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Peacock Combo Thread

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Robo Fortune Double
Peacock Combo Thread.
This OP was courteously written by @Mr Peck!
If you like the work he's done, tell him!
This thread previously included many outdated combos from when the Undizzy limit was 350 instead of 240.
You can find all those combos in <THIS THREAD> if you would like to view them.

-

Peacock can cancel her air attacks into an air dash by dashing forwards.
This is called an Air Dash Cancel which I will write as ADC.

There is a short delay before Peacock's air dash starts moving forwards, so unless you're doing your combo in the corner you need to wait for Peacock to start moving before doing the next move after an ADC. Getting the timing right so you wait long enough for Peacock to start moving forwards but not so long that the opponent recovers from the combo is the hardest thing about learning Peacock's standard midscreen combos, so don't worry if it takes a while to get used to it.

-

To combo after an air throw, use jLK on the way down and combo into sLP when you land [VIDEO]. For optimal damage, use jMK instead then airdash forward into jHK [VIDEO]

Peacock can spend more meter at the end of a combo to deal extra damage by staggering the opponent with her Bang L (quarter circle forward+LK) then alternating between her Lenny (quarter circle forward+KK) and Argus Agony (quarter circle forward+PP) supers [VIDEO]
Note that if you do this in the corner you'll need to backdash after the first Lenny then cancel it into Argus Agony after you've moved back a bit, otherwise you'll get hit with your own Lenny explosion. Also, if your opponent's undizzy bar is full and you hit them with any projectile other than your Lenny and Argus Agony supers, they will be allowed to safely burst out of your combo. That's why Peacock only drops an item on her opponent after she finishes her final super in the above video.

A more advanced use of Lenny canceled into Argus Agony also is to confirm off fullscreen Bang Bang Bang H (QCF+HP, HP, HP) or a ground throw. After Lenny explodes, Peacock follows up with a George H (QCF+HK, uses OTG) [VIDEO] or sHP (more difficult, doesn't use OTG) [VIDEO] and immediately uses H teleport (QCB+HK) to move in for a combo. These are both fairly tough and cost a lot of meter, but they're worth learning once you already know Peacock's other combos.

-

All damage numbers for these combos are approximate, because Argus Agony shoots out lots of small lasers at random heights and a few will usually miss the opponent.
MP Bang! (QCF MP) x Argus is the best way to make sure most lasers connect.

sLP sLP cMK cHP sHK x Shadow of Impending Doom H
Dash, sLP sMP cHP x BANG! M xx Argus Agony

[VIDEO]
sLP sLP cMK cHP sHK x Shadow of Impending Doom H
Dash, sLP sMK
jMP jHP ADC
jLP jMP
sMP cMK cHP x BANG! M xx Argus Agony

[VIDEO]
sLP sLP cMK cHP sHK x Shadow of Impending Doom H
Dash, Jump, jMK jHK
Jump, jMP jHK
Super Jump, jHP ADC
jLK jMP
Jump, jLP jLK jMP
sMP cMK cHP x BANG! M xx Argus Agony

[VIDEO]
sLP sLP cMK cHP sHK x Shadow of Impending Doom H
sHK x George L
cHP sHK x George L
Walk forward, sLK* cHP sHK x George L
sLP sMP cMK cHP x BANG! M xx Argus Agony

*you can do sMP instead of sLK for a tiny bit of extra damage, but it's much harder vs Big Band

[VIDEO]
OTG cLP sMK ... [Drop the combo] ...
Repeat (sHK x Shadow of Impending Doom H, sMK ... [Drop the combo]) until death
[VIDEO]
 
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Does anyone know a Peacock>Filia tag route for the corner?

I think I can Throw then Tag and have enough time to get in their face afterwards (anywhere),
but I'd prefer if it was a combo. Doesn't need to be tons of damage, just something to get Filia in.
 
You might have better luck trying to tag off a launcher or something if possible, since maybe that position might work with Filia's entry trajectory. Filia's tag in is pretty hard to do much of anything worthwhile with, since tagging in while too close the opponent is going to sennnd Filia flying in over their head, the hit has too much knockback, and there's way too much cooldown animation after the fact so she's stuck standing there for a second either way.
 
