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Peacock Combo Thread

So, no taunt combos? Mid-screen bnb into s.hp (2 hit) xx multi-hit assist (like Cerecopter) while inputting taunt, cancel taunt into Argus. That's single meter mid-screen BnB damage plus the best item drop on the next charged level 3, I like it.
 
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I found a pretty simple corner combo (If you know how most of her combos work that are longer).
It's 8.3k for 1 Meter corner only, I haven't tested it on anyone but Valentine but I think it should work on most besides maybe Bella and Double, which could need some adjustments:

LP MP, c.MK, c.HP, s.HK, 214HP, MK, j.MP, j.HP, ADC, j.LP, j.MP, MP, HK, 236LK, LP MP HP[2] 236MP, Argus

I'm tired as hell so let me know if there's a mistake.
 
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236HK? 214HP? I didn't test this combo but I sorta doubt that you'd teleport
Thanks, fixed the teleport. I was pretty tired.
 
So since I'll finally have easier access to Encore, I will most likely be revamping the OP in the near future.

Meanwhile, I guess I'll post the combo I do off a low c.MK

c.MK, HP(1), xx MK George, LK George,
dash jump j.MK, j.HK,
j.MP, j.HK,
j.HP, adc, j.LP, j.MP,
LPLP, MP, c.MK, c.HP, MP Bang, Argus

Also I think this combo works on everyone, much easier on heavier or tall characters.
 
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It's techable, but anyone that runs peacock and val with grab assist:

c.mk,s.hp xx mk.george xx lk george, j.mk, j.hp, ad, j.lp, j.mp, c.hp xx lp.bang xx Lenny, call val, taunt xx hp.soid xx argus
You can mash out of that stagger super easily and punish if you call Val after Lenny. You should call Val between cr.hp and the cancel into LP Bang
 
So this is a bnb I've been working on.

LP-LP MP MK
j.MP j.HK land
j.HP adc j.LK j.MP land
j.LP delay j.LK j.hK land
HK qcb+HP(hold) qcf+PP release

does about 7.3k for 1 meter. works on everyone except double and gives you the option to do multiple arguses or do other stuff like knockdown burst baits since you keep your otg. It also works off an air throw which is the main reason I wanted to avoid the j.hk adc j.hk type combo. I experimented with double bomb links but it's just too inconsistent (and position dependent) for me.

 
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Well looks like Im a little late to the party, nice combos, I just found this one so figured I'd Cap it. (realized after I didn't max out stun haha)

 
Well looks like Im a little late to the party, nice combos, I just found this one so figured I'd Cap it. (realized after I didn't max out stun haha)


ooh that is a nice one, but the problem with it is that if you are not close enough it whiff's, though is nice having the 2 launchers combo and you can put a burst bait there.
 
yeah, It is not the best on distance for sure : /

thanks though, I have to steal some of the ideas shown here
 
Was testing that out myself. Seems to only be working on Valentine, most likely due to her leg extending her hurtbox outward like that during hitstun.
 
Phew man, there are so many good combos in this thread. Could someone direct me to the strongest practical midscreen ones (for 1 and 2 bars if possible)?

I'm still sort of learning Peacock, but I'm ready to start upping my combo game. However, it gets a bit hard for me to tell which ones here are really worth learning (as in the ones that do the most damage) due to how damage fluctuates depending on the team sizes (and no on ever picks the same number of opponents!) and character being comboed (darn randomness of Argus Agony).

I don't want to take the time to learn all of these just to figure out which one is worth using in a real fight :\
So far I've been using just the basic combo that is: sLP, sMP, sMK, jMP, jHP, ADC, jLP, jMP, sMP, sHK, HSoiD xx Argus Agony, release HSoiD(Level 3) xx Argus Agony.
Simple enough for me to get consistently, does about 9k for 2 bars.
 
I understand that there are different combos for different situations, but start me off with something for common situations such as a sLP starter, and maybe a low starter (cMK or cHP) if you could please. You cant really need 6+ combos for just a sLP starter. The optimal ones are the ones I'm looking for.

