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Peacock's Outdated Combos

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RemiKz

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Peacock Filia Cerebella
Beginner Combos:

1 Meter
:LP:, :MP:, :HP:, :QCF::HP:, :QCF::PP:

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1 Meter
:LP:, :MP:, :HK:, :QCB::HP:, dash, :LP:, :MP:, :D::HP:, :QCF::HP:, :QCF::PP:

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Intermediate Combos:
1 Meter
:LP:, :MP:, :MK:,
j.:LP:, j.:LK:, j.:MP:, air dash, j.:LP:, j.:MP:,
:MP:, :D::HP:, :QCF::HP:, :QCF::PP:

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1 Meter
:LP:, :MP:, :MK:,
j.:LP:, j.:LK:, j.:MP:, air dash, j.:LP:, j.:MP:,
:MP:, :HK:, :QCB::HP:, dash, :LP:, :MP:, :D::HP:, :QCF::HP:, :QCF::PP:

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1 Meter
:LP:, :MP:, :MK:,
j.:MP:, j.:HP:, air dash, j.:LP:, j.:MP:,
:MP:, :HK:, :QCB::HP:, dash, :LP:, :MP:, :D::HP:, :QCF::HP:, :QCF::PP:


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Advanced Combos:
Midscreen only - 1 Meter
:LP:, :MP:, :MK:,
j.:MP:, j.:HP:, air dash, j.:LP:, j.:MP:,
:MP:, :HK:, :QCB::HP:, dash, :LP:, :MP:, :HP:(1), :QCF::MK:, :QCF::LK:,
j.:MK:, j.:HP:, airdash, j.:LK:(1), j.:MP:,
:D::LK:, :D::MP:, :D::HP:, :QCF::HP:, :QCF::PP:

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Mid screen only - 2 meters - does not work on double?
:LP:, :MP:, :MK:,
j.:MP:, j.:HK:,
:QCB::MP:,
super jump, j.:LK:, j.:MP:, j.:HK:
j.:HP:, airdash, j.:LP:, j.:MP:,
:LP:, :MP:, :HP:(1), :QCF::MK:, :QCF::LK:, dash, :D::LK:, :MP:, :HK:, :QCB::HP:(hold), :QCF::PP:,
release :HP:, :QCF::HP:, :QCF::PP:


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http://www.youtube.com/watch?v=CBrLK2zNhxo
2 meters - does not work on Double
:LP:, :MP:, :MK:,
j.:HP:, airdash, j.:LK:, j.:HK:,
j.:MP:, air dash, j.:LP:, j.:MP:,
:LP:, :MP:, :HK:, :QCB::HP:(hold), :QCF::PP:,
release :HP:, :QCF::HP:, :QCF::PP:

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2 meters - Cerebella and Double specific
:LP:, :MP:, :MK:,
j.:HK:, airdash (no momentum), j.:LP:, j:HK:,
j.:MP:, j.:HP:, airdash, j.:LK:, j.:MP:,
:LP:, :MP:, :HK:, :QCB::HP:(hold), :QCF::PP:,
release :HP:, :QCF::HP:, :QCF::PP:

--------

2 meters - assist specific
:LP:, :MP:, :HP:, HP Lock n' Load assist,
dash jump, j.:MK:, j.:HK:,
j.:MP:, j.:HK:,
j.:HP:, airdash, j.:LP:, j.:MP:,
:LP:, :MP:, :HP:(1), :QCF::MK:, :QCF::LK:, dash, :D::LK:, :MP:, :HK:, :QCB::HP:(hold), :QCF::PP:
release :HP:, :QCF::HP:, :QCF::PP:

--------

Corner only - 2 meters - assist specific
:LP:, :MP:, :HP:, HP Lock n' Load assist,
dash jump, j.:MK:, j.:HK:,
j.:MP:, j.:HK:,
j.:HP:, airdash, j.:LP:, j.:MP:,
:MP:, :HK:, :QCF::LK:, :D::LK:, :MP:, :HK:, :QCF::LK:, :LP:, :MP:, :HK:, :QCB::HP:(hold), :QCF::PP:,
release :HP:
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Throw Combos:

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Thanks to MrPeck for a lot of these videos with shout-outs to TheIdiomatic, TJGamer and Urichinan for combo inspiration.

If anyone wants to record a video for the combos that are lacking them (or to replace my crappy cell phone recordings), please be my guest. I'll try to get some meter and damage info in here soon.


Are people ok with these type of annotations or do you have suggestions?
 
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Here's a quick question. Does anybody know how to do bird loops? I had a hard time finding it before the last great forum crash. It was a combo I've been trying to work on but I can't get anything past 2 reps or a burst bait.
 
bird loops as in j.HK?

My version is something like this

lp-lp mp mk
j.hk adc j.hk land
sjf j.mp j.hk land
sj j.hp adc j.lk j.mp land
j.lp j.lk j.mp j.mk land
(corner?)
hk qcb+lp(hold)
c.hp hk (release)
lp lp lk mp c.mk hp qcf+hp-hp-hp qcf+pp
 
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j.HK, ad, j.HK is kind of iffy depending on the characters you are doing it. I just stick with this one

Mid screen only - 2 meters - does not work on double?
:LP:, :MP:, :MK:,
j.:MP:, j.:HK:,
:QCB::MP:,
super jump, j.:LK:, j.:MP:, j.:HK:
j.:HP:, airdash, j.:LP:, j.:MP:,
:LP:, :MP:, :HP:(1), :QCF::MK:, :QCF::LK:, dash, :D::LK:, :MP:, :HK:, :QCB::HP:(hold), :QCF::PP:,
release :HP:, :QCF::HP:, :QCF::PP:
 
j.HK, ad, j.HK is kind of iffy depending on the characters you are doing it. I just stick with this one
Nice! Seeing a lot of good opportunities for resets here. There's basically a million points where you could go for an air grab, or after you charge the item instead of letting it go immediately you could run under them then let it go for a cross up. Also it works if you start it off something like call Double + teleport, s.MP, s.MK, which a lot of Peacock combos don't account for. What's the meter gain on this combo like?
 