Parasoul got a really easy tag route to Filia in s.HK xx Tag which Filia can get a full combo after, so I was hoping Peacock would have something similar hidden somewhere :(
 
I would experiment with charged shadows, preferably a launch into level 3 item drop (massive bounce).
 
Just tested it out, both tagging in off the throw and launcher are no good. Filia comes out too slow to be able to OTG off the throw and Peacock's launcher cancels into tag out before it hits if you do it fast and it would miss if you do it any slower even if the opponent didn't recover before Filia can get out.
 
WAIT SHIT DO L BANG
 
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.
<Peacock Doublesnap>
THAT IS SO BAD OH MY GOD

WHY DID I NOT TRY THIS SOONER ;_;
 
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I would experiment with charged shadows, preferably a launch into level 3 item drop (massive bounce).
That works, though I'm not sure how I'm supposed to get a lvl3 Item Drop midcombo without using up the OTG or running DnB?
Is there a way to start charging item midcombo that doesn't rely on 40 hours long hitstun assists?

Just tested it out, tagging in off the throw [is] no good.
It's usable - she can't combo after it, but slide duration is long enough that Filia is able to set up some oki stuffs.

WAIT SHIT DO L BANG
That doesn't even lead to anything if the opponent doesn't shake (much less if he does), or am I missing something?

My last idea for landing something was
- Combo xx L.Bang xx Lenny > Combo, tag shortly before Explosion, pick opponent up after Explosion
But I have no idea whether that works at all
 
With the undizzy update around the corner, I'm going to have to edit the topic a bit. I'll get around to it a bit after finals are over with.

Meanwhile, this is what I've been using

LP, MP, MK,
j.HK, ad(no momentum), j.HK,
super jump, j.HP, ad, j.LK(3), j.HK,
j.MP, ad, j.LP, j.MP,
LP, LP, c.LK, MP, c.MK, c.HP, 236HPx3, Argus

Nets around 7.2-7.5k damage depending on how the super hits. Alternatively you can do HP(1) xx HP SoiD(hold) xx Argus in place of the last chain for a double argus combo which will get you 9.2-9.5k damage.
 
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With the undizzy update around the corner, I'm going to have to edit the topic a bit. I'll get around to it a bit after finals are over with.

Meanwhile, this is what I've been using

LP, MP, MK,
j.HK, ad(no momentum), j.HK,
super jump, j.HP, ad, j.LK(3), j.HK,
j.MP, ad, j.LP, j.MP,
LP, LP, c.LK, MP, c.MK, c.HP, 236HPx3, Argus

Nets around 7.2-7.5k damage depending on how the super hits. Alternatively you can do HP(1) xx HP SoiD(hold) xx Argus in place of the last chain for a double argus combo which will get you 9.2-9.5k damage.
What are you doing off an air throw or MK bomb crossup? The j.HK ADC j.HK part wouldn't work with those starters.
 
What are you doing off an air throw or MK bomb crossup? The j.HK ADC j.HK part wouldn't work with those starters.

Haven't worked on optimizing those yet. From a bomb starter, I just do the same combo but without the first air combo part.

In terms of air throw, I found that you can actually combo j.MK, ADC forward, j.HK. Haven't really put to the test what can be done with this though.
 
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What are you doing off an air throw or MK bomb crossup? The j.HK ADC j.HK part wouldn't work with those starters.

off an airthrow you can go for, s.lp, s.mp, launch , a.lk(3hits),a.mp, a.hp, dash (here either you can reset with another grab but it keeps undizzy or finish the combo) a.lp, a.mp, a.mk, land, s.hp, shadow, argus , let go of shadow, argus.

from a mk cross up i think you can pull the combo i posted but you need to start with c.lk so you dont trigger ips.
 
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i learned the combo of the video from Remikz though, the air i think is all mine unless Remikz told me about something i do there.
 
With the undizzy update around the corner, I'm going to have to edit the topic a bit. I'll get around to it a bit after finals are over with.

