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Peacock Combo Thread

Yeah that makes sense, I'm mostly just wondering since I wanted to know how to do some combo and get in 2 supers at the end of it (be it double argus or lenny argus).
s.HP(1) xx Lenny, Argus works and doesn't require OTG...
 
A string into L Gun xx Lenny > Argus will also work if you still have your stagger.
 
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sHP(1) xx [H.SoID] xx Argus works and is much easier than sHK
Range is shorter, but with cMK vacuum it should be fine probably

When I still played this char I did cHP xx [H.SoID] xx Argus for Double Arguses, but that one is a bit iffy
 
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I wanted to see if I could tag in my characters and combo with the setup I saw @mcpeanuts do on his stream and I can!
Neat! Yeah as long as you have a way to charge an item mid combo and drop it when it's level 3 it should be possible to combo into most tags. Charging an item mid combo requires an assist but can be done with a lot of assists; offhand I know it works with Beat Extend and LnL (obviously), Cerecopter, H Osiris Spiral, Drag n Bite, Platonic Drillationship, and H Pinion Dash. I'm sure it works with a bunch of other assists too.
 
Charging an item mid combo requires an assist
Oh, yeah, I forget which thread I posted this in but it turns out this isn't true. You can do L gun xx Lenny which gives you just enough frames to charge an item then link a s.LP before they can shake the stagger. You can also charge an item just as L bomb hits, if you find yourself in a situation where the opponent is sandwiched between you an the L bomb. In the corner you can do s.HK xx charge item then link whatever. I wonder if there are also other ways to do it...
 
I used both of those midscreen methods in my combo video, yay. I don't know of any other ways of doing it yet.
 
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Actually I think I may have just found another way to do it.

s.MK
j.MP j.HP ADC
j.LP j.HK
charge item, c.LK s.MK
j.LK j.HK
left/right/air grab

This link is really hard. I'm also not sure it works on everyone, I couldn't do it on Filia. I did get it to work on Painwheel and Bella. Not tested on everyone cause I gotta head out in a few minutes.
 
Video of the above mixup. I've now been able to get this to work on everyone except Filia/Fukua, Peacock, Valentine, and Double. It's really hard. Enjoy.
I just got it to work on Filia/Fukua, Val and Peacock, but the timing is pretty rough. I can try to make a video to prove it, but with my square button being as busted as it is, it could take a while.
 
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I just got it to work on Filia/Fukua, Val and Peacock, but the timing is pretty rough. I can try to make a video to prove it, but with my square button being as busted as it is, it could take a while.
It's fine I believe you
 
The best frame advantage I can get from the lowest possible j.HK on Filia is +42, but I have a feeling the training mode frame advantage might not be counting Peacock's 2 frames of landing recovery because I set a savestate immediately after doing an early jump in j.LP that it thought was +9 and couldn't chain into c.LK in 100 attempts (should be a 2 frame link, but would be a 0 frame link if training mode wasn't counting Peacock's landing frames and the setup was actually +7). So in reality, the perfect j.HK is probably +40.

Calling an item drop is 30 frames and doing c.LK takes 8 frames (including the first active frame), so doing a perfect j.HK then a perfect 1f link into item drop and 1f link into c.LK will leave you with 2 frames to spare. So it's kinda like two 2 frame links in a row, or a 1f link and a 2f link if your j.HK isn't perfect. It's viable enough that I'm going to put serious time into learning it so my anchor Peacock can have item drop resets, but it's difficult!

Edit: Welp, if you land j.HK on your opponent just before they land so avery hits them on the ground instead of carrying them into the air, you can get as much as +53 advantage. This makes the whole setup really easy, so tomorrow I'll go figure out how to get this consistently.
Edit 2: I can't figure out how to get this consistently yet :(
 
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Working on practical 5 bar combos. Here's what I came up with:

c.LP c.MK c.HP s.HK xx item drop,
dash s.LP s.MK,
j.HP ADC,
j.LK j.HK,
land, rejump j.MP j.HP ADC,
j.LP j.MP,
c.MP xx L gun xx Lenny,
H item (charge) xx Argus Agony,
(Lenny explodes) release level 3 item,
Lenny,
Argus Agony,
(Lenny explodes) H item (charge),
Argus Agony,
release level 3 item (triggers undizzy and IPS)

This works on everyone except for Double; for her, change the bolded j.MP to a j.MK and it works. This does around 14,000 damage depending on how many hits of Argus you get. This is a touch of death in 3v3, 2v3, 1v3, and 1v2, except against Valentine for some reason? The combo works on her but it doesn't kill her. It's like you can't get as many hits of Argus or something.

e: nm just got it to kill Val. It's definitely weird on her though.
 
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I remember I had a combo using LnL that would kill in 2v2 that used 5 meters. I'll look into it again.

EDIT: FFFFFFffffffuuuuuuuuuu just tried it out and it was just 15k damage and shy of the kill with most of the argus lasers hitting. I forgot that mike beefed up the life at some point.
 
Tfw no CaioLugon's combos in the OP.
And optimal combo is not even optimal.
 
Tfw no CaioLugon's combos in the OP.
And optimal combo is not even optimal.
Tell me what combos should be there instead. It's supposed to be a useful resource for players, so if there are problems with it I'd love to improve it.
 
