Difference between revisions of "Skullgirls/Peacock/Combos"

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(Solo Combos)
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{{PeacockMain}}
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<span style="font-size:300%">'''[http://wiki.mizuumi.net/w/Skullgirls The Skullgirls wiki has moved!]'''</span>
<br><br>
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<div>
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<div style="float:left">
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__TOC__
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</div>
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<div style="float:left; margin-left:15px">
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{{SGLegend}}
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</div>
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<div style="float:left; margin-left:15px">
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{| class="wikitable sortable"
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|+ Character legend
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! style="background-color:#262e32;" | Full move name
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! style="background-color:#262e32;" | Abbreviated name
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! style="background-color:#262e32;" | Input
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|-
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| Bang!
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| L Bang
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| 236LP
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|-
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| BANG!
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| M Bang
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| 236MP
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|-
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| BANG BANG BANG!
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| H Bang
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| 236LP
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|-
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| George's Day Out
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| L George
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| 236LK
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|-
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| Boxcar George
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| M George
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| 236MK
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|-
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| George at the Air Show
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| H George
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| 236HK
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|-
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| Shadow of Impending Doom
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| Item
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| 214P
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|-
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| Argus Agony
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| Argus
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| 236PP
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|-
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| Lonesome Lenny
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| Lenny
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| 236KK
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|}
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</div>
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</div>
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<br clear=all/>
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==General Combo Tips==
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;[https://youtu.be/JnzK5CdHeDA How to dump up to 5 bars as a combo ender]
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:(Following copy/pasted from the video description)
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: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:
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:c.HP, QCF+LP, QCF+KK, QCF+PP
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:QCF+KK, wait until they fall down to laser beam height, QCF+PP
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:QCB+HP(hold HP), wait, QCF+PP, release HP
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: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.
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: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.
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: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.
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==Beginner Combos==
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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!
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;1.
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:5LPx2 2MP 2MK 2HP 2HK
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:A basic ground chain combo.
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;2.
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:5LPx2 2MP 2MK 2HP M-Bang
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:A basic ground chain ending in a special cancel.
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;3.
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:5LPx2 2MP 2MK 2HP M-Bang Argus
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:A basic super cancel combo that sends the opponent back to fullscreen distance.
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:[https://youtu.be/k24D86CET30 (video)]
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;4.
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:5LPx2 2MK 2HP 5HK H-Item
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:dash 5LPx1 5MP 2HP M-Bang Argus
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:A two chain combo with a super cancel at the end.
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:[https://youtu.be/Ye4K5EcBoSc (video)]
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;5.
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:5LPx2 5MK
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:jLP jLK jMP
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:adc jLP jMP
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:(restand) 5MP 2HP M-Bang Argus
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:A basic air chain into restand combo. After the restand, you can go for a throw or overhead (IAD jLK) mixup.
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: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
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:[https://youtu.be/dhowsLzjri4 (video)]
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==Solo Combos==
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<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
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===5LP===
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{{SGCombo_Header}}
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{{SGCombo
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| notation=
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:5LPx2 2MK 2HP 5HK OTG H-Item
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:dash 5LPx1 5MK
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:jMP jHP
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:ADC jLP jMP
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:5MP 2MK 2HP M-Bang Argus
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| damage=~6787
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| meter=1
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| location=Anywhere
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| charspecific=Universal (restand timing differs very slightly for Double, Valentine, Filia)
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| description=
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* Standard midscreen combo
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* You have to delay the initial j.MP and j.HP slightly to properly get the restand.