Meanwhile, this is what I've been using

LP, MP, MK,
j.HK, ad(no momentum), j.HK,
super jump, j.HP, ad, j.LK(3), j.HK,
j.MP, ad, j.LP, j.MP,
LP, LP, c.LK, MP, c.MK, c.HP, 236HPx3, Argus

Nets around 7.2-7.5k damage depending on how the super hits. Alternatively you can do HP(1) xx HP SoiD(hold) xx Argus in place of the last chain for a double argus combo which will get you 9.2-9.5k damage.
Does this work against Double? She falls way too fast and everything I try against her fails.
 
Does this work against Double? She falls way too fast and everything I try against her fails.

This should still work
Just leave out the last part with the 2 georges
 
Has anyone come up with something better than this yet?

LP, MP, MK,
j.HK, ad(no momentum), j.HK,
super jump, j.HP, ad, j.LK(3), j.HK,
j.MP, ad, j.LP, j.MP,
LP, LP, c.LK, MP, c.MK, c.HP, 236HPx3, Argus

I strongly feel like there's something better, but I'm in a slump because most things I've been trying get ruined by ending on 240 stun before my very last chain.
 
Has anyone come up with something better than this yet?

LP, MP, MK,
j.HK, ad(no momentum), j.HK,
super jump, j.HP, ad, j.LK(3), j.HK,
j.MP, ad, j.LP, j.MP,
LP, LP, c.LK, MP, c.MK, c.HP, 236HPx3, Argus

I strongly feel like there's something better, but I'm in a slump because most things I've been trying get ruined by ending on 240 stun before my very last chain.
Have you figured out how to optimize it from a MK bomb starter yet?
 
236MP xx Argus will deal more damage than BangBangBang, pretty much always.
Other than that, write the damage for the people who are too lazy to test it out~
 
236MP xx Argus will deal more damage than BangBangBang, pretty much always.
Other than that, write the damage for the people who are too lazy to test it out~

Just wanted clarification on this. Does 236MP xx Argus deal more damage because of the way it causes the rest of the lasers to hit during argus? Because I just looked at the damage at the maximum scaling and 236HP does 70 more damage compared to 236MP.
 
Yes, 236MP tosses the opponent in the air which causes way more of the Argus lasers to connect due to the way they are distributed.

Also I don't think [s.LP s.MP s.MK] is gonna end up anywhere near max damage when you can start combos with [s.LP s.MP s.HK xx H.Doom, s.LP s.MK] instead, but I'm too lazy to figure stuff out atm.
 
Yep, MP Bang into Argus does about 230 more damage than HP Bang.

Neato.

EDIT: Or I could tighten up the inputs better and get a whopping 420ish more from it.
 
I started messing around with counter hit only combos. I found that if you start the combo with a heavy normal, you can do most of MrPeck's old MDE combo if you make a few slight modifications:

s.HK xx OTG H Item, dash,
c.LK, s.MK,
j.MP, j.HP, ADC,
j.LP, j.MP,
c.MP, s.HP (1 hit) xx M Bomb xx L Bomb,
j.MK, j.HP, ADC,
j.LK,
s.LP, s.MP, s.HP + call Hornet Bomber xx H Item (hold) xx Argus Agony,
release item

The item at the end triggers undizzy, so you can't get a second Argus. This did 9.7k. Only tested this on a couple characters, but I'm pretty sure it works on everyone.

e: lol I'm retarded and Mr Peck already posted basically this exact combo but better
 
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Hey what's a good non assist corner combo right now?
they usually involve HK, 236LK I think?
I can't seem to get one down properly without dropping it, was wondering if anyone has an optimised corner combo for Encore.
 
Hey what's a good non assist corner combo right now?
they usually involve HK, 236LK I think?
I can't seem to get one down properly without dropping it, was wondering if anyone has an optimised corner combo for Encore.
This is what I've been doing:

s.LP, s.MP, s.MK,
j.MP, j.HP, ADC
j.LP, j.MP,
c.HP, s.HK xx item drop (hold) (any version),
OTG s.LP, s.MP, s.MK,
release item,
c.LK, s.MP, s.HP (1 hit) xx item drop (hold) (any version) xx Argus Agony,
release item (triggers undizzy)

I don't know if this is optimized, but it's making the green stuff show up by the end, so it can't be that bad. It works on everyone. Don't remember the damage off the top of my head.
 
