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Night Phyre's Easy-Mode Combo Flowchart (for Peacock)!

Kai

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Night_Phyre
Parasoul Cerebella Big Band
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Mr Peck helped me out a ton with this one. My requirements for the easy-mode bnb charts were that it end with a single blockbuster (so please don't tell me how much more awesome it would be with an item drop > Argus > Argus, I already know it's more damaging).

It's for the new players, folks.
 
Even if you don't want to go into a second argus, isn't it better to Argus -> Item Drop -> Bangbangbang and just leave it at that?
 
Even if you don't want to go into a second argus, isn't it better to Argus -> Item Drop -> Bangbangbang and just leave it at that?

Possibly, but this isn't a comprehensive optimized combo sheet. It's meant to help beginners scale up their combos with an end goal.
 
If I'm reading the chart correctly, its saying that st.mp can link from cr.hp?

That's awesome if its true and new to me.....
 
If I'm reading the chart correctly, its saying that st.mp can link from cr.hp?

That's awesome if its true and new to me.....
I have no idea where you see that.
If you mean the beginner combo, I believe it's s.LP, s.MP, c.HP, Bang bang bang, Argus Agony.
On a side note, I've been doing an s.HP in that final ground combo. Hmmm. I'll have to see if c.HP is better.
 
I have no idea where you see that.
If you mean the beginner combo, I believe it's s.LP, s.MP, c.HP, Bang bang bang, Argus Agony.
On a side note, I've been doing an s.HP in that final ground combo. Hmmm. I'll have to see if c.HP is better.

Start:

L, m, blue line to cr.hp.
Green line to st.mp or yellow line to st.mp.

There is no designation for the st.mp to be a mp bang on my ipad... Perhaps that is the problem?

-edit... Oh I get it now... I thought the line designations were names of combos, not names of specials... Weird format, but I can see it now. I guess this takes care of what format to use but over complicates things if you don't know peacocks voiced specials by heart... Which I don't... But it's ok, easy to figure out, though I'd hate it if it were to become commonplace.
 
If, like myself, you find it much easier to watch a video or read notation than to try to decipher a flowchart, the combos are here:

http://www.youtube.com/playlist?list=PLF3ZhfpbUOX08j0WueIZ9zH6yk8w1dZWh

They're almost definitely not optimal and I only put them together because I thought it would he helpful for new players. I have no interest whatsoever in the long combo side of Skullgirls, so if someone else has better combos they should record them and we can all use them instead.
 
I have no idea where you see that.
If you mean the beginner combo, I believe it's s.LP, s.MP, c.HP, Bang bang bang, Argus Agony.
On a side note, I've been doing an s.HP in that final ground combo. Hmmm. I'll have to see if c.HP is better.

cr.HP has more range and less scaling (only 1 hit), so I'm assuming that's why Peck has it there as opposed to HP.
 
I use c.HP at the end because it has a longer range than s.HP, so I don't have to worry about accidentally messing up the spacing. That's all!
 
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I played a peacock earlier who did some sick jump loop with j.HK's, anyone know that?
 
I played a peacock earlier who did some sick jump loop with j.HK's, anyone know that?
Yeah, a lot of her combos involve suspending the opponent with j.HK. Try this, it's the midscreen edition of the loop I've been doing:
s.LP, s.MP, s.MK, j.HP, ADC (delay), j.LK (3 hit), j.HK, jump, j.MP, ADC, j.LP, j.MP
That should restand, the timing on the link between j.HP -> j.LK is a little tricky.
 
yeah I know that one, the one i saw though, he did 3 jumps
 
The one I've been doing is

LP, MP, MK,
j.MP, j.HK, land
MP Shadow(no hold), super jump,
j.LK(3), j.MP, j.HK, land
j.HP, airdash, j.LP, j.MP
ground chain finisher of choice.

