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Peacock Combo Thread

Any ways to optimize this a little more?

 
Could someone please explain to me how the first combo doesn't trigger undizzy while the second one does?
In both combos, as soon as Argus starts, I'm at 210. The item drops and goes to 230, then the gunshots bring it up to 250. This is true for both but only in the second one does undizzy come up. Why?
 
It seems to be the second, not the first projectile that triggers undizzy.

Maybe it's due to character positioning? In the first combo the opponent is in the corner, so the projectiles hit very close to each other (basically counting Item Drop > Bang Bang Bang as 'one chain'); in the second the opponent is at fullscreen, so they don't (so they count Item Drop > Bang as 'one chain', but then 2nd BBB hit triggers Undizzy as it's a "new one")

No guarantees on this, it'd just be first my guess.
 
Corner combo with Napalm Pillar assist.

 
Could someone please explain to me how the first combo doesn't trigger undizzy while the second one does?
In both combos, as soon as Argus starts, I'm at 210. The item drops and goes to 230, then the gunshots bring it up to 250. This is true for both but only in the second one does undizzy come up. Why?
I mentioned this in the Peacock General thread, to save the small trouble of searching for it here is what Mike Z told me:

The tl;dr explanation is:
You are linking off something, and by the time you hit with the linked-into attack the undizzy is above the limit.

The complicated explanation is:
A projectile will ADD undizzzy if the character is still in the state that created the projectile when it hits, but it will ACTIVATE an undizzy burst anytime if it could have ever added undizzy.
If a projectile hits while you are still in the state that created it, that state counts as "having hit" like a regular attack. If you are not in that state when the projectile hits, it is ignored.
Projectiles and assists are ignored for purposes of figuring out when chains end or start.
So you are actually linking off the state BEFORE the Argus, but it is still true that to your character you are just "linking with full undizzy".

If you do a chained Lv1 item drop, Peacock is still in the item spawn state when it hits, so it will add undizzy but will not trigger it and does count as chained-into.
If you do a chained Lv2 item drop, Peacock is not in the spawning state any longer so it will trigger undizzy but does not count as either chained-into or chained-out-of.

If Peacock or Parasoul were allowed to hold a hit that counted as either chained-into or chained-out-of for long enough to use it in a different chain, there would be exploitable sequences that would not trigger bursts. (See also: SDE Peacock, heh.)

[edit]
If the shots have to travel, by the time you get to the 2nd/3rd shot you are no longer in the state that spawned the 1st/2nd shot, so it works how you noticed. You can check by doing a combo that leaves them right next to you and looking at what 3 slow shots that continue the combo do, which will be different.
 
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Could someone please explain to me how the first combo doesn't trigger undizzy while the second one does?
In both combos, as soon as Argus starts, I'm at 210. The item drops and goes to 230, then the gunshots bring it up to 250. This is true for both but only in the second one does undizzy come up. Why?
TJ already posted the explanation, but basically:
Projectiles count as chained-into as long as you are still in the state that created them when they hit; if they hit after that, they will not count as chained-into and can trigger undizzy.
Each shot of her gun is a different state. I guess I could fix that, but it's really difficult to do (and honestly I'd rather just not have you shoot there, heh).
In the first combo, all the shots hit while she is still in the state that spawned them.
In the second, they don't, so it'll trigger undizzy.
 
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TJ already posted the explanation, but basically:
Projectiles count as chained-into as long as you are still in the state that created them when they hit; if they hit after that, they will not count as chained-into and can trigger undizzy.
Each shot of her gun is a different state. I guess I could fix that, but it's really difficult to do (and honestly I'd rather just not have you shoot there, heh).
In the first combo, all the shots hit while she is still in the state that spawned them.
In the second, they don't, so it'll trigger undizzy.

Thanks for the detailed explanation Mike. Although after some more fooling around I found something interesting. It turns out you can do all three shots in that scenario if you pace them slowly. What do you think of this?

 
Thanks for the detailed explanation Mike. Although after some more fooling around I found something interesting. It turns out you can do all three shots in that scenario if you pace them slowly. What do you think of this?
Well, yeah. You're staying in the state that produced each shot until it hits, that way. Not surprising.
 
Well, yeah. You're staying in the state that produced each shot until it hits, that way. Not surprising.

Right. It just seemed odd to me that if you want to do that fullscreen you have to time the shots where as in the corner it doesn't matter. At first I thought the purpose of keeping each shot an individual state would be so you can chain them in the corner but not fullscreen, so you're at an advantage when you're in the corner, but that's not the case. Although since you mentioned it's hard to change it's not a huge deal, I'll just learn the timing. Was just curious if that was intentional or not.
 
Was just curious if that was intentional or not.
Er, no. That's a side-effect, you're nuts if you think this level of thing was considered by a designer on any game. :^P

The purpose of keeping each shot an individual state is that it's by far the easiest way to implement it:
State A - startup and recovery of Shot A
- can transition to -
State B - startup and recovery of Shot B
- can transition to -
State C - startup and recovery of Shot C

Whereas, say, if you wanted them all to be the same state you'd have to do like:
State A - startup of Shot A, followed by a variable hold/cancellable period paying attention to buttons, followed by startup of Shot B, another variable hold/cancel period, then startup and recovery of Shot C
- which, at different points throughout it, can transition to -
State B - uncancellable recovery of Shot A
State C - uncancellable recovery of Shot B

Now, Skullgirls' scripting system is flexible enough that I can DO this, but it's a lot more of a PITA and much more prone to bugs. In a lot of other engines it would just be impossible to script.
 
