Hats Off To Ya!- The Peacock Combo Thread

As we all know, Peacock as a explosive zoning game (literally) but I’ve seen very few Peacock players punish mistakes consistantly. So we’re going to change all that with this thread! Post all over your BnB’s and style combos as you see fit. Remember to keep your damage multiplier at a x1.00 ratio and check for the tech circles underneath your opponent. If the splash is red, they’ll soon be dead. If it’s blue, shame on you. (Ms. Fortune head.) That’s all you need to know, so get started!

The Standard Mid-screen BnB- st.LP, st.MP, st.MK, jc, j.LP, j.LK (1 hit), j.MP, ADC, j.LP, j.MP, st.LP, st.MP, (st.HP (2hits)), qcf+HP x3, qcf+PP.
Works on all characters, but the st.hp sometimes whiffs on small characters, so you can easily just cancel st. MP straight into qcf+HP as you see fit.

End midscreen bnb with sHK instead, Shadow of impending doom (be fast or they can tech), HP, qcf+HP or MP, Argus agony, instead you’ll gain 700 to 900 damage. You can also hold shadow of impending doom into argus agony to chain 2 argus agony for even more damage.

My Standard Corner BnB- cr.LK, cr.MP, cr.MK, cr.HP, st.HK, qcf+LK, st.MP, st.MK, j.MP, j.HP, ADC, j.LP, j.MP, st.LP, st.MP, st.HP (2 hits), qcf+HP x3, qcf+PP.
This combo works on all characters, you can go into more damaging qcf+LK loops on larger characters, but this combo is for consistancies sake. Peacock’s corner combos can vary drastically depending on characters and what you want to do. Come up with your own!
NOTE: Both combos do not contain an OTG (unless you use the s. HK extension), meaning that DHCing out into another character that has a super that OTGs (Eg. Cerebella’s Dynamo) means you can continue the combo.

Reposting from the other thread.

lp, mp, hk, qcb mp/hp, run in lp/c.lp, mk, j.mp, j.hk, ADC j.lp, j.hk, land, (s)j.lk, j.mp, j.hk

Works on everyone. Does ~4900 damage. Lighter characters need the super jump lk and their damage may be lower, due to the first hit of the last j.hk not connecting. On Cerebella and Filia, you have to space out the first 4 jump attacks, or the second j.hk won’t hit. You can tack on an ADC j.hp, on at least Cerebella, resulting in ~5100 damage.

The old standby:
(st.LP) st.LP, st.MP, st.MK, jc, j.LP, j.LK (1 hit), j.MP, ADC, j.LP, j.MP, st.LP, st.MP, (st.HP (2hits)), qcf+HP x3, qcf+PP

Easy, standard midscreen BnB that works well against most. Against smaller characters (Peacock, Painwheel, sometimes Fortune), the st.HP will often whiff - you can usually tell if you’re too far away and confirm straight into Garbage Day or Bang! (M) and then Argus Agony. Usually nets around 5.2K.

Question, Ando: Will you be compiling these in the top post as time goes on?

I thought there were only blue and purple splashes. What does the red splash mean?

Is that corner only?

@sensei: Nope, it’s midscreen.

When you land, you can throw an lk bomb, (super)jump for an airthrow, or whatever. You could even air dash cancel the last j.hk into another j.hk. It triggers the IPS, but who cares. If the burst hits, you just get knocked back, meaning they have to get in on you again.

Edit: you’d have to be wary of j.lk crossing under, if you’re too close to the corner. Safest thing to do would probably be to backdash cancel and j.hp. There are a lot of options.

@OP: you should probably fill out the first post with something

@Partialartist: That’s kind of what my combo looks like too, but I’m trying to find a way to fit in more j.HP/j.HKs. I figure if you’re able to fit in at least 4, THEN you’d be cooking with fire. You can actually make j.HP xx airdash (wait for forward momentum) j.LK j.HK, land, superjump and so on. BUT the j.HP to j.LK link is kind of hard, because you need to press j.LK the very second you gain momentum, or else they can block.

Also I’m thinking in general it might be more beneficial to end combos with j.HP xx airdash back to keep distance and everything.

Random Tidbit: st.MK xx qcb.H actually works on parasoul, and it lets you set up a pretty easy restand with like j.lp j.mp j.mk, or something like that. Unfortunately I’m pretty sure it only works on her aka it’s kind of useless.

