Difference between revisions of "Skullgirls/Peacock/Combos"
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(→Beginner Combos) |
(→Solo Combos) |
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{{SGCombo | {{SGCombo | ||
| notation= | | notation= | ||
− | : | + | :5LPx2 2MK 2HP 5HK H-Item |
− | :dash | + | :dash 5LPx1 5MK |
:jMP jHP | :jMP jHP | ||
− | : | + | :ADC jLP jMP |
− | : | + | :5MP 2MK 2HP M-Bang Argus |
− | + | | damage=~6787 | |
− | | damage=~ | + | | meter=1 |
− | | meter= | + | |
| location=Anywhere | | location=Anywhere | ||
− | | charspecific= | + | | charspecific=Universal (restand timing differs very slightly for Double, Valentine, Filia) |
| description= | | 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 | * 5HK moves Peacock forward, be sure to cancel it after the forward movement occurs | ||
− | | video=[https:// | + | * 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)] | ||
|}} | |}} | ||
Line 129: | Line 131: | ||
| description= | | description= | ||
| video=[https://www.youtube.com/watch?v=y7inl5T4hOQ (video)] | | video=[https://www.youtube.com/watch?v=y7inl5T4hOQ (video)] | ||
+ | |}} | ||
+ | {{SGCombo_Footer}} | ||
+ | |||
+ | ===jLP=== | ||
+ | |||
+ | {{SGCombo_Header}} | ||
+ | {{SGCombo | ||
+ | | notation= | ||
+ | :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 | ||
+ | | damage=~6552 | ||
+ | | meter=1 | ||
+ | | location=Anywhere | ||
+ | | charspecific=Universal (restand timing differs very slightly for Double, Valentine, Filia) | ||
+ | | description= | ||
+ | | video=[https://youtu.be/BoU4h5vimLA (video)] | ||
+ | |}} | ||
+ | {{SGCombo_Footer}} | ||
+ | |||
+ | ===Air throw=== | ||
+ | |||
+ | {{SGCombo_Header}} | ||
+ | {{SGCombo | ||
+ | | notation= | ||
+ | :Air throw | ||
+ | :OTG jLK | ||
+ | :5LPx1 5MK | ||
+ | :jMP jHP | ||
+ | :ADC jLP jMP | ||
+ | :5MP 2MK 2HP M-Bang Argus | ||
+ | | damage=~4119 | ||
+ | | meter=1 | ||
+ | | location=Anywhere | ||
+ | | charspecific=Universal | ||
+ | | description= | ||
+ | * 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=[https://youtu.be/t-ardqvvnOE (video)] | ||
|}} | |}} | ||
{{SGCombo_Footer}} | {{SGCombo_Footer}} |
Revision as of 05:57, 28 August 2019
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Lights | Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly |
Mediums | Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune |
Heavies | Double, Big Band |
Full move name | Abbreviated name | Input |
---|---|---|
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 |
Combo Resources
General Combo Tips
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!
- 1.
- 5LPx2 2MP 2MK 2HP 2HK
- A basic ground chain combo.
- 2.
- 5LPx2 2MP 2MK 2HP M-Bang
- A basic ground chain ending in a special cancel.
- (video)
- 3.
- 5LPx2 2MK 2HP H-Bang Argus
- A basic super cancel combo that sends the opponent back to fullscreen distance.
- 4.
- 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)
- 5.
- 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)
Solo Combos
5LP
Notation | Damage | Meter Cost | Location | Character Specific? | Description | Video |
---|---|---|---|---|---|---|
|
~6787 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
|
|
|
~8,300/~10,100 |
1/2 |
Corner |
jLP
Notation | Damage | Meter Cost | Location | Character Specific? | Description | Video |
---|---|---|---|---|---|---|
|
~6552 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Description | Video |
---|---|---|---|---|---|---|
|
~4119 |
1 |
Anywhere |
Universal |
|
Double snap
Notation | Damage | Meter Cost | Location | Character Specific? | Description | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Team Combos
Skullgirls 2nd Encore+ | |
Help | FAQ • Controls • Glossary • UI/HUD • Training Room • Frame Data • Hitboxes • Team Building |
Characters | Filia • Cerebella • Peacock • Parasoul • Ms. Fortune • Painwheel • Valentine • Double • Squigly • Big Band • Eliza • Fukua • Beowulf • Robo-Fortune |
Mechanics | Movement • Attacks / Hit Effects • Defense • Team Mechanics • Combos / Damage • Advanced Mechanics • Esoteric • Frame Data & Hitboxes |
Other | Community • Videos • PC Launch Options • Patch History • Extra |
Meta | Contribute! |