Skullgirls/Peacock/Combos: Difference between revisions

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{{SG Character Subnav|char=Peacock|short=pea|sub=1}}
<div>
<div>
<div style="float:left">
<div style="float:left">
__TOC__
{{TOC limit|3}}
</div>
</div>
{{NavigationSub-SG}}
{{ComboLegend-SG}}
{{ComboLegend-SG |
{{!}}-
{{!}}Bang!
{{!}}L Bang
{{!}}236LP
{{!}}-
{{!}}BANG!
{{!}}M Bang
{{!}}236MP
{{!}}-
{{!}}BANG BANG BANG!
{{!}}H Bang
{{!}}236LP
{{!}}-
{{!}}George's Day Out
{{!}}L George
{{!}}236LK
{{!}}-
{{!}}Boxcar George
{{!}}M George
{{!}}236MK
{{!}}-
{{!}}George at the Air Show
{{!}}H George
{{!}}236HK
{{!}}-
{{!}}Shadow of Impending Doom
{{!}}Item
{{!}}214P
{{!}}-
{{!}}Argus Agony
{{!}}Argus
{{!}}236PP
{{!}}-
{{!}}Lonesome Lenny
{{!}}Lenny
{{!}}236KK
|}
}}
</div>
</div>
<br clear=all/>
<br clear=all/>


==General Combo Tips==
==Hit Confirms==


;[https://youtu.be/JnzK5CdHeDA How to dump up to 5 bars as a combo ender]
==BnB Combos==
:(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 Lenny (QCF+KK) and Argus Agony (QCF+PP) supers with the following combo ender:


:c.HP, QCF+LP, QCF+KK, QCF+PP
===Beginner===
: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 Lenny explodes.
A basic ground chain combo.
  5LPx2 2MP 2MK 2HP 2HK


: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.
A basic ground chain ending in a special cancel.
  5LPx2 2MP 2MK 2HP 236MP


: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 argus agony if you try and hit them and Lenny 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.
A basic super cancel combo that sends the opponent back to fullscreen distance. [https://youtu.be/k24D86CET30 (video)]
  5LPx2 2MP 2MK 2HP 236MP 236PP


==Beginner Combos==
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


If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
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


* 5LPx2 2MP 2MK 2HP 2HK
===Intermediate===
:A basic ground chain combo.


* 5LPx2 2MP 2MK 2HP M-Bang
{{ComboHeader-SG}}
:A basic ground chain ending in a special cancel.
{{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)]
|}}


* 5LPx2 2MP 2MK 2HP M-Bang Argus
{{Combo-SG
:A basic super cancel combo that sends the opponent back to fullscreen distance.
| notation=
:[https://youtu.be/k24D86CET30 (video)]
: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)]
|}}
|}


* 5LPx2 2MK 2HP 5HK H-Item
===Conversions===
:dash 5LPx1 5MP 2HP M-Bang Argus
:A two chain combo with a super cancel at the end.
:[https://youtu.be/Ye4K5EcBoSc (video)]


* 5LPx2 5MK
==Enders==
:jLP jLK jMP
;[https://youtu.be/JnzK5CdHeDA How to dump up to 5 bars as a combo ender]
:adc jLP jMP
:(Following copy/pasted from the video description)
:(restand) 5MP 2HP M-Bang Argus
: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:
: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)]


: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


==Combo Primer==
: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.


===Confirms===
: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.
 
-
 
===BnB Combos===
 
Combos are universal unless otherwise noted. More optimal combos may be possible if you sacrifice consistency or universality, so explore the other sections on this page for more possibilities.
 
