 2HP 236MP 236PP | ||
| damage=~4119 | | damage=~4119 | ||
| meter=1 | | meter=1 | ||
Line 373: | Line 360: | ||
:ADC jLK jMK | :ADC jLK jMK | ||
:jLP jLK jMK | :jLP jLK jMK | ||
:5MP 2MK 2HP | :5MP 2MK 2HP 236MP 236PP | ||
| damage=~5428 | | damage=~5428 | ||
| meter=1 | | meter=1 | ||
Line 384: | Line 371: | ||
|} | |} | ||
=== | ===236HP=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:236HPx3 | :236HPx3 236KK 236PP | ||
: | :236HK H-Teleport | ||
:2LP 5MK | :2LP 5MK | ||
:jLK jMP | :jLK jMP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:5MP 2MK 2HP | :5MP 2MK 2HP 236MP 236PP | ||
| damage=~7548 | | damage=~7548 | ||
| meter=3 | | meter=3 | ||
Line 405: | Line 392: | ||
|} | |} | ||
===Counter | {{ComboHeader-SG}} | ||
{{Combo-SG | |||
| notation= | |||
:236KK 236PP | |||
:OTG 5HP H-Teleport | |||
:5LPx2 5MK | |||
:jLK jHK | |||
:jMP jHK | |||
:jHP adc jLP jMP | |||
:2LK 2MP 2MK 5HP H Bang x3 xx 236PP | |||
| damage=~7869 | |||
| meter=3 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= Used for whenever Lenny is on the screen, Peacock gets a stray hit while zoning, and wants to convert with Argus. Swap jJMP and jLK when performing the combo on lights, do double jump jLK to ensure it doesn't whiff, and superjump jHP adc jLP jMP for the restand. Swap doing H Bang x3 with M bang if unable to restand for whatever reason. | |||
| video=[https://www.youtube.com/watch?v=Ifr9KHeaDms (video)] | |||
|}} | |||
|} | |||
===Counter Hit Punishes=== | |||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:CH 5LPx1 2MK 2HP | :CH 5LPx1 2MK 2HP 214MP | ||
:dash 5LPx1 5HP(1) 236LK~MK | :dash 5LPx1 5HP(1) 236LK~MK | ||
:jMK jHP | :jMK jHP | ||
:ADC jLP jMP | :ADC jLP jMP | ||
:2MK 2HP | :2MK 2HP 236LP 236KK | ||
:214[HP] | :214[HP] 236PP | ||
:]HP[ H-Teleport | :]HP[ H-Teleport | ||
:2LK 2MP 2MK 2HP 5HK 214[HP] | :2LK 2MP 2MK 2HP 5HK 214[HP] 236PP | ||
:!]HP[ | :!]HP[ | ||
| damage=~11112 | | damage=~11112 | ||
Line 428: | Line 434: | ||
|} | |} | ||
===Double | ===Double Snap=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{Combo-SG | {{Combo-SG | ||
Line 434: | Line 440: | ||
:Snapback | :Snapback | ||
:OTG 2LP 5MK | :OTG 2LP 5MK | ||
:uncombo OTG 2HK | :uncombo OTG 2HK 214MP | ||
:2LP 5MK | :2LP 5MK | ||
:repeat | :repeat | ||
Line 455: | Line 461: | ||
| charspecific= | | charspecific= | ||
| description= | | description= | ||
| video= | | video=[https://youtu.be/No1rzW5zf1I (video)] | ||
|}} | |}} | ||
|} | |} | ||
</div> | </div> | ||
==Damage/Undizzy Ratios== | ==Damage/Undizzy Ratios== | ||
Line 561: | Line 494: | ||
|20 | |20 | ||
|- | |- | ||
| | |jHK | ||
| | |7.333333333 | ||
| | |220 | ||
|30 | |30 | ||
|- | |- | ||
Line 576: | Line 509: | ||
|30 | |30 | ||
|- | |- | ||
| | |jHP | ||
| | |6.333333333 | ||
| | |190 | ||
|30 | |30 | ||
|- | |- | ||
| | |jLK | ||
| | |7.6 | ||
| | |114 | ||
|15 | |15 | ||
|- | |- | ||
Line 602: | Line 535: | ||
|- | |- | ||
|5HP | |5HP | ||
| | |7.333333333 | ||
| | |220 | ||
|30 | |30 | ||
|- | |- | ||
Line 622: | Line 555: | ||
|- | |- | ||
|5HK | |5HK | ||
| | |5.16666667 | ||
| | |155 | ||
|30 | |30 | ||
|- | |- | ||
Line 632: | Line 565: | ||
|- | |- | ||
|2MK | |2MK | ||
|5. | |5.25 | ||
| | |105 | ||
|20 | |20 | ||
|- | |- | ||
Line 652: | Line 585: | ||
|- | |- | ||
|2HP | |2HP | ||
| | |4.333333333 | ||
| | |130 | ||
|30 | |30 | ||
|- | |- | ||
|2MP | |2MP | ||
|5 | |5 | ||
| | |100 | ||
|20 | |20 | ||
|- | |- | ||
| | |jMP | ||
|5.25 | |5.25 | ||
|105 | |105 | ||
Line 667: | Line 600: | ||
|- | |- | ||
|5MP | |5MP | ||
|5 | |5.25 | ||
| | |105 | ||
|20 | |20 | ||
|- | |- | ||
| | |jMK | ||
|5 | |5 | ||
|100 | |100 | ||
Line 681: | Line 614: | ||
|15 | |15 | ||
|- | |- | ||
| | |jLP | ||
|4 | |4 | ||
|60 | |60 |
Latest revision as of 14:42, 10 April 2024
Numpad notation | |
|
|
Hit Confirms
BnB Combos
Beginner
A basic ground chain combo.