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Thanks Peanuts that combo is a bit higher than my current, I'll take it :)
I'm going to see if I can get a burst bait off that final released item.

Also is there any reason to do a Lenny combo instead of Argus? I don't think Lenny does very much damage.
Actually I feel Lenny doesn't have any practical uses besides maybe a safe DHC. Does anyone feel the same way?

If not please let me know, I want to find a use for that lonesome guy!

Also does the combo that involves using MK bomb and then LK Bomb still work or is the Dizzy reduction too much?
 
A few of the advanced combos I have in the OP that has the MK bomb > LK bomb stuff don't work anymore because of the undizzy change.

You can use LP, MP, HP(1), MK Bomb, LK Bomb, dash MK as a starter though.

Also was doing a little testing, and this seems to be the most damaging midscreen combo I have for 1 meter.

LP, MP, MK,
j.HK, ad(no momentum), j.HK,
super jump, j.HP, ad, j.LK(3), j.HK,
*super jump j.MP, j.HP ad, j.LP, j.MP,
LP, MP, c.MK, c.HP, 236MP, Argus.

Ranged from 7.9-8.1k damage depending on how Argus hits. Worked on Filia, Parasoul, Valentine, and Cerebella. Haven't tried the rest. The *super jump is required on Filia but a regular jump worked for the rest that I tried it on.

Some alternative stuff:

LP, MP, HK, MP soiD,
dash MK,
j.HP, ad, j.LK, j.HK,
j.MP, j.HP, ad, j.LP, j.MP,
LP, MP, c.MK, c.HP, 236MP, Argus

LP, MP, HP(1), MK George, LK George
dash MK,
j.HP, ad, j.LK, j.HK,
j.MP, j.HP, ad, j.LP, j.MP,
LP, MP, c.MK, c.HP, 236MP, Argus

CrossUp George, LP, MP, MK,
j.HP, ad, j.LK, j.HK,
j.MP, j.HP, ad, j.LP, j.MP,
LP, MP, c.MK, c.HP, 236MP, Argus

LP, MP, MK,
j.MP, j.HK,
MP Soid,
super jump j.LK, j.MP, j.HK,
j.HP, ad, j.LP, j.MP,
LP, MP, c.MK, c.HP, 236MP, Argus,

LP, MP, HP(1), MK George, LK George
dash jump j.MK, j.HK
j.MP, j.HK,
j.HP, ad, j.LP, j.MP,
LP, MP, c.MK, c.HP, 236MP, Argus

I was working on some other stuff that was hitting 9k damage, but it needs an assist.
 
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Who dares summon me? Oh.

I use Lenny as interference. If I feel like someone is getting around what I throw out too easily, I'll drop Lenny. It usually slows them down enough to let me think and reset my defense. Sometimes it does nothing. Such is life. It's a fun super to just throw out and try to catch your opponent in the blast.
 
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Hey what's a good non assist corner combo right now?
they usually involve HK, 236LK I think?
I can't seem to get one down properly without dropping it, was wondering if anyone has an optimised corner combo for Encore.

This does around 9700 damage for 1 meter from a s.LP or c.MK starter, which is enough to kill in 1v3. Double seems to be too heavy for the s.HK > 214MP (hold) > OTG c.HP link, though.
 
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Here's a variant of the previous corner combo that uses a fully charged item, and does similar damage.
 
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this doesnt work well on double, and it completly fails on cerebella, but is good for the rest of the cast, also you have to be super close or it will whiff. you can either go for a second air chain or burst bait.

edit: for cerebella and double, instead of j.hp dash j.lp+ j.hk you go with j.hp dash j.lk(one hit)+j.hk then in the second launcher you go for j.lp+j.lk+j.mp.

something like that .

 
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Something neat things I've been using. It'll be pretty useful when I lrn2block.


----------------

(hahaha as if peacock will ever just have 4 meters sitting around, maybe as an anchor to Painwheel or something)

s.LP, s.MP xx LP.Bang xx Lenny, lvl3 Grab

4 meters. 98k dmg. Argusable after for 11k+

---------------

ask the guy i argus to death a few minutes ago.


though i mostly waste 2 bars in my midscreen combo,but if you zone and run away you can get the 4 meters.