Also Also, maybe it would be a good idea to end air combos with filia’s dp.HP? It’s a good assist in of itself for obvious reasons, but you could probably use it to continue a combo or at the very least juggle into super.

been messing around in training mode with peacock + double , hopefully this isn’t old news

[media=youtube]pNue5lJn2ms[/media]
(same start as everyone’s, whatever into mk, j.lp, j.lk, j.mp, adf, j.lp, j.mp, land lp, mp + call double, cr.mk xx h item drop, pause, super, item drop hits, light bomb xx super, bomb hits,

that version only works midscreen, but Im pretty sure you could make something similar work in the corner to get two supers at least by releasing the item drop sooner. Could probably also sneak in another item drop at the end, haven’t really optimized it, just found it funny that it was possible :stuck_out_tongue:

edit: testing it on more characters, looks like it only works on ones with wide hitboxes like double. Dang =(

When I feel they’ve been optimized enough, yeah.

Been messing around with some IAD stuff. You can combo mk, IAD j.mp, j.mk on Double, but the timing is tight and it doesn’t seem too useful. More interesting pressure/throw possibilities.
stuff, mk, IAD j.lp, lp+lk might catch someone off-guard.

Also, combo I posted earlier does more damage, if you do stuff, mk, j.hk, ADC j.mp, j.hk, land j.lp, j.mp, j.hk, land sj.lk, j.mp, j.hk. The last jump is tricky, though.

If you’re having trouble with the second j.mp as it seems, be sure to attack right away after the jump cancel. Also sometimes the combo still works if they j.lk (chainsaw) hits more than once. The combo really isn’t too hard but if anything drops it’s generally the second j.mp. Also be sure to jump cancel up+forward, and on a last note midscreen the st.HP can whiff, so just skip that and go straight into QCF+P P P from the st.MP. After seeing it whiff a couple of times you can visually tell when it will hit and whiff, so don’t worry about it whiffing when you don’t want it to, as long as you’re paying attention.

Just ADC with PP. Seems to work better in combos.

If air combos are troublesome, you can do this.
lp, mp, hk, qcb.hp, run in lp, mp, hp(2 hits), qcf.hpx3, qcf.pp
Does 5.2-5.5k, with no need to go in the air.

Edit:
lp, mp, hk, qcb.hp, run in lp, mp, hp(1 hit), qcb.hp(hold), qcf.pp, qcb.hp(release), qcf.pp
Does ~6.3-7k, depending on the character.

I meant after the launcher you go UF. Air dash cancel you can only go forward anyway. Hope you get the combo down. At first I thought I would never be able to get it down well, but now it’s muscle memory so I can do it without even thinking.

What does you mean by pp did you mean to type lp or mp?

pp=2 punches. Argus Agony, in this case.

Edit: If you feel like you’re too far away for the (lp, mp, hp), just take out the mp.

Re-edit: Just something interesting.

lp, mp, hp(1 hit), qcb.hp(hold), lp+lk, (release) as 7th hit to prevent the opponent from sliding, qcf.lk, lp, etc.

Then the combo doesn’t work. You need the stun on the first hit of s.hp, so that you have enough time to call the item drop and cancel into the super, without dropping the combo. Her c.hp doesn’t have enough.

Thanks for posting these great efficient combos.

For the person who asked what pp means, it means two punches.

You can’t combo off the sweep I believe. Also has anyone figured out anything better to do midscreen? So far all I have is my own variation of the classic Peacock combo, any new tech?

There’s definitely more possible. On the last one I posted, you can sneak in third super on some characters, if you add qcf.lk, between the item drop and the 2nd super. Does about 8k. You should be able to get more, if you go from the air to re-stand, into that combo. I’m not sure, since I suck at the re-stand combo.

If you’re quick you can do whatever, hk, qcb.hp xx qcf.kk, and catch a qcf.pp, on the bounce from the item drop, but I haven’t found a use for it. I was trying to get a couple hits of the second part of Argus to DHC into Parasoul’s Sniper Shot, then stagger into the bomb hit, but the character would usually fall out. If you can catch the bounce with a hit that Lenny won’t absorb, there might be something.

Edit: hp(1 hit) hit stun is pretty decent. Canceling it into an item drop won’t combo, but it’s an interesting way to reset pressure, if you want to play that way, since the opponent can’t punch/throw out of it(they can DP/super,though) . You can do whatever, hp(1hit), qcb.hp, high/low/throw. For high, you can do IAD j.lk or IAD (delayed) j.mk, to cross up. You have to be pretty close to get anything off the j.lk, but the j.mk is pretty easy. For low, c.mk should work. You can either let the item drop and run in for a tick throw or, if you’ve trained your opponent, hold the item and go straight into the throw, which lets you use the drop to do a throw combo that doesn’t necessarily use meter. I posted an example above(post 18).

Quick note: After playing around with it in training, you might consider adding Valentine to that list of characters that the s.hp whiffs on. I’m no expert, check it out before you rely on it.