5LPx2 2MP 2MK 2HP 2HK
A basic ground chain ending in a special cancel.
5LPx2 2MP 2MK 2HP 236MP
A basic super cancel combo that sends the opponent back to fullscreen distance. (video)
5LPx2 2MP 2MK 2HP 236MP 236PP
A two chain combo with a super cancel at the end. (video)
5LPx2 2MK 2HP 5HK 214HP dash 5LPx1 5MP 2HP 236MP 236PP
A basic air chain into restand combo. After the restand, you can go for a throw or overhead (IAD jLK) mixup.
- The timing on the air dash cancel can be tough at first, since Peacock has noticeable startup on her airdash. Make sure you delay jLP long enough after the air dash, so that Peacock gains her forward momentum (video)
5LPx2 5MK jLP jLK jMP adc jLP jMP (restand) 5MP 2HP 236MP 236PP
Intermediate
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~6191 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
|
|
|
~7168 |
1 |
Corner |
Universal |
Conversions
Enders
- How to dump up to 5 bars as a combo ender
- (Following copy/pasted from the video description)
- Peacock can spend as much meter as she wants at the end of a combo by alternating between her 236KK (QCF+KK) and 236PP Agony (QCF+PP) supers with the following combo ender:
- c.HP, QCF+LP, QCF+KK, QCF+PP
- QCF+KK, wait until they fall down to laser beam height, QCF+PP
- QCB+HP(hold HP), wait, QCF+PP, release HP
- This works in the corner too! Just backdash after the first QCF+KK then cancel the backdash into QCF+PP when you've moved back a bit, Otherwise, you'll blow yourself up when 236KK explodes.
- If the undizzy bar is full at the end of your combo, hitting your opponent with any projectile other than your supers will let them safely burst out of your combo. That's why I only hit them with supers until I release the charged item right at the end when I've used all my meter.
- Note that because of how beam hitboxes work in Skullgirls (and other fighting games), your opponent might appear to 'fall through' the initial beam from 236PP agony if you try and hit them and 236KK at the same time with the same beam while they're falling (like I do at 0:12 in the video). This is because when you're hitting two targets at the same time like this, you have to make sure the beam is touching both of them on the first frame that it hits. Luckily, this only matters in this one situation, so it's only an issue when you're spending at least 4 super meters at the end of the combo.
Tips & Tricks
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
5LP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~6191 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
|
|
|
~6858 |
1 |
Anywhere |
Doesn't work on Double |
||
|
~6666 |
1 |
Anywhere |
Universal (but the OTG j.MK is harder on lighter/smaller characters. It's much easier on Eliza than on Filia, for example.) |
|
|
|
~7185 |
1 |
Anywhere |
|
| |
|
~7620 |
1 |
Midscreen |
Universal |
|
|
|
~7107 |
1 |
Corner |
Universal |
| |
|
~7180 |
1 |
Corner |
|
| |
|
~7890 |
1 |
Corner |
Universal |
|
|
|
~9821 |
3 |
Corner |
Doesn't work on Big Band or Double, hard against Parasoul and Cerebella |
||
|
~7085 |
1/2 |
Anywhere |
Universal |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~7190 |
3 |
Anywhere (harder midscreen) |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
jLP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~6552 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~4119 |
1 |
Anywhere |
Universal |
|
|
|
~5428 |
1 |
Anywhere |
Universal |
|
236HP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~7548 |
3 |
Anywhere (harder midscreen) |
Universal |
|
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~7869 |
3 |
Anywhere |
Universal |
Used for whenever Lenny is on the screen, Peacock gets a stray hit while zoning, and wants to convert with Argus. Swap jJMP and jLK when performing the combo on lights, do double jump jLK to ensure it doesn't whiff, and superjump jHP adc jLP jMP for the restand. Swap doing H Bang x3 with M bang if unable to restand for whatever reason. |
Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~11112 |
3 |
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Universal |
||
|
N/A |
1 |
Corner |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
214P (road roller) | 33 | 660 | 20 |
214P (tentrai ha) | 31.85 | 637 | 20 |
214P (lvl3) | 28.85 | 577 | 20 |
214P (lvl2) | 19.25 | 385 | 20 |
jHK | 7.333333333 | 220 | 30 |
236HP | 10.5 | 210 | 20 |
2HK | 10.06666667 | 302 | 30 |
jHP | 6.333333333 | 190 | 30 |
jLK | 7.6 | 114 | 15 |
214P (lvl1) | 8.5 | 170 | 20 |
5LP | 8 | 120 | 15 |
2LP | 8 | 120 | 15 |
5HP | 7.333333333 | 220 | 30 |
236LP | 7 | 140 | 20 |
236MP | 7 | 140 | 20 |
236MK | 6.5 | 130 | 20 |
5HK | 5.16666667 | 155 | 30 |
5MK | 6 | 120 | 20 |
2MK | 5.25 | 105 | 20 |
236LK | 5.5 | 110 | 20 |
236HK | 5.5 | 110 | 20 |
5LK | 5.333333333 | 80 | 15 |
2HP | 4.333333333 | 130 | 30 |
2MP | 5 | 100 | 20 |
jMP | 5.25 | 105 | 20 |
5MP | 5.25 | 105 | 20 |
jMK | 5 | 100 | 20 |
2LK | 4.666666667 | 70 | 15 |
jLP | 4 | 60 | 15 |