Works on everyone except Cerebella and Double. For them I do this one

LP, MP, MK,
j.HK, airdash(no momentum), j.LP, j.HK, land
j.MP, j.HP, airdash, j.LK(3), j.MP
ground chain finisher of choice.
 
So, because this is the closest thing we currently have to a combo thread, I have a serious question.
I've looked at a lot of peacock combos and none of them use her QCF+LP to extend. And I genuinely can't figure out why. You can cancel practically anything into it and it stuns them for long enough that you can do pretty much whatever you want to them afterwards.
 
Most combos you will see with QCF+LP are not actually combos. Little know fact, but you can mash during stun to reduce the time. Because of this, you will only actually combo people that don't know about it. Stuff like LP, MP, HP, LP Bang, j.MK, j.HP, airdash, j.LK, j.MP seems like it should work, but it won't if the opponent mashes out of the stagger. There is a minimum amount of time the opponent is stunned for, so the opponent can't break it instantly, but it's usually not enough time for peacock to really do anything.
 
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Most combos you will see with QCF+LP are not actually combos. Little know fact, but you can mash during stun to reduce the time. Because of this, you will only actually combo people that don't know about it. Stuff like LP, MP, HP, LP Bang, j.MK, j.HP, airdash, j.LK, j.MP seems like it should work, but it won't if the opponent mashes out of the stagger.
Okay, that makes sense. I wish the tutorial had said that.
 
I figured that out with Cerebella actually. I tried to do ultimate showstopper after a pummel horse, and it usually worked, until I played someone that was able to escape it. He showed me you can actually shake out of stun quicker.

EDIT: To clarify, you don't actually mash by pressing buttons, you just rotate the stick.
 
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I figured that out with Cerebella actually. I tried to do ultimate showstopper after a pummel horse, and it usually worked, until I played someone that was able to escape it. He showed me you can actually shake out of stun quicker.

EDIT: To clarify, you don't actually mash by pressing buttons, you just rotate the stick.

I thought US was the only way to combo out of Pummel Horse with the opponent mashing? Things like c.mp don't work though. For Peacock, is her grab fast enough to combo after LP Bang if the opponent is mashing?
 
I thought US was the only way to combo out of Pummel Horse with the opponent mashing? Things like c.mp don't work though. For Peacock, is her grab fast enough to combo after LP Bang if the opponent is mashing?
Yes, however you can tech grabs while staggered, so it's not guaranteed either way.

s.MP should always link after a LP Bang, but the timing is tight if they shake out of the stagger.
 
Little know fact, but you can mash during stun to reduce the time.

Shhhhh don't tell them man

I figured that out with Cerebella actually. I tried to do ultimate showstopper after a pummel horse, and it usually worked, until I played someone that was able to escape it.

That's actually a standard end to my Cerebella BnB. I guess I should consider myself lucky no one I've played against knows how to deal with stagger, but it's frustrating to know that wouldn't work farther down the line.
 
I tried the "Paint the Town Red" combo in training mode, and I keep getting nailed by the Undizzy limiter after the 2 Georges on the jMK. What's going on here?
 
I tried the "Paint the Town Red" combo in training mode, and I keep getting nailed by the Undizzy limiter after the 2 Georges on the jMK. What's going on here?

This combo chart is a tad old and doesn't account for undizzy. In other words, you're going to have to modify the combo if you'd like to finish it with a super before undizzy kicks in.
 
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I tried the "Paint the Town Red" combo in training mode, and I keep getting nailed by the Undizzy limiter after the 2 Georges on the jMK. What's going on here?
This combo chart is a tad old and doesn't account for undizzy. In other words, you're going to have to modify the combo if you'd like to finish it with a super before undizzy kicks in.
No super long combos, anymore. Probably for the best.
 
Ahhh that's lame. Guess I learned that combo for nothing.
I suppose I'll move on to learning bird loops then.
 
You get extra undizzy to work with if you start a combo with a counterhit. If you start with a counterhit heavy attack (e.g. c.HP) you can still do a combo similar to the longest one in the old flowchart: