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Peacock Combo Thread

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!
Sounds worth learning, I'll give it a shot!
 
Any lvl 3 SoiD lets you get that tag-in as long as the assist you use prior to the argus gives you enough time to get it. I was messing around with it yesterday on stream and it definitely looks like you have enough time to tag in Double.

http://www.twitch.tv/remikz/b/567237099?t=27m52s

Off-topic but the part with the assist before the first argus is REALLY DUMB for setting up left/right resets with the SoiD.
 
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Namasomi has a new combo, this shit crazy!!!!! but I'm not sure it's practical compared to combos ending in double Argus. It's cool tho

 
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welp Nuts, time to start swiping that tech for your own cock. you're gonna need it. I=^)
 
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.

Good luck!

I never even thanked you for this. Over a month later... thanks! Now to finally practice it this weekend & use it. My Pea has been lacking compared to BB & Fukua.
 
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That seems like a fun combo. You'd net a little more damage doing j.mk j.hk, j.mp j.hk, j.hp AD j.lp j.mp to restand after the double bomb part. But only but a couple hundred or so.

Alternatively you could also do this after the j.mp : c.hp s.hk H-soid, dash, s.mk, JF j.lk (1 hit) j.mp j.hk, JF j.hp airdash j.lp j.mp restand, s.lp s.mp L Bang stagger, dash c.lk s.mp c.hp M Bang Argus Agony. Does about 8500
 

Don't know if this is optimal/useful and I'm sure TJ has something better but here is something I messed with tonight.

Works on everyone but BB.
 
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It's nice but from what I could see you could have done a full link after that last item drop then did the lenny DHC thing.

Also it's been awhile since I tried to maximize damage output with 3 bars (usually only need 2) so I tried out some things and my best did 14277 but too lazy to type up the commands now since I'm sleepy.
 
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O well if 2 bars does the job better I'd love to see it :O

EDIT:
What would've been better after that instead of LP Bang? Tryna... OPTIMIZE
 
It's the combo I always do, just going into dynamo then going into one last combo with Bella. It does a little over 12K, it doesn't do 13K like yours but I feel for using 2 bars, generally being enough to kill chipped out characters, and still being able to dynamo again if need be (plus into another argus for a ToD) as well as being universal makes it more useful than a 3 bar corner combo. Unless of course we're talking the last character and having bunch of bar to spend, in that case spend your resources however you want as long as it gets the kill.
 
Sickness, yeah i'll try and find a video of you doing it. Sure its somewhere ;P

Thanks bud!
 
Also I noticed you started your combo with s.lp s.mp s.hp (2 hits) LNL hit, item drop. You shouldn't do s.hp for the beginning link, instead use her c.hp as it does about 500 more damage in the long run. Mainly due to one less hit before the LNL connects leading it to do only slightly scaled damage. However the timing is much more tight, took me awhile to make it second nature.
 
I just do Charlie Brown loops in the corner because they're easy, and they deal a bunch of damage at the start of a combo with c.HP>s.HK>start charging item, OTG c.HP>s.HK>release item (or keep holding it and do 236LK instead if you want a level 3 item). I tried out a 2 bar version back in March to see how much damage it did but I never bothered optimising it. You can probably fit a lock n load somewhere near the start too:

 
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I do like that corner combo and use it often to style and such, plus it's just fun to execute. But it deals about the same as my BNB so I find it's mostly only optimized when Peacock is by herself as iirc it's her most damaging corner combo without assists, Doing over 9K with just one bar.
 
My midscreen combo with LnL midscreen for three meters varies between 13-14k damage. Alternatively I have a 10k midscreen for 1 meter.

They are on my YouTube somewhere probably.
 
Oh right, there are those that start with c.hp into s.hk that deal a ton of damage and the like. But let's be honest, how often do you land a full combo from one of peacock's lows in the midscreen neutral =p
 
Totally done from a LP starter and no CH last I checked.
 
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How much should I be doing midscreen? 1 meter with LNL. Best i'm getting is 8.1-8.4k 2v2

Also with 2 meters whats good with that?

(ALSO TJ I CAN'T FIND YOUR CORNER COMBO IM LOOKING EVERYWHERE)
 
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I DONT EVEN WHAT?!

Also nice space between the c and k. You ROOKIE.

(Your ninja edit won't fool me my danish delight <3)
 
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How much should I be doing midscreen? 1 meter with LNL. Best i'm getting is 8.1-8.4k 2v2

Also with 2 meters whats good with that?

(ALSO TJ I CAN'T FIND YOUR CORNER COMBO IM LOOKING EVERYWHERE)
This is what I've been using. First is 1 meter (9600), second is 2 (11k), and the 3rd is optional 3 meters or frame advantage ender.

Here's a modified one that does 10k-11k midscreen for 1 meter. Only works on taller characters.

I probably do something similar to TJ in the corner but I'm sleepy and tired and I'll see about recording it on not-a-phone later in the day.
 
For optimized damage and options I do

S.lp s.mp c.hp (LNL hit) SoiD hit, j.mk j.hk j.mp j.hk j.hp AD j.lp j.mp, s.lp (2 hits) s.hp (2 hits) M Bang, Argus, Dynamo DHC, then c.lk c.mk Titan Knuckle, Cerecopter

You can do things like call item drop instead of M Bang, let the item drop after the argus and do another string starting with c.lk and go into another argus, which could then still go into Dynamo followed by one more hit, probably battlebutt. Or instead of a second Argus, end the c.lk string with L Bang into Lenny and then into Showstopper, or do that from the get go and only use 2 bars, it's very versatile.
 
@keninblack

http://www.twitch.tv/remikz/c/5342329

The trick to this is to be as far away from the opponent when doing argus to maximize the damage from the lasers. Works on everyone but Double and Bigband and the timing can be pretty strict on Parasoul and Cerebella for the c.HP otg, but it's very much doable.
 
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Just for you @mcpeanuts
So, if the current beta changes stick, and it looks like they're going to, the midscreen combo here won't work anymore (although the corner combo should still work). I was looking at things you can do instead, and you can start the combo with

s.LP, s.MP, s.HP + call Big Band xx charge H item xx Argus Agony,
release level 3 item,
H teleport, OTG c.LP s.MK

and then the rest of the combo is the same as what's in @RemiKz's video. Does 8.3k for one bar or about 10k for two, which is significantly less but of course Peacock had her damage nerfed on a bunch of moves. I couldn't get this to work on Bella, Parasoul, or Double, so it is unfortunately not universal, gonna have to come up with something else for those characters.
 
Not sure if this is old cause I'm a noob but BB/Peacock (5 bars):
 
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Contributing; In case someone suffers from launcher allergies:

sLP sMP sHK xx M.Doom
Dash, Jump
- jMK jHP ad jLP jMP
sHP xx M.~L.George, Dash
sLP sMP cHP xx [H.Doom] xx Argus, ]Doom[, Argus
# 9880 Damage

If you want another extra bit of damage, you can fit a microdash IAD jLK after the Georges
But it's kinda stupid, so I didn't.. and I don't actually know how much it would add, since scaling etc

---

Question:
What kinda assistless char universal midscreen restands are there, other than
[sMK - jMP jHP ad jLP MP] and
[sMK - jHP ad jLK jHK, Rejump jMP ad jLP jMP]?
Characters seem to behave rather weirdly when hit by jHK, and Peacock's airdash sure isn't fun to play around with ;_;

Similar question, are there some more "hidden" ground strings (like eg sHP(1) xx M-L George)?

I'd like to craft some combos, but I ain't too creative and have no idea about Peacock's combo capabilities

---

What I'd ideally want:
- No OTG used
- No Stagger used
- No assists used (at LEAST not in the starting string.. best if not at all, but somewhere else would be okay. Assist is H.LnL)
- Undizzy getting filled .. "as far as possible"
- Ending string is on the ground and close to the opponent

Basically I want to do an assistless combo, which I can end in xx L.Bang xx Lenny DHC Showstopper (OTG can't be used up, since then the opponent can tech away from the Lenny explosion)

I can achieve this with eg
[sLP sMP sMK - jMP jHP ad jLP jMP - sMP xx L.Bang xx Lenny DHC 360]
But that has me starting the last string on 85 Undizzy, so that's obviously not useful/optimized.

So I'd either need some better air string, which actually manages to burn some Undizzy, or some way to link stuff on the ground after/before the air string.

---

My first real idea at this point would be
[sMK - Airstring - sLK sHP xx Georges, Dashjump jMK jHP ad jLK, sLP ender]
.. which would be 235 Ud prior to the Ender and actually sounds quite possible;
Mhhhh I will have to test this

E: Doesn't seem to work proper, since I'm only +8 but still sorta in the air after the jLK? Maybe I just suck and this is a doable link.
jLK-jMP would make this a piece of cake, but now I don't have enough Undizzy.. heh.
E2: Removing the sLK makes this quite possible since then the jLK can go up to +11; scoring 9944 with the DHC. This is a decent start, but I'm still open for suggestions/improvements, obviously!
 
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What kinda assistless char universal midscreen restands are there, other than
[sMK - jMP jHP ad jLP MP] and
[sMK - jHP ad jLK jHK, Rejump jMP ad jLP jMP]?
Characters seem to behave rather weirdly when hit by jHK, and Peacock's airdash sure isn't fun to play around with ;_;

Similar question, are there some more "hidden" ground strings (like eg sHP(1) xx M-L George)?

I'd like to craft some combos, but I ain't too creative and have no idea about Peacock's combo capabilities


well j.hp adc j.lp+j.mp+j.mk is all i can think about, and you have to start it with j.lk for double and cere.
 
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I haven't used this variant in a long time, but maybe try

LP, MP, MK,
j.MP, j.HK,
MP Soid (no hold),
sj j.LK(2), j.MP, j.HK,
j.HP, adc, j.LP, j.MP,
LP, MP, HP, LP Bang, Lenny xx Showstopper

If cerebella slides forward too much after grabbing them, omit the last MP and I think it should work.

Also you can use your otg and still get Lenny xx Showstopper to work. You just have to cancel Showstopper with Devil Horns, which should launch the opponent into Lenny's explosion. Because of the scaling after Showstopper, doing this will net you like 100-200 less damage than letting the whole animation play out, but its a thing.

Like I did here
 
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Also you can use your otg and still get Lenny xx Showstopper to work. You just have to cancel Showstopper with Devil Horns, which should launch the opponent into Lenny's explosion. Because of the scaling after Showstopper, doing this will net you like 100-200 less damage than letting the whole animation play out, but its a thing.
I happened to stumble upon this earlier today before reading this post, but I totally didn't recognize that it would allow me to do trixx without the OTG.. kinda great, thank you!!
It didn't seem very consistent at first (instant cancel 360 doesn't work, and delaying it too long doesn't work either; one has to cancel it somewhere in the middle), but I will be sure to play around with this.. might just end up going back to sHK-starter then, especially now that I learned how to connect jMK after the Doom.

Do you have a viddy / tip for that combo you posted? It also sounds neat, but I can't for the life of me get [jMP-jHK, Doom] to be a consistent string;
Generally it drops after the first jHK hit, sometimes it works but I fall directly below them and either Doom doesn't connect or -even worse- I get a random M.Bang since I crossed under by accident.
 
The only tip that comes to mind is delay the j.MP and j.HK at the beginning as late as possible so you land while avery is still hitting them

http://www.twitch.tv/remikz/c/5663676

There you go. I just realized how annoying LP Bang > Lenny > Showstopper is. If the opponent isn't really close to you when Cerebella grabs them, she slides pretty far forward and gets out of range of Lenny's explosion. Is there a reason for this @Mike_Z ?
 
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The only tip that comes to mind is delay the j.MP and j.HK at the beginning as late as possible
Oh lord, I completely forgot about delaying the jHK
I always forget about delaying normals midcombo ;_;
I'm really no good at this

Thank You!!

If the opponent isn't really close to you when Cerebella grabs them, she slides pretty far forward and gets out of range of Lenny's explosion. Is there a reason for this?

I figure the reason is that 360 just works that way; outside of a certain distance, Bella leaps forward prior to the grab, to make it look more natural.
The combo not working then will just be an unintended-but-not-important-enough-issue-to-fix sideeffect.
Relatively easy to work around, just omit some normal :P The only real problem character is BigBand, where iirc it doesn't work unless you omit ~all the normals~ (LP Bang Lenny works from point blank, LP MP already doesn't).

Fwiw, it's also impossible to L.Bang-Lenny-360 with your back to the corner, since Bella will always do the leap there (to avoid bashing the opponent offscreen).
 
I figure the reason is that 360 just works that way; outside of a certain distance, Bella leaps forward prior to the grab, to make it look more natural.
She only jumps after grabbing you, it doesn't change the range. And she jumps because her back is too close to the screen edge, to avoid slamming you offscreen. It's solely dependent on the camera.
 
She only jumps after grabbing you, it doesn't change the range. And she jumps because her back is too close to the screen edge, to avoid slamming you offscreen. It's solely dependent on the camera.
Can the camera be made to center on cerebella instead of have her slide forward when not her back to the corner?
 
LP, MP, MK,
j.MP, j.HK
Any tips on getting this to work on Double?
Everyone else I can do, but Double either the jMP whiffs, or if I do it earlier the jHK doesn't connect properly, no matter the delay.

I can do sMK - jLK jMK jHK, so if just jMP-jHK doesn't work it's no biggie, but maybe I'm again just missing something obvious.