Posting up vids where you destroy noobs won’t really help, imo. Basically, you can just do w/e you want and as long as you have some knowledge/tactic to fall back on, you’ll never lose. Like, watching DD Soul vids would have you think that charging H Shadow during long range is a winning strat, as is running in full throttle with H Shadow charged, but that’s just because his opponents can’t figure out how to stop it/aren’t at the level where him not having access to his H moves is a problem. You can learn some pretty bad tactics from it, imo.

Anyway, to add to the discussion I want to talk about j.lp. Really good when mixed up with air grab, j.mp and c.lk; it’s fast, has a decent hit-box and can chain into a re-stand combo on hit, good to stop opponents from trying to knock you out of your grab attempt. Use c.lk to preempt air-to-air attempts and win out. Air throw with no item should always end with a GDO to deal with the forward tech, throw with level 1 can convert into lvl 2 item drop -> AA, throw with level 2 can convert into teleport combo.

Also, the GDO block string ender tends to miss Fortune if it’s done too close.

i dont think i took anything bad away from ddsouls vids… the stuff thats good is obvous and the trolling stuff is obvious and it really gives a player watching him perspective on how to make things work and why he gets away with some stuff whereas lesser players wouldnt.

though to be fair i havent watched his vids in awhile.

yeah, for beginning players i think its good to see a good player owning with there character… kinda like “this is what this character is capable of against the right opponents and in the right hands”

but for people that are already comfortable /know there characters very well then this type of play would do no good.

i certainly couldnt watch ibuki matches where shes using all the anti scrub tricks in the book cause im far beyond that… still, knowing that stuff right off the bat would imho help to learn her… i still use all my scrubbuster tech against good opponents… i just use it a WHOLE LOT LESS against them…

though im not willing to argue the point

good to know about MF.

i havent thrown j.lp into my game… what is the confirm?

Not willing to argue? Wtf? o_O

joking, lol. The confirm I use is j.lp, j.lk (variable hits, normally 2), j.mp, iad j.lp, j.lk (1 hit), j.mp. Everything after the iad is on hit, you have enough time to do st.lp after the landing j.mp and that allows you to re-stand and combo into w/e.

Edit:

Just realized that the confirm is either j.lp, j.lk, j.mp OR j.lp, j.lk, j.hp. It’s been a while, so I can’t remember which one it is. Just test and see.

I definitely get where you’re coming from. I fought a Peacock player who got me with that snapback style combo from a DDSoul video. Thought to myself “Alright, you spent all your meter and didn’t kill me. Good job.”

There are some cases where adding a snapback to a combo can help. If you’re wailing on someone in the corner and can’t buffer an item hold, you can use snapback to knock them into the middle of the screen, then do Argus or set up your projectile game. It’ll be a better option after the patch, since snapbacks will restore a ground bounce. Hm, now I’m wondering if you’d be able to go snapback > teleport xx Argus, so you don’t have to worry about getting out of the corner. So many things to try, but enough combo talk. This is the neutral thread.

I can aready tell that qcf.hk xx qcf.mk is going to be nice. Usually, I use an item drop to cover the gap, so the opponent can’t jump over boxcar and I can use it for teleport crossups. Now, as long as I know the plane will connect, the drop shouldn’t be necessary.

i was thinking about a couple of other things guys and wanted to see what you guys think:

do you think it would be good as a rule not to argus agony x2 when we are holding item drop unless its going to kill? the thing is that after AA we are at a decent full screen disadvantage and the opponent can usually make it to half screen without us being able to do something about it… maybe just letting SID hit and give us mucho frame advantage to get out a couple of georges and setup our fullscreen keepaway would be much more powerful in the long run?

it seems like it may be so and we conserve meter as well. i got the idea from remembering ddsouls vids where he often just decided to use st.hk to setup a further offense by charging sid and releasing gdo.