Standard Midscreen combo. - 6787 dmg [https://youtu.be/rKe8vu30zB4 (video)]
 
    5LPx2 2MK 2HP 5HK OTG H-Item
    dash 5LPx1 5MK
    jMP jHP
    ADC jLP jMP
    5MP 2MK 2HP M-Bang Argus
 
Corner Combo. - 8327 dmg [https://youtu.be/CiAoba2QNe4 (video)]
 
    5LP 2MK 2HP 5HK OTG M-Item
    jMK jHK
    jMP jHK
    sj jHP
    ADC delay jLP jMP
    2MK 5HK L-George
    walk 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] Argus !]HP[
 
Double Snap - [https://youtu.be/BSerG-MPnkk (video)]


    Snapback
: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.
    OTG 2LP 5MK
    uncombo OTG 2HK M-Item
    2LP 5MK
    repeat


===Conversions===
==Tips & Tricks==
-


===Meter Dumping===
==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.''
 
===Tips===
-
 
==Solo Combos==
<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 H-Item
: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 M-Bang Argus
:5MP 2MK 2HP 236MP 236PP
| damage=~6787
| 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 M-Bang with 5HK 214[HP] to use Argus twice, using ]HP[ to link the 2nd super [https://youtu.be/po_BXfZczMI (video)]
* 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 H-Item
:5LPx2 2MK 2HP 5HK 214HP
:dash 5LPx1 5MK
:dash 5LPx1 5MK
:jHP
:jHP
:ADC jLK jHK
:ADC jLK jHK
:M-Item
:214MP
:dashjump jMP jHP
:dashjump jMP jHP
:ADC jLP jMP
:ADC jLP jMP
:5MP 2HP M-Bang Argus
:5MP 2HP 236MP 236PP
| damage=~7672
| damage=~6858
| meter=1
| meter=1
| location=Anywhere
| location=Anywhere
Line 179: Line 141:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:5LPx2 2MK 2HP 5HK H-Item
: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 M-Bang Argus
:5MP 2MK 2HP 236MP 236PP
| damage=~7843
| 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 M-Item
:5LPx1 2MK 2HP 5HK 214MP
:dashjump jMK jHK
:dashjump jMK jHK
:jMP jHK
:jMP jHK
:jLK jHK
:jLK jHK
:M-Item
:214MP
:jHP
:jHP
:ADC jLP jMP
:ADC jLP jMP
:5LK 2MP 2MK 5HP 214[HP] Argus
:5LK 2MP 2MK 5HP 214[HP] 236PP
:!]HP[
:!]HP[
| damage=~8327
| 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=
:5LPx1 2MK 2HP 5HK
:2LK 2MP 2MK 2HP 5HK OTG 214MP
:M-Item
:dash 2MP 5HP 236MK~LK
:dash 5LP 5HP(1) M-Item
:dash 2LK 2MP 5MK
:walk 2MK 5HP(1) M-Item
:jLK jMP ADC jLP jMP
:walk 2MP 2MK 5HP(1) M-Item
:L Bang
:5LK 2MP 2MK 5HP 214[HP] Argus
:dash 5LPx2 2LK 2MP 2MK 5HP 236HPx3 236PP
:!]HP[
| damage=~7620
| damage=~7842
| meter=1
| meter=1
| location=Anywhere
| location=Midscreen
| charspecific=Double / Big Band only
| charspecific=Universal
| description=
| description=
| video=[https://youtu.be/GjyAJKFbpcE (video)]
* 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 5HP OTG H-Item
:5LPx2 2MK 2HP 5HK OTG 214MP
:5HK L-George
:5HK 236LK
:2HP 5HK L-George
:2HP 5HK 236LK
:walk 5LK 2HP 5HK L-George
:walk 5LK 2HP 5HK 236LK
:5LP 5MP 2MK 2HP M-Bang Argus
:5LP 5MP 2MK 2HP 236MP 236PP
| damage=~7943
| 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 M-Item
: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 L-George
:2MK 5HK 236LK
:walk 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] Argus
:walk 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] 236PP
:!]HP[
:!]HP[
| damage=~8300
| 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
:M-Item
:214MP
:jMP jHK
:jMP jHK
:sjLK jMP
:sjLK jMP
:5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[P] Argus
:5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[P] 236PP
:!]P[
:!]P[
| damage=~8986
| damage=~7890
| meter=1
| meter=1
| location=Corner
| location=Corner
| charspecific=Universal
| charspecific=Universal
| description=
| description=
* 5HK H-Item+Argus Ender can be substituted for 5HP Argus ender on heavies, or M-Bang Argus for DHC Purposes.
* 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 L-George
:2MK 2HP 5HK 236LK
:5MP 5HK L-George
:5MP 5HK 236LK
:5LPx1 5MP 2HP L-Bang Lenny
:5LPx1 5MP 2HP 236LP 236KK
:backdash Argus
:backdash 236PP
:Argus
:214[P] 236PP
| damage=~10480
:!]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 Lenny Argus
: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 M-Bang Argus
: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 H-Item
:2MK 2HP 5HK 214HP
:dash 5LPx1 5MK
:dash 5LPx1 5MK
:jMP jHP
:jMP jHP
:ADC jLP jMP
:ADC jLP jMP
:5MP 2HP M-Bang Argus
: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 M-Bang Argus
: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 M-Bang Argus
:5MP 2MK 2HP 236MP 236PP
| damage=~5428
| damage=~5428
| meter=1
| meter=1
Line 384: Line 371:
|}
|}


