Skullgirls/Peacock/Combos

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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)
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


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