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* 5HK moves Peacock forward, be sure to cancel it after the forward movement occurs
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* 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)]
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| video=[https://youtu.be/rKe8vu30zB4 (video)]
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|}}
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{{SGCombo
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| notation=
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:5LPx2 2MK 2HP H-Item
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:dash 5LPx1 5MK
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:jHP
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:ADC jLK jHK
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:M-Item
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:dashjump jMP jHP
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:ADC jLP jMP
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:5MP 2HP M-Bang Argus
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| damage=~7672
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| meter=1
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| location=Anywhere
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| charspecific=Doesn't work on Double
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| description=
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| video=[https://youtu.be/sZVLLPGpkgM (video)]
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|}}
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{{SGCombo
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| notation=
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:5LPx2 2MK 2HP 5HK H-Item
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:dashjump jMK jHK
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:jMP jHK
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:sj jHP
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:ADC jLK jMP
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:jLP jLK jMP
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:5MP 2MK 2HP M-Bang Argus
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| damage=~7843
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| meter=1
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| location=Anywhere
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| charspecific=Universal (but the OTG j.MK is harder on lighter/smaller characters. It's much easier on Eliza than on Filia, for example.)
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| 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.
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| video=[https://youtu.be/xq8yoIRwnSs (video)]
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|}}
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{{SGCombo
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| notation=
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:5LPx1 2MK 2HP 5HK M-Item
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:dashjump jMK jHK
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:jMP jHK
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:jLK jHK
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:M-Item
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:jHP
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:ADC jLP jMP
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:5LK 2MP 2MK 5HP 214[HP] Argus
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:!]HP[
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| damage=~8327
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| meter=1
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| location=Anywhere
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| charspecific=
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| description=
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| video=[https://youtu.be/CiAoba2QNe4 (video)]
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|}}
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{{SGCombo
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| notation=
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:5LPx1 2MK 2HP 5HK
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:M-Item
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:dash 5LP 5HP(1) M-Item
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:walk 2MK 5HP(1) M-Item
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:walk 2MP 2MK 5HP(1) M-Item
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:5LK 2MP 2MK 5HP 214[HP] Argus
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:!]HP[
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| damage=~7842
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| meter=1
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| location=Anywhere
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| charspecific=Double / Big Band only
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| description=
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| video=[https://youtu.be/GjyAJKFbpcE (video)]
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|}}
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{{SGCombo
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| notation=
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:5LPx2 2MK 2HP 5HP OTG H-Item
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:5HK L-George
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:2HP 5HK L-George
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:walk 5LK 2HP 5HK L-George
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:5LP 5MP 2MK 2HP M-Bang Argus
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| damage=~7943
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| meter=1
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| location=Corner
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| charspecific=Universal
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| description=
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| video=[https://youtu.be/a3z4TOYgdWg (video)]
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|}}
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{{SGCombo
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| notation=
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:5LP 2MK 2HP 5HK OTG M-Item
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:jMK jHK
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:jMP jHK
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:sj jHP
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:ADC delay jLP jMP
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:2MK 5HK L-George
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:walk 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] Argus
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:!]HP[
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| damage=~8,300
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| meter=1
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| location=Corner
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| charspecific=
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| description=
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| video=[https://www.youtube.com/watch?v=y7inl5T4hOQ (video)]
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|}}
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{{SGCombo
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| notation=
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:5LPx2 2MK 2HP 5HK 214[LP]
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:OTG 2HP 5HK ]LP[
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:2MK 2HP 5HK L-George
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:5MP 5HK L-George
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:5LPx1 5MP 2HP L-Bang Lenny
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:backdash Argus
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:Argus
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| damage=~10480
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| meter=3
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| location=Corner
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| charspecific=Doesn't work on Big Band or Double, hard against Parasoul and Cerebella
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| description=
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| video=[https://youtu.be/2DKB1FjrVkw (video)]
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|}}
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{{SGCombo_Footer}}
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===Throw===
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{{SGCombo_Header}}
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{{SGCombo
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| notation=
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:Throw Lenny Argus
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:5HP H-Teleport
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:5LPx1 5MK
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:jMP jHP
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:ADC jLP jMP
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:5MP 2HP M-Bang Argus
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| damage=~7190
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| meter=3
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| location=Anywhere (harder midscreen)
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| charspecific=Universal (restand timing differs very slightly for Double, Valentine, Filia)
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| video=[https://youtu.be/TByFM3l1FDA (video)]
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|}}
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{{SGCombo_Footer}}
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===jLP===
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{{SGCombo_Header}}
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{{SGCombo
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| notation=
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:jLP jLK(3) jHP
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:ADC jLP jMP
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:2MK 2HP 5HK H-Item
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:dash 5LPx1 5MK
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:jMP jHP
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:ADC jLP jMP
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:5MP 2HP M-Bang Argus
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| damage=~6552
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| meter=1
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| location=Anywhere
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| charspecific=Universal (restand timing differs very slightly for Double, Valentine, Filia)
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| description=
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| video=[https://youtu.be/BoU4h5vimLA (video)]
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|}}
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{{SGCombo_Footer}}
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===Air throw===
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{{SGCombo_Header}}
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{{SGCombo
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| notation=
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:Air throw
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:OTG jLK
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:5LPx1 5MK
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:jMP jHP
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:ADC jLP jMP
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:5MP 2MK 2HP M-Bang Argus
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| damage=~4119
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| meter=1
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| location=Anywhere
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| charspecific=Universal
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| description=
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* 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.