===H-Bang===
===236HP===


{{ComboHeader-SG}}
{{ComboHeader-SG}}
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:236HPx3 Lenny Argus
:236HPx3 236KK 236PP
:H-George H-Teleport
:236HK H-Teleport
:2LP 5MK
:2LP 5MK
:jLK jMP
:jLK jMP
:ADC jLP jMP
:ADC jLP jMP
:5MP 2MK 2HP M-Bang Argus
:5MP 2MK 2HP 236MP 236PP
| damage=~7548
| damage=~7548
| meter=3
| meter=3
Line 405: Line 392:
|}
|}


===Counter hit punishes===
{{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 M-Item
: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 L-Bang Lenny
:2MK 2HP 236LP 236KK
:214[HP] Argus
:214[HP] 236PP
:]HP[ H-Teleport
:]HP[ H-Teleport
:2LK 2MP 2MK 2HP 5HK 214[HP] Argus
:2LK 2MP 2MK 2HP 5HK 214[HP] 236PP
:!]HP[
:!]HP[
| damage=~11112
| damage=~11112
Line 428: Line 434:
|}
|}


===Double snap===
===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 M-Item
: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>
==Team Combos==
===Cerebella===
====H Lock n Load====
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:5LP 2MP 5HK M-Item + LnL
:dash jHK
:jMP jHK
:M-Item
:sj jHP
:ADC jLK jMP
:jLP jLK jMP
:5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] Argus
:!]HP[
| damage=~8957
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
* 5HK H-Item+Argus Ender can be substituted for 5HP Argus ender on heavies, or M-Bang Argus for DHC Purposes.
| video=[https://youtu.be/t6hJSE3q4Q8?t=1 (video)]
|}}
{{Combo-SG
| notation=
:5LP 2MP (2HP) Call LnL 5HK 214[LP]
:jHP ADC jHP ]LP[
:whiff 2HK L-Bang
:5HK 214[LP]
:2MK 5HK ]LP[
:5HP L-George
:5LP 5LP 5LK 2MP 2HP 5HK 214[HP] Argus
:!]HP[
| damage=~10018
| meter=1
| location=Corner
| charspecific=Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)
| description=
* 2HP in the starting chain makes confirming the LnL call easier. 5HK H-Item+Argus Ender can be substituted for 5HP Argus ender on heavies, or M-Bang Argus for DHC Purposes.
| video=[https://youtu.be/t6hJSE3q4Q8?t=15 (video)]
|}}
{{Combo-SG
| notation=
:CH (2HP) Call LnL 5HK 214[LP]
:jHP ADC jHP ]LP[
:whiff 2HK L-Bang
:5HK 214[LP]
:2MK 5HK ]LP[
:jMK jHK
:jMP jHK
:sjLK jMP
:L-George
:5LP 5LP 5LK 2MP 2HP 5HK 214[HP] Argus
:!]HP[
| damage=~12015
| meter=1
| location=Corner
| charspecific=Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)
| description=
* 2HP in the starting chain makes confirming the LnL call easier. 5HK H-Item+Argus Ender can be substituted for 5HP Argus ender on heavies, or M-Bang Argus for DHC Purposes.
| video=[https://youtu.be/t6hJSE3q4Q8?t=31 (video)]
|}}
|}