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5lp 5mp 2mk 2hp 5hk h item
dash jump jmk jhk
jmp jhk (land) l item
jlk jhk
jhp ADC jlp jmp
5lp 5lp 5lk 5mp 2mk 2hp 5hk h item (charge) Argus (drop item)

Something like that^ does 9k 2v2 I think? ends with the fake burst bait.
 
Tell me what combos should be there instead.

Midscreen bnb
Corner bnb
If you want to include useless butthole-tearing optimal midscreen

Also please mention that it is much easier to do s.HP(1), item, argus than
c.HP, s.HK, item, argus
 
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They're all fine with me! Send Skarmand an updated first post and ask him to change it, I guess.
 
I gave Peck my starter for that advanced airthrow conversion when he stopped in Discord, but I guess I didn't give my full combo. Mine's a bit more optimized and with bigger damage output, at an optimal 6.4-6.5k dmg if you end up hugging the char in the corner or they're big and you can get a full chain on the last ground chain. Typically though, it's gonna be about 5.8-6k if you're still midscreen. Still a fair increase from Peck's 5.4k.

(Difficulty: Still Hard)
Airthrow (at apex jumping heights, can't be too low,)
jMK adc jHK
c.MP s.MK
j.HP adc j.LK j.HK
j.MP j.HP adc j.LP j.MP
s.LP(x2) c.MK c.HP s.HK SOIDH charge Argus SOIDH3 drop

If you end up in the corner by the last chain or it's a big heavy character, like, Big Band, and I'm pretty sure this is true for Bella, Beo, Double, and maaaayyybe Robo, you can add c.LK or s.LK between s.LP(x2) and c.MK. c.LK is the safer normal to add in because less pushback. I'll make a video of the combo maybe sunday. Let me know how it works for you guys in the meantime.

Fun fact. I conceptualized this link and combo when Mike Z implemented MvC2 gravity, jumps, and air steering. It managed to translate into normal SG too, so that was nice.
Also I could've SWORN I had made more combo videos, but apparently not; my recorded collection is lousy, so I'm gonna have to get back on that when I start getting off hiatus.
 
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Combo Stuffs

The one I do off airthrow is:
j.mk AD j.hk
forward jump j.mp j.hk
forward jump j.lk (3 hits) j.hk
forward jump j.hp AD j.lp j.mp
s.lpx2 LP Bang (stagger)
Dash c.lk s.mp c.mk s.hk SoiD (hold) Argus then release item.

Is rather consistent all things considered and gets a hair under 6.5K. I never thought about your combo before, if it does about the same damage it might be worth testing which combo is more consistent against the weight classes and learning both!
 
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I'm sure I'm missing it from somewhere in here, but where's the solo peacock bird loop combo that ends in double/triple argus?
 
@mcpeanuts

Only tested on Filia and Parasoul


0:00

L bomber, puddle, tag,
j.lk, j.mp, j.hk,
j.hp, adc, j.lp, j.mp,
s.lk, c.mk, s.hp, M bomb, L bomb,
dash, s.lpx2, c.mp, c.mk, c.hp, s.hk, H item (hold) argus, drop item.

7989 dmg


0:18

L bomber, puddle, tag,
s.mp, s.mk,
j.lk, j.mp, j.hk,
M item drop,
dashjump, j.hp, adc, j.lp, j.mp,
c.lk, L bang,
dash, s.lp, c.mp, c.mk, c.hp, s.hk, H item (hold) argus, drop item.

7963 dmg


0:37

L bomber, puddle, tag,
j.lp, j.lk, j.mp,
s.mp, c.mk, s.hp(1), M bomb, L bomb,
dashjump, j.mk, j.hk, M item drop,
dash s.lpx2, c.mp, c.mk, c.hp, s.hk, H item (hold) argus, drop item.

7798 dmg
 
ty so much Caio, when I get home I'll test these on all the characters

e: Looks like j.LK and s.MP work on everyone. I already tested j.LP so I know that works on everyone, although it's weird on Bella.
 
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does anyone have tips for the --> 5HK, item drop, dash jump jMK jHK combo? Is there some kinda trick to it cause I just can't seem to get it.
 
does anyone have tips for the --> 5HK, item drop, dash jump jMK jHK combo? Is there some kinda trick to it cause I just can't seem to get it.

Are you special cancelling the sHK late enough to get the extra distance?
 
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does anyone have tips for the --> 5HK, item drop, dash jump jMK jHK combo? Is there some kinda trick to it cause I just can't seem to get it.
What Gelato said, and also delaying the j.HK helps I think.
 
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does anyone have tips for the --> 5HK, item drop, dash jump jMK jHK combo? Is there some kinda trick to it cause I just can't seem to get it.
I find it's easiest to get the followup if you do item drop after Peacock trips and hits the ground, because it gives her a tiny bit of forward momentum when you cancel into item.
 
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The most important factors seem to be

1) Don't cancel HK immediately, let Peacock slide forward a bit
2) The higher the opponent is when you hit them with j.MK after they bounce off the ground, the better
3) Try to hit j.HK as late as you can, you sorta want to be below their level when it hits