Also, I don't care if it's easy or hard (just not unrealistically hard like with 1 frame links or incredibly specific spacing). I'm new-ish to Skullgirls, but I'm a long time fighting game player, so I can handle tough combos. I just want to invest my time in the most important ones.

I'll learn the combos for more specific situations (like after a bomb link or corner combos) later. Baby steps first!

EDIT: I just tried to incorporate jHK into my combos based on what I've seen here. I currently have a 9.7k combo that I'm trying to make my BnB. Anybetter way to optimize this off of a sLP?
sLP sMP sMK, jMP jHK, (land) MSoiD, (jump) jLK jHK, (land, jump) jHP ADC, jLP jMP, (land) sMP sHK xx HSoiD xx Argus Agony, release HSoiD (Level 3), Argus Agony
 
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I understand that there are different combos for different situations, but start me off with something for common situations such as a sLP starter, and maybe a low starter (cMK or cHP) if you could please. You cant really need 6+ combos for just a sLP starter. The optimal ones are the ones I'm looking for.

Also, I don't care if it's easy or hard (just not unrealistically hard like with 1 frame links or incredibly specific spacing). I'm new-ish to Skullgirls, but I'm a long time fighting game player, so I can handle tough combos. I just want to invest my time in the most important ones.

I'll learn the combos for more specific situations (like after a bomb link or corner combos) later. Baby steps first!

EDIT: I just tried to incorporate jHK into my combos based on what I've seen here. I currently have a 9.7k combo that I'm trying to make my BnB. Anybetter way to optimize this off of a sLP?
sLP sMP sMK, jMP jHK, (land) MSoiD, (jump) jLK jHK, (land, jump) jHP ADC, jLP jMP, (land) sMP sHK xx HSoiD xx Argus Agony, release HSoiD (Level 3), Argus Agony


you can do mine if you are runing solo

remikz has some good stuff for team. (also he taught me my combo)
 
I found a pretty simple corner combo (If you know how most of her combos work that are longer).
It's 8.3k for 1 Meter corner only, I haven't tested it on anyone but Valentine but I think it should work on most besides maybe Bella and Double, which could need some adjustments:

LP MP, c.MK, c.HP, s.HK, 214HP, MK, j.MP, j.HP, ADC, j.LP, j.MP, MP, HK, 236LK, LP MP HP[2] 236MP, Argus

I'm tired as hell so let me know if there's a mistake.
Found a variant of the end for 8.4.
Instead of (lp,mp,hp, argus) do lp,mp,Hk, 214 mp, argus
 
Just for you @mcpeanuts
Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuck

I don't know how often I would use these tho I like to use my 1 assist call to bring out Squigly and do some sort of crazy high low left right air grab ground grab burst bait do nothing 8 way mixup
 
I don't know how often I would use these tho I like to use my 1 assist call to bring out Squigly and do some sort of crazy high low left right air grab ground grab burst bait do nothing 8 way mixup

ooohhhhhh
wild
chansub-global-emoticon-60aa1af305e32d49-23x30.png
 
Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuck

I don't know how often I would use these tho I like to use my 1 assist call to bring out Squigly and do some sort of crazy high low left right air grab ground grab burst bait do nothing 8 way mixup
The fuck
 
The fuck
Well basically you combo into s.HP xx M item drop + call drag n bite, dash jump j.MK j.HK. From there you have a bunch of options:
-dash under, release item
-dash forward but not enough to go under them, release item (fake cross under)
-let them land and c.MK or IAD j.LK
-air grab (the animation for the grab takes so long that your item will be level 3 by the time it's over)
-let them land then grab (you can convert of this midscreen since you're charging an item)
-j.HP burst bait
-let them land, dash j.MK release item (j.MK hits same side, item crosses up, if the j.MK hits then it's a combo otherwise there's a gap in blockstun)
-jump over them, j.HP to go back to the same side and release the item AKA the Rikers (it's not just for throws anymore)
-etc

The great thing about it is that if they block this shit correctly, the green light turns on and you can call Squigly again to go for another mixup.

I guess this goes in the rushdown thread or something but IDGAF
 
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Any one have any side change combos that are resets?