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I'm in there

Any tips for getting the jMK jHK > jMP link to work on non-Parasouls?

I'm able to do the combo fine on her, but having a lot of trouble on everyone shorter than her.

Edit: Nevermind, I think I was getting too much kara out of the sHK before the Item drop. Got it on lights. <3
 
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I've done the combo on everyone so it's not character specific, but your timing on the j.MK > j.HK kind of dictates if the rest will work on individual characters.

General tips:
- When you do the HK xx SoiD, let peacock slide forward a bit from the HK animation
- Not sure if it really makes a difference, but I find it easiest to do with HP SoiD
- The most consistent way to connect j.MK > j.HK seems to be to get as much height as you can from the dash-jump j.MK and then end up slightly below the opponent when you do the j.HK
- After the first j.HK, I jump almost immediately but don't do the j.MP right away. Let Peacock get some airtime so she is already falling by the time you are doing j.HK
- Avoid doing the last j.HK on anyone lighter than Parasoul and replace with j.MP
 
Nothing new here really
Ignore the fact that the last SoiD drops too early. The training dummy wasn't able to record the entire length of the combo and drops it before the end of the beams. First combo does about 11-11.5k, second combo does about 12k and the last combo does something like 12.6-13k. They all kind of vary depending on the character and beams.

Anyone getting more damage off 3 meters midscreen?
 
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don't do this combo
 
Just for you @mcpeanuts
After further consideration I probably should learn these since I use Peacock/Big Band as a counterpick for other Peacock teams, and it turns out I don't actually remember how to do combos without Drag 'n Bite assist.
 
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don't do this combo

Oh, I won't do it... unless I know how. What's the combo/inputs?
I'm not using Pea as much anymore, but this looks easier to do for me than the adc one.
Thanks for posting.
 
Oh, I won't do it... unless I know how. What's the combo/inputs?
I'm not using Pea as much anymore, but this looks easier to do for me than the adc one.
Thanks for posting.

sLP sMP sMK jMP jHK adc jMP jHK superjump jHP adc jLK jMP rejump jLP jLK jMP sLP sMP cHP MBang Argus
 
sLP sMP sMK jMP jHK adc jMP jHK superjump jHP adc jLK jMP rejump jLP jLK jMP sLP sMP cHP MBang Argus
Oh, there are two adcs in there. XD And I've never super jumped in a combo... I'll try practicing to see if I can get it. Thanks for the reply.
 
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Oh, there are two adcs in there. XD And I've never super jumped in a combo... I'll try practicing to see if I can get it. Thanks for the reply.

Try this.

sLP sMP sMK delay jLK jMP rejump jLP jLK jMP sLP sMP cHP MBang Argus

Dunno if this is universal, probably not?? But no adcs.

EDIT:

sLP sMP sMK delay jLK jMP rejump jLP jLK jMP sMP sHK HDrop dash sLP sMP cHP MBang Argus

Here's video for both


As far as combos with adcs in them go, learn this one IMO


But use MBang instead at the end. It's better/more consistent/more net damage from argus.

Good luck!
 
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thats only one bar...

11k


s.lp, s.mp, s.hk, H brass, L Item drop,
s.hk, Release Item,
c.hp, s.hk, L George,
c.mp, c.mk, c.hp, s.hk, L George,
s.lpx2, s.lk, c.mp, c.mk, c.hp, s.hk, Item drop, Argus, Release Item



11.6k


s.lp, s.mp, s.hk, H brass, L Item drop,
j.hp, adc, j.hp, Release Item,
s.hk, L George,
c.hp, s.hk, L Item drop,
otg, s.lk, s.hk, Release Item,
s.lpx2, s.lk, c.mp, c.mk, c.hp, s.hk, Item drop, Argus, Release Item
 
Been working on combos using L Beat Extend, this is what I've got so far:

s.LP s.MP c.HP s.HK xx M Item + Call L Beat Extend,
j.LK (1 hit) j.HK,
Release Item,
s.MK,
j.MP j.HP,
j.LP j.MP,
c.LK s.MP s.HP xx M Gun xx Argus

Dunno if this works on everyone but I tried it on Filia and Double. This could probably be optimized better. My first thought is the j.LK j.HK part could be replaced with j.HP ADC j.HK, although golly it sounds fun to try to ADC while holding MP (and I'm not gonna dash using 66 like some sort of commoner).
 
Well, I don't see a thread for resets anywhere, so I might as well drop this here. Has anybody else been cancelling the first hit of s. HP with Shadow Of Impending Doom to create a grab reset? I've heard that you can convert off of Peacock's grab if you have a shadow charging, but I can't seem to get it without using an assist.

It's at frame advantage, so you can block reversals, and if they try to jump back you can either catch them with c. MK or just drop the item to knock them back towards you, and even cross-under them if you'd like.