==Damage/Undizzy Ratios==
==Damage/Undizzy Ratios==
Line 561: Line 494:
|20
|20
|-
|-
|j.HK
|jHK
|10.66666667
|7.333333333
|320
|220
|30
|30
|-
|-
Line 576: Line 509:
|30
|30
|-
|-
|j.HP
|jHP
|9.6
|6.333333333
|288
|190
|30
|30
|-
|-
|j.LK
|jLK
|9
|7.6
|135
|114
|15
|15
|-
|-
Line 602: Line 535:
|-
|-
|5HP
|5HP
|8
|7.333333333
|240
|220
|30
|30
|-
|-
Line 622: Line 555:
|-
|-
|5HK
|5HK
|6.333333333
|5.16666667
|190
|155
|30
|30
|-
|-
Line 632: Line 565:
|-
|-
|2MK
|2MK
|5.5
|5.25
|110
|105
|20
|20
|-
|-
Line 652: Line 585:
|-
|-
|2HP
|2HP
|5.333333333
|4.333333333
|160
|130
|30
|30
|-
|-
|2MP
|2MP
|5.25
|5
|105
|100
|20
|20
|-
|-
|j.MP
|jMP
|5.25
|5.25
|105
|105
Line 667: Line 600:
|-
|-
|5MP
|5MP
|5
|5.25
|100
|105
|20
|20
|-
|-
|j.MK
|jMK
|5
|5
|100
|100
Line 681: Line 614:
|15
|15
|-
|-
|j.LP
|jLP
|4
|4
|60
|60

Latest revision as of 14:42, 10 April 2024

Numpad notation
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif (hold for 35 frames), 6.gif
[2]8 = 2.gif (hold for 35 frames), 8.gif
360 = Sg 360.png
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
[X] = Hold down X
]X[ = Release X
X~Y = X then Y done in quick succession
X/Y = X or Y
!X = X triggers a burst
OTG = Following move hits off the ground, after a red bounce
CH = Counter hit
fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
sj = Super jump
dj = Double jump
jc = Jump cancel
ADC = Airdash cancel
IAD = Instant airdash
TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
Character Weight Classes
Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
Heavy: Double, Big Band


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
5LPx2 2MK 2HP 5HK OTG 214HP
dash 5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2MK 2HP 236MP 236PP

~6191

1

Anywhere

Universal (restand timing differs very slightly for Double, Valentine, Filia)

  • 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 (video)

(video)

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[

~7168

1

Corner

Universal

(video)

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
5LPx2 2MK 2HP 5HK OTG 214HP
dash 5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2MK 2HP 236MP 236PP

~6191

1

Anywhere

Universal (restand timing differs very slightly for Double, Valentine, Filia)

  • 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 (video)

(video)


5LPx2 2MK 2HP 5HK 214HP
dash 5LPx1 5MK
jHP
ADC jLK jHK
214MP
dashjump jMP jHP
ADC jLP jMP
5MP 2HP 236MP 236PP

~6858

1

Anywhere

Doesn't work on Double

(video)

5LPx2 2MK 2HP 5HK 214HP
dashjump jMK jHK
jMP jHK
sj jHP
ADC jLK jMP
jLP jLK jMP
5MP 2MK 2HP 236MP 236PP

~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.)