Like if you started a combo with your back to the corner and wanted to put them in instead.

Just started playing with the idea and I'll hit the lab later, but anything you guys might have would be a great help.

stuff like this?
 
@RemiKz Any possible way we can have the Original Posts updated with all the current (working) combos. So that things are easier to find?
 
Just playing around and found an interesting snap back combo on double, may work on big band or others. The combo isn't important at the moment, what my question is, is taking a long time to kill someone in an assist combo to drain time off the clock a valid tactic if one has the lead? My combo is a bunch of lights and meds.
 
Well, I'm pretty sure the timer doesn't tick down during double snaps, so I wouldn't.
Doing purposely long double snap combos sucks for two reasons:
- Your opponent will hate you.
- Your opponent gains meter at a steady rate while you're doing a double snap combo.
However:
- It's swag sometimes.
 
If you are ok with giving the opponent 5 meters and letting the other characters completely heal their red life. Otherwise you typically want to take them out as fast as possible to avoid those two things.
 
I'm a former Marvel player, so swag is a good enough reason for me. Now that I'm on a laptop I'll type it out for you guys.

[s.LP, s.LK, s.MP, s.MK
j.LP, j.LK, j.MP, j.MK
j.LP, j.LK, j.MP, j.MK]xN
 
I alluded to this a long time ago but never got around to recording + I never see anyone do it


Sorry for the poverty recording. Don't try at super jump height. Haven't tested on everyone yet. Probably some optimizing to be had.
 
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Here's some more stuff by namasomi to learn
 
ToDs off of throws? I love playing a stupid character!!
 
Concerning the above post, are there any better Big Band specific combos? After uploading it I tried it on him and everything before the first Lenny was remarkably consistent. You can get roughly 7k meterless and 9k for 1 bar.

Edit: That damage might be a little optimistic, but should be close. I know I got 8.7k with 1 bar, but didn't use my assist. Also the string before the Argus is far from optimal, if you're going for meterless damage. I'll test stuff later.

Edit 2: So far, I'm up to 7.1k meterless, without the assist.

Edit 3: For clarification, it's only 7.1k if you end up in the corner. Fully midscreen is 6.9k.
The part after the item drop is 'run, lp, mp, c.hp, hk, qcb.hp, (iad)j.hp. You can fit more normals in the corner. Another option is to just do j.mk, j.hk, which gives you the throw/burst bait option.
 
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Being super honest here - haven't played Peacock in a while, so this combo might be bad. But while fiddling around in Training, I found a nice BB combo with a (possible) reset.

S.LP > S.LK > S.MP > S.MK > A.LP > 1A.LK (Can do more, super tricky to land though) > A.MP > A.MK > S.LP > S.LK > S.MK > Air grab with timing

It's probably techable, the grab anyway, but it's a okay combo. Does about 5417 with grab and damage multiplier at 1.30. Possible beginner combo? Like I said, there are probably better ones, but I don't know. I'm unsure if this works on other characters, but I'd be willing to bet it doesn't. Unsure, though.
 
S.LP > S.LK > S.MP > S.MK > A.LP > 1A.LK (Can do more, super tricky to land though) > A.MP > A.MK > S.LP > S.LK > S.MK > Air grab with timing

It's probably techable, but it's a okay combo. Does about 5417 with grab and damage multiplier at 1.30. Possible beginner combo?
Few things:
Remove the s.LK from the combo on your starter since it just kills your damage scaling without adding much damage.

The air string could get a lot more damage with an early s.HP instead if two lights, a simple air string to get used to Peacocks air delays is something like s.Mk, j.Mp, j.Hp, adc j.lp, j.mp[restand].

Don't try and incorporate a throw into your basic combo, it will work one time and then after people can just air super or in this case just do a falling aerial for a full combo on you.

Also for combo damage always try and show the numbers with no resets (without the throw) on a damage ratio of 1.00 starting from LP or LK and then say meter less or # meter. : )
 
How much damage are you guys getting off Brass H Teleport conversions?

I'm getting 7.6k and 9.4k off a CH.
 
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