OH SHIT! i just thought of some theory fighter stuff:

from fullscreen st.hp xx teleport crosses up… if we can time a lvl2 sid to hit just as argus is completing and then time st.hp to make contact with the opponent just as they rcover from the lvl 2… we may have a 50/50 mixup after any sid installed argus…

thoughts on all of this?

For now, throw GDO before the second AA and then execute so opponent has to deal with point blank GDO after the AA completes. Post patch, that new george cancel will have the GDO hit so you can set-up your range game or do another AA.

I had thought of the post AA, lvl 2 Shadow idea way back and went into testing with it. In theory it could work, but in practice the window for the cannon ball xx teleport is pretty tight and will probably just result in the opponent jumping out of the mix-up altogether. If you can get the timing down for the teleport, you could do something with H Teleport/Fake H Teleport though; M Teleport generally lands too far from the opponent to combo off of (cannon ball pushes opponent back).

The thing about the teleports though, new teleports are supposed to leave Peacock closer to the opponent, so she may actually have access to left/right mix-ups where either side can become a combo now. A decent way of testing the distance of current teleports is throw xx GDO, BCG, M/H Teleport. That distance is pretty similar to cannon ball xx teleport distance.

New dash mechanic is amazing! So much easier to make space.

why is that? can she cancel a backdash into another backdash?

also are you still going to put up those vids of you ownin some noobs? i like seeing noobs get owned :slight_smile:

She can cancel her backdash into her dash, then cancel the start of that into another backdash. b.pp, pp, b.pp…

And here:
[media=youtube]rWWvRu27BEQ[/media]
Of the sets I had yet to upload, this guy did the best. I made a lot of mistakes, too.

Argus Agony: Best anti-air.

a ridiculously good pattern that AOF found in our games is j.mk adc j.mk

and string into gdo into lvl 1 hp sid… not a true blockstring but really good for getting a frame advantage and then doing j.mk adc j.mk (and can repeat)… in lag it feels like a lockdown… dont know what it would be like offline, probably not so good but has its uses when done smartly…

pretty damn good in the peacock mirror as j.mk substitutes as a fast jump in attack… but only works against a grounded opponent unlike a jump attack that can also hit airborn opponents, so it takes a good read to use well.

A theory fighter offensive pattern i just stumbled upon whos aim is to go offensive with lvl 2 hp drop while also getting as close as possible to the opponent in as little time as possible:

Call lvl1 item drop hold, immediately super jump forward, double jump at apex of height, airdash at apex of double jump height, release item drop in the middle of airdash.

This moves peacock fullscreen towards the opponent quickly while charging an item drop which becomes lvl 2 at the top (apex) of the double jump.

With that pattern peacock is able to airdash then release lvl 2 sid and if sid hits a grounded opponent, peacock can convert to full combo if within range. Plus if she has a long ranged assist she can call it out upon landing… So a way to use an “assist” on the way in and an assist to lockdown as well.

It seems pretty legit to me as peacock gets really high in the air from the super jump double jump so it will be hard for the opponent to hit her out of the air and then she can come down with a homing item on there head and go from there.

Anywho just needed to write that down… I be forgetting my theory fighter stuff all the time.

Need to test this out in non peacock mirrors as peacock is one of the only characters that seems to have an easy counter to this besides generic rushdown.

Since I’m running her with 'Bella now, I prefer to Cerecopter assist as AA, then hp item drop (hold) then Argus, dropping the item after the hyper. If I have meter for it, I use that item drop to combo into another Argus.