  • 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)

5LPx1 2MK 2HP 5HK 214MP
dashjump jMK jHK
jMP jHK
jLK jHK
214MP
jHP
ADC jLP jMP
5LK 2MP 2MK 5HP 214[HP] 236PP
!]HP[

~7185

1

Anywhere

  • Optimal version of the above combo

(video)


2LK 2MP 2MK 2HP 5HK OTG 214MP
dash 2MP 5HP 236MK~LK
dash 2LK 2MP 5MK
jLK jMP ADC jLP jMP
L Bang
dash 5LPx2 2LK 2MP 2MK 5HP 236HPx3 236PP

~7620

1

Midscreen

Universal

  • 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)

5LPx2 2MK 2HP 5HK OTG 214MP
5HK 236LK
2HP 5HK 236LK
walk 5LK 2HP 5HK 236LK
5LP 5MP 2MK 2HP 236MP 236PP

~7107

1

Corner

Universal

(video)


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[

~7180

1

Corner

(video)


5LP 2MP 2HP 5HK 214[P]
2MK 5HK ]P[
jMK jHP
ADC jHK
214MP
jMP jHK
sjLK jMP
5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[P] 236PP
!]P[

~7890

1

Corner

Universal

  • 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)

5LPx2 2MK 2HP 5HK 214[LP]
OTG 2HP 5HK ]LP[
2MK 2HP 5HK 236LK
5MP 5HK 236LK
5LPx1 5MP 2HP 236LP 236KK
backdash 236PP
214[P] 236PP
!]P[

~9821

3

Corner

Doesn't work on Big Band or Double, hard against Parasoul and Cerebella

(video)

2MK 5HPx2 236LP 236KK
jMK jHP adc jLP jMP
5LPx2 5MP 2MK 2HP 236MP 236PP

~7085

1/2

Anywhere

Universal

  • 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)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw 236KK 236PP
5HP H-Teleport
5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2HP 236MP 236PP

~7190

3

Anywhere (harder midscreen)

Universal (restand timing differs very slightly for Double, Valentine, Filia)

(video)

jLP

Notation Damage Meter Cost Location Character Specific? Notes Video
jLP jLK(3) jHP
ADC jLP jMP
2MK 2HP 5HK 214HP
dash 5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2HP 236MP 236PP

~6552

1

Anywhere

Universal (restand timing differs very slightly for Double, Valentine, Filia)

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air throw
OTG jLK
5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2MK 2HP 236MP 236PP

~4119

1

Anywhere

Universal

  • The s.LP link after OTG j.LK can be tricky, and it leaves you slightly further away from your opponent than you would be at this point in a normal combo.

(video)

Air throw
OTG jMK
ADC jHK
jMP jHK
jHP
ADC jLK jMK
jLP jLK jMK
5MP 2MK 2HP 236MP 236PP

~5428

1

Anywhere

Universal

  • Linking j.MK after your airthrow can be tough, as can landing a deep enough j.HK after the airdash so your opponent gets hit by all 3 hits of the move.

(video)

236HP

Notation Damage Meter Cost Location Character Specific? Notes Video
236HPx3 236KK 236PP
236HK H-Teleport
2LP 5MK
jLK jMP
ADC jLP jMP
5MP 2MK 2HP 236MP 236PP

~7548

3

Anywhere (harder midscreen)

Universal

  • Difficult

(video)

Notation Damage Meter Cost Location Character Specific? Notes Video
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

~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.

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 5LPx1 2MK 2HP 214MP
dash 5LPx1 5HP(1) 236LK~MK
jMK jHP
ADC jLP jMP
2MK 2HP 236LP 236KK
214[HP] 236PP
]HP[ H-Teleport
2LK 2MP 2MK 2HP 5HK 214[HP] 236PP
!]HP[

~11112

3

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
OTG 2LP 5MK
uncombo OTG 2HK 214MP
2LP 5MK
repeat

N/A

1

Corner

Universal

(video)

Snapback
otg 2LP 5MK 214LP
(2LK 5MP 5MK 214LP)
repeat

N/A

1

Corner

(video)

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


General
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