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| video=[https://youtu.be/t-ardqvvnOE (video)]
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|}}
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{{SGCombo
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| notation=
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:Air throw
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:OTG jMK
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:ADC jHK
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:jMP jHK
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:jHP
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:ADC jLK jMK
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:jLP jLK jMK
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:5MP 2MK 2HP M-Bang Argus
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| damage=~5428
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| meter=1
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| location=Anywhere
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| charspecific=Universal
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| description=
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* 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.
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| video=[https://youtu.be/tGcwUEOMp6o (video)]
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|}}
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{{SGCombo_Footer}}
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===H-Bang===
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{{SGCombo_Header}}
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{{SGCombo
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| notation=
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:236HPx3 Lenny Argus
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:H-George H-Teleport
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:2LP 5MK
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:jLK jMP
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:ADC jLP jMP
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:5MP 2MK 2HP M-Bang Argus
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| damage=~7548
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| meter=3
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| location=Anywhere (harder midscreen)
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| charspecific=Universal
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| description=Difficult
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| video=[https://youtu.be/BrtYWn5qGyc (video)]
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|}}
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{{SGCombo_Footer}}
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===Counter hit starters===
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{{SGCombo_Header}}
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{{SGCombo
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| notation=
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:CH 5LPx1 2MK 2HP M-Item
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:dash 5LPx1 5HP(1) 236LK~MK
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:jMK jHP
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:ADC jLP jMP
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:2MK 2HP L-Bang Lenny
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:214[HP] Argus
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:]HP[ H-Teleport
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:2LK 2MP 2MK 2HP 5HK 214[HP] Argus
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:!]HP[
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| damage=~11112
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| meter=3
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| location=
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| charspecific=
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| description=
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| video=[https://youtu.be/Js77lqprIAY (video)]
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|}}
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{{SGCombo_Footer}}
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===Double snap===
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{{SGCombo_Header}}
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{{SGCombo
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| notation=
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:Snapback
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:OTG 2LP 5MK
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:uncombo OTG 2HK M-Item
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:2LP 5MK
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:repeat
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| damage=N/A
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| meter=1
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| location=Corner
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| charspecific=Universal
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| description=
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| video=[https://youtu.be/BSerG-MPnkk (video)]
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|}}
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{{SGCombo
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| notation=
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:Snapback
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:otg 2LP 5MK 214LP
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:(2LK 5MP 5MK 214LP)
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:repeat
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| damage=N/A
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| meter=1
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| location=Corner
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| charspecific=
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| description=
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| video=
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|}}
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{{SGCombo_Footer}}
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</div>
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==Team Combos==
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{{Skullgirls}}
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[[Category:Skullgirls]]
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Latest revision as of 06:42, 7 January 2020

The Skullgirls wiki has moved!