I suppose I haven't seen this because Peacock players prefer to just throw out a full combo into Argus Agony for maximum zoning potential, but personally, I like to be a tricky bastard with this kind of thing.
 
Well, I don't see a thread for resets anywhere, so I might as well drop this here. Has anybody else been cancelling the first hit of s. HP with Shadow Of Impending Doom to create a grab reset? I've heard that you can convert off of Peacock's grab if you have a shadow charging, but I can't seem to get it without using an assist.

It's at frame advantage, so you can block reversals, and if they try to jump back you can either catch them with c. MK or just drop the item to knock them back towards you, and even cross-under them if you'd like.

I suppose I haven't seen this because Peacock players prefer to just throw out a full combo into Argus Agony for maximum zoning potential, but personally, I like to be a tricky bastard with this kind of thing.
The midscreen conversion off throw is like, throw xx L bomb + release M item. It's really hard, and I don't think it even works on every character, so I don't go for it.
 
The midscreen conversion off throw is like, throw xx L bomb + release M item. It's really hard, and I don't think it even works on every character, so I don't go for it.
It depends on the item. Level 2 barrel pushes your opponent away from you when it hits them out of a throw (edit: only when facing right!) so most characters are usually too far away for L bomb into s.LP>s.MP or s.MK, whereas most (all?) of the other level 2 items bounce your opponent towards you so you can combo them. It makes rushing down with Peacock annoying at times.

21st Aug edit: This is fixed! Yay!
 
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It depends on the item. Level 2 barrel pushes your opponent away from you when it hits them out of a throw so they're too far away for s.MP or s.MK after you link L bomb into a jab, whereas most (all?) of the other level 2 items bounce your opponent towards you so you can combo them. It makes rushing down with Peacock annoying at times.
I didn't know that. I mean that sounds like a bug to me. There used to be something similar where there was one level 1 item that behaved differently from all the rest, and when Mike found out about it he changed it.
 
So I've been trying to get a universal, mid-screen double Argus combo, but I've been having trouble getting it down on Miss Fortune consistently. It's not impossible to land, but her narrow hurtbox and fall speed seem to be what's throwing me off. Here's a video of what I've been using:


I'm not sure why I'm able to land it sometimes. I've tried changing up the timing of moves and reducing the number of hits for j.lk, but no success. Any hints/suggestions to improve the consistency?
 
I didn't know that. I mean that sounds like a bug to me. There used to be something similar where there was one level 1 item that behaved differently from all the rest, and when Mike found out about it he changed it.
I just tested this again and much like the old bug with the level 1 item, this problem only happens when you're facing right. I guess it's a similar thing.

Edit: Here's a video of it. The timing on the item drop in the second clip could have been a bit tighter, but even if it was perfect I think it still leaves her too far away to convert into a proper chain/combo.


21st Aug edit: This is fixed! Yay! It works fine for both barrel and piano now, so OTG item drops will always knock your opponent towards you. If you're trying to do a midscreen throw combo and they're not close enough, delay your LK bomb a bit longer so the item drop knocks them closer to you.
 
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Any hints/suggestions to improve the consistency?

I use HK qcb+HP to set up double argus since it lets you charge for a lot longer before the first argus. You can get the shadow charged to level 3 with this method, but it uses your otg.
 
So I've been trying to get a universal, mid-screen double Argus combo, but I've been having trouble getting it down on Miss Fortune consistently. It's not impossible to land, but her narrow hurtbox and fall speed seem to be what's throwing me off. Here's a video of what I've been using:

I'm not sure why I'm able to land it sometimes. I've tried changing up the timing of moves and reducing the number of hits for j.lk, but no success. Any hints/suggestions to improve the consistency?

I posted something earlier that you can look into as an alternative.

@mcpeanuts
Not sure if these are optimized since I don't typically use these setup, but these are the combos I've used before.

The first one I mostly used for reset purposes. After the j.MK, I can do a pretty dumb left/right mixup with the SoiD I'm holding.
 
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Thank you all I figured it out, I just end my combos with LP Bang and that holds them enough to set up Item Drop & Argus :)
 

--------

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:
--------

I decided to make this my first intermediate combo and spend hours learning it. Then I discovered that the timing changes for different characters, and I can't even get it to work on Double. Can anyone recommend a different intermediate combo that doesn't change depending on the match-up?
 
hahahaha like hahahahaha yeah ten rai ha is the best hahahaha tag to double after argus why the fuck not

 
hahahaha like hahahahaha yeah ten rai ha is the best hahahaha tag to double after argus why the fuck not
So, if you have an item other than Tenraiha, I assume you can't combo after the Double tag because you use your OTG, but can you at least still combo INTO it? Having a way to tag to Double safely would be really handy.
 
So, if you have an item other than Tenraiha, I assume you can't combo after the Double tag because you use your OTG, but can you at least still combo INTO it? Having a way to tag to Double safely would be really handy.

I think you might be able to do it without tenraiha but they have to be hit with the item while being in the air from argus so that they get a higher bounce or smth, it's not as reliable etc but it's doable!
 
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