Skullgirls/Peacock/Combos

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< Skullgirls‎ | Peacock
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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)
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
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


General Combo Tips

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.

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!

  • 5LPx2 2MP 2MK 2HP 2HK
A basic ground chain combo.
  • 5LPx2 2MP 2MK 2HP M-Bang
A basic ground chain ending in a special cancel.
  • 5LPx2 2MP 2MK 2HP M-Bang Argus
A basic super cancel combo that sends the opponent back to fullscreen distance.
(video)
  • 5LPx2 2MK 2HP 5HK H-Item
dash 5LPx1 5MP 2HP M-Bang Argus
A two chain combo with a super cancel at the end.
(video)
  • 5LPx2 5MK
jLP jLK jMP
adc jLP jMP
(restand) 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)


Combo Primer

Confirms

-

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 (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 (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 - (video)

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

Conversions

-

Meter Dumping

-

Tips

-

Solo Combos

5LP

Notation Damage Meter Cost Location Character Specific? Notes Video
5LPx2 2MK 2HP 5HK OTG H-Item
dash 5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2MK 2HP M-Bang Argus

~6787

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.
  • 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 (video)

(video)


5LPx2 2MK 2HP 5HK H-Item
dash 5LPx1 5MK
jHP
ADC jLK jHK
M-Item
dashjump jMP jHP
ADC jLP jMP
5MP 2HP M-Bang Argus

~7672

1

Anywhere

Doesn't work on Double

(video)

5LPx2 2MK 2HP 5HK H-Item
dashjump jMK jHK
jMP jHK
sj jHP
ADC jLK jMP
jLP jLK jMP
5MP 2MK 2HP M-Bang Argus

~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.)

  • 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.

(video)

5LPx1 2MK 2HP 5HK M-Item
dashjump jMK jHK
jMP jHK
jLK jHK
M-Item
jHP
ADC jLP jMP
5LK 2MP 2MK 5HP 214[HP] Argus
!]HP[

~8327

1

Anywhere

(video)

5LPx1 2MK 2HP 5HK
M-Item
dash 5LP 5HP(1) M-Item
walk 2MK 5HP(1) M-Item
walk 2MP 2MK 5HP(1) M-Item
5LK 2MP 2MK 5HP 214[HP] Argus
!]HP[

~7842

1

Anywhere

Double / Big Band only

(video)

5LPx2 2MK 2HP 5HP OTG H-Item
5HK L-George
2HP 5HK L-George
walk 5LK 2HP 5HK L-George
5LP 5MP 2MK 2HP M-Bang Argus

~7943

1

Corner

Universal

(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[

~8300

1

Corner

(video)


5LP 2MP 2HP 5HK 214[P]
2MK 5HK ]P[
jMK jHP
ADC jHK
M-Item
jMP jHK
sjLK jMP
5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[P] Argus
!]P[

~8986

1

Corner

Universal

  • 5HK H-Item+Argus Ender can be substituted for 5HP Argus ender on heavies, or M-Bang Argus for DHC Purposes.

(video)

5LPx2 2MK 2HP 5HK 214[LP]
OTG 2HP 5HK ]LP[
2MK 2HP 5HK L-George
5MP 5HK L-George
5LPx1 5MP 2HP L-Bang Lenny
backdash Argus
Argus

~10480

3

Corner

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

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw Lenny Argus
5HP H-Teleport
5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2HP M-Bang Argus

~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 H-Item
dash 5LPx1 5MK
jMP jHP
ADC jLP jMP
5MP 2HP M-Bang Argus

~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 M-Bang Argus

~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 M-Bang Argus

~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)

H-Bang

Notation Damage Meter Cost Location Character Specific? Notes Video
236HPx3 Lenny Argus
H-George H-Teleport
2LP 5MK
jLK jMP
ADC jLP jMP
5MP 2MK 2HP M-Bang Argus

~7548

3

Anywhere (harder midscreen)

Universal

  • Difficult

(video)

Counter hit punishes

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

~11112

3

(video)

Double snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
OTG 2LP 5MK
uncombo OTG 2HK M-Item
2LP 5MK
repeat

N/A

1

Corner

Universal

(video)

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

N/A

1

Corner

Team Combos

Cerebella

H Lock n Load

Notation Damage Meter Cost Location Character Specific? Notes Video
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[

~8957

1

Midscreen

Universal

  • 5HK H-Item+Argus Ender can be substituted for 5HP Argus ender on heavies, or M-Bang Argus for DHC Purposes.

(video)

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[

~10018

1

Corner

Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)

  • 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)

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[

~12015

1

Corner

Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)

  • 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)

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


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