Nice! Seeing a lot of good opportunities for resets here. There's basically a million points where you could go for an air grab, or after you charge the item instead of letting it go immediately you could run under them then let it go for a cross up. Also it works if you start it off something like call Double + teleport, s.MP, s.MK, which a lot of Peacock combos don't account for. What's the meter gain on this combo like?

I was actually working on getting the damage and meter gain for some of these but then I noticed some inconsistencies for when I start with 0 meters or 1 meter so I had to throw it all out and I'm planning on doing it again later lol.

I made this thing as an extension of another combo but it got mike-z'd towards the end so it might work as a bait burst unless the opponent alpha counter bursts.

 
You guys are awesome.
 
Labbed this out fairly recently
Was wondering if anyone could help me expand on it
NOTE -wow why is the hk -> bang so ridiculously hard to do on cerebella (possible but retarded timing)
 
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Okay, transcript for that last one:
ahSNaO0.png

Heavy applies to Heavy (Parasoul, Cerebella) and Colossal (Double) characters.

I managed to get it to connect on Valentine, Parasoul, and Double.

Against Val, you have to superjump for the second air series. Also, walk forward before the c.LK near the end.
Against Parasoul, the timing of the first j.MP is incredibly strict. It should be done just after she begins descending from the launcher arc.
Against Double, she will land halfway through your first air series (so j.MP will hit her in the face while she's standing). This is fine. The j.HK will pop her back up into the air.

Easy air throw reset point is to ignore the item drop and just jump up and throw.
Primary point of evolving this combo further would be a way to get it to work post-throw. That means using j.LK instead of the second j.MP, and getting the second air series to work without starting a chain with j.LK. Also, your otg is gone, so I suppose you have to use GDO instead of SoID after the first s.HK.
 
Can anyone explain to me why this corner combo does not trigger IPS?

s.LP, s.MP, s.MK,
j.MP, j.HP, ADC
j.LP, j.MP,
c.HP, s.HK xx item drop (charge)
s.LP, s.MP, s.HK,
j.LK, j.MP, j.HK, (release level 2 item),
c.LK, s.MP, s.HP + hornet bomber assist + item drop (charge), Argus Agony,
release level 2 item, Argus Agony

It seems like at the end, starting a new chain with an item drop should trigger IPS, because you already used one earlier.
 
Can anyone explain to me why this corner combo does not trigger IPS?

s.LP, s.MP, s.MK,
j.MP, j.HP, ADC
j.LP, j.MP,
c.HP, s.HK xx item drop (charge)
s.LP, s.MP, s.HK,
j.LK, j.MP, j.HK, (release level 2 item),
c.LK, s.MP, s.HP + hornet bomber assist + item drop (charge), Argus Agony,
release level 2 item, Argus Agony

It seems like at the end, starting a new chain with an item drop should trigger IPS, because you already used one earlier.
The drops are chained from normals, even though they're held, so I believe they're not considered new chains but continuations of old chains. She can still do a ToD with this, even with the fixed undizzy(there was an issue with chains after the drop ignoring undizzy, in the beta). It's just impractical, since it costs 4 bars and requires a clean, unassisted hit in the corner.
 
^ Almost sure that works with j.MP instead of j.LK too for a quicker kill.
 
As long as you keep alternating sides it will work.
 
I would post this in a tech thread, but there is none and I don't feel like this warrants opening one.
Or should it go into the "Rushdown Peacock" thing? Whatever.

I have no idea what other people use as the situation doesn't arise all-to-often, but sev told me about this, so I picked it up.
 
So, for no reason at all, I decided to tryout Peacock in training and I found a simple way to combo into Lenny without assists and without having him blow up in your face. I only spent about 20 minutes in here so that's only 20 minutes I know about using the character. If I find any more advanced ways to get these "gimmick" Lenny combos rolling, I will post the videos here.



(Corner Only)

s.:LP:, s.:LK:, s.:MP:, s.:HP:, s.:HP:, :QCF:+:LP:


(dash), c.:LP:, s.:LK:, s.:MP:, s.:HP:, s.:HP:, :QCF:+:MP:, (cancel on hit) :QCF:+:KK:


c.:MK:, s.:HK:, (cancel on hit) :QCF:+:HK:, :QCF:+:PP:***

:F:(***cancel into super as soon as you hear the plane. If you do it too soon, then he won't come out at all.):B:

p.s. The first rep is not even necessary, you can do without it to have less scaling on the Lenny explosion.
 
Well, using Argus in the corner is kinda risky
and lp bang can be shaken out of
I'd say go with what I do (as solo) and use lp bang, quickly super cancel into lenny, do a long enough follow up so Lenny explodes on the opponent as you teleport to avoid the blast and (optional item drop to) argus agony, etc etc.
 
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