Skullgirls/Peacock/Combos: Difference between revisions
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===BnB Combos=== | ===BnB Combos=== | ||
{{ComboHeader-SG}} | |||
{{Combo-SG | |||
| notation= | |||
:5LPx2 2MK 2HP 5HK OTG H-Item | |||
:dash 5LPx1 5MK | |||
:jMP jHP | |||
:ADC jLP jMP | |||
:5MP 2MK 2HP M-Bang Argus | |||
| damage=~6787 | |||
| 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. | |||
* 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)] | |||
| video=[https://youtu.be/rKe8vu30zB4 (video)] | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
: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[ | |||
| damage=~8300 | |||
| meter=1 | |||
| location=Corner | |||
| charspecific= | |||
| description= | |||
| video=[https://www.youtube.com/watch?v=y7inl5T4hOQ (video)] | |||
|}} | |||
|} | |||
===Conversions=== | ===Conversions=== |
Revision as of 14:34, 1 June 2020
Numpad notation | |||
| |||
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 |
|
Beginner Combos
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 ground chain combo.
5LPx2 2MP 2MK 2HP 2HK
A basic ground chain ending in a special cancel.
5LPx2 2MP 2MK 2HP M-Bang
A basic super cancel combo that sends the opponent back to fullscreen distance. (video)
5LPx2 2MP 2MK 2HP M-Bang Argus
A two chain combo with a super cancel at the end. (video)
5LPx2 2MK 2HP 5HK H-Item dash 5LPx1 5MP 2HP M-Bang Argus
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 M-Bang Argus
Combo Primer
Hit Confirms
-
BnB Combos
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~6787 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
|
|
|
~8300 |
1 |
Corner |
Conversions
-
Meter Dumping
- 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 Lenny (QCF+KK) and Argus 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 Lenny 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 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.
Tips
-
Solo Combo Compendium
5LP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~6787 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
|
|
|
~7672 |
1 |
Anywhere |
Doesn't work on Double |
||
|
~7843 |
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.) |
|
|
|
~8327 |
1 |
Anywhere |
|||
|
~7842 |
1 |
Anywhere |
Double / Big Band only |
||
|
~7943 |
1 |
Corner |
Universal |
||
|
~8300 |
1 |
Corner |
| ||
|
~8986 |
1 |
Corner |
Universal |
|
|
|
~10480 |
3 |
Corner |
Doesn't work on Big Band or Double, hard against Parasoul and Cerebella |
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 |
|
H-Bang
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~7548 |
3 |
Anywhere (harder midscreen) |
Universal |
|
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 |
Team Combo Compendium
H Lock n Load
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~8957 |
1 |
Midscreen |
Universal |
|
|
|
~10018 |
1 |
Corner |
Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK) |
|
|
|
~12015 |
1 |
Corner |
Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK) |
|
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 |
j.HK | 10.66666667 | 320 | 30 |
236HP | 10.5 | 210 | 20 |
2HK | 10.06666667 | 302 | 30 |
j.HP | 9.6 | 288 | 30 |
j.LK | 9 | 135 | 15 |
214P (lvl1) | 8.5 | 170 | 20 |
5LP | 8 | 120 | 15 |
2LP | 8 | 120 | 15 |
5HP | 8 | 240 | 30 |
236LP | 7 | 140 | 20 |
236MP | 7 | 140 | 20 |
236MK | 6.5 | 130 | 20 |
5HK | 6.333333333 | 190 | 30 |
5MK | 6 | 120 | 20 |
2MK | 5.5 | 110 | 20 |
236LK | 5.5 | 110 | 20 |
236HK | 5.5 | 110 | 20 |
5LK | 5.333333333 | 80 | 15 |
2HP | 5.333333333 | 160 | 30 |
2MP | 5.25 | 105 | 20 |
j.MP | 5.25 | 105 | 20 |
5MP | 5 | 100 | 20 |
j.MK | 5 | 100 | 20 |
2LK | 4.666666667 | 70 | 15 |
j.LP | 4 | 60 | 15 |