Well, my peacock is progressing rather slowly… I still have a hard time keeping people away from me… Its her atrocious AA game… I can aa people 3-4 times in a row and they still wont slow down… Just dash jump in x infinity… Teleport x infinity beats this… But im thinking that there has to be something better… And via soul searching and new awesome training mode i THINK i may have found the one pattern to rule them all:

Against predictable asshole rushdown asshat dash jump x infinity nub ( ie myself when i play against peacock with like painwheel :slight_smile:

Jump hp xx lk bomber xx backdash xx jhk

As long as you make contact with the jhp blocked or hit peacock should be near fullscreen and have frame advantage to get out georges and/or sid if they block its fullscreen, if they pushblock, again thats fullscreen both with frame advantage. If they get hit is the worst for peacock as bomber can act kinda funky there, but still peacock should have way more distance on her opponent than if she did airdashback jhk and they jumped forward at the same time.

Now that isnt all, peacocks jhp when used preemptively is probably one of the strongest air to airs in the game. When we combine that with an invincible non duckable bomber covering ground is when it becomes special… Ie if the jhp wiffed air to ground on a bad guess… Hornet bomber is there to cover for you, engage in stunning the opponent and allowing peacock to still get mucho range.

This pattern has its holes such as if the jhp wiffs against a character that is just about to jump but isnt quite in the air yet, they can also inadvertently jump the bomber… But thats where peacocks airdash back jhk comes into play… Even if the opponent somehow makes it through the maze they still have to continue moving forward.

Anywho i KNOW that on block and pushblock this is AMAZING, on hit its still better than airdash back jhk. And it also does good chip when blocked cause of bomber… So yeah just throwing this pattern out there for any double users not using it to go ahead and try out.

Hit them with the j.lp, j.lk, j.hp starter into re-stand combo, that will slow them down pretty fast or kill them outright if they don’t respect it. Also, charge HP Shadow, air grab -> drop item (lvl 2) -> Argus Agony is a decent option for making a fast air throw count, especially now that air throw launches the opponent higher. Teleport * infinity won’t stop people from derping with jumps because it’s not a threat, just adds to the chase. Try to make those predictable patterns an opening to your offense.

J.LP is a very good air to air, it’s really underrated.

Also, if peacock is holding a lvl 1 hp sid… Then jlp,jmp release sid (which will be lvl 2) will knock them to the ground and allow full launch combo… Not hard at all, was practicing restands on max height flyin painwheel in tmode

Man, I though the patch would have brought new life to these forums, but it’s as dead as ever. =/

So, targeting assists with Argus. Have a strong invul DHC for Peacock ready and two meter, H Shadow (Hold) xx Argus Agony bad assist calls. Vs Fortune and Pain Wheel, it’s pretty much free with the item drop backing it, since they have to jump to punish long range AA and you can just drop item on their head when they do.
Vs Filia and possibly Double, you do that anytime you have two meter and if a counter super is attempted, DHC. Fillia’s Gregor Samson will straight up lose, Double’s Car can be punished differently depending on the DHC. For example, I AA a bad assist call vs a Filia, naturally she’ll want to counter with Gregor Samson. However, I DHC into Bella Ultimate Showstopper and she gets punished. Similar thing can occur for other characters.

Double is an interesting case though. Due to the way she recovers after the car, you can follow-up with full combos if your DHC recovers quickly enough or ends in a way to capitalize on her recovery (Diamond Dynamo will connect with the last hit and ground bounce Double forward, for example). Try to add H Shadow xx Argus Agony to your game with a strong DHC for killing assists. Drop the item at the end of Argus for extra damage on the assist and lock-down on the point once they start respecting the DHC option.

Hrg… I’m going to take all of this information… reorganize it… then reread it so that I can easily retain information. I have a hard time fully taking in information that’s organized in this way, with some of it over here and some of it over there. I’ll learn it all one way or another. I guess I might as well do the same thing to the combo thread while I’m at it…

Yeah, the combo thread’s a bit of a mess. Ando was supposed to update the first post, but hasn’t gotten to it. I don’t help much, as I tend to make videos for older combos, while writing about newer ones. Just recently got a mic, so I can do the tutorial video without editing in text. Apparently, I’m going to have to record the mic audio separately and mix it with the game audio, but it’s still better than the alternative.