Yeah, The thing that got me initially was when i was reading the ‘current metagame’ section on the SRKwiki, and for peacock it said 'fill screen with garbage, ???, PROFIT!'
And these people i play with are not the greatest players in the world, I can tell that XD They are particularly free to instant overheads (jump, airdash, j.MP seems to be our best option in terms of speed and hit confirming) And are not fans of blind luck, so when i get luck that had less than a 0.1% chance of happening, he was not pleased
Not to mention Steamroller does like 3k damage raw.
I know, And it can be combo’d from, It’s just delicious, I think the fact that it’s so rare just makes it even better
Sorry to double post, But I have a combo for you that starts with an instant overhead!
Jump, AD (so youre about 1/2 a peacock off the ground), j.HK (press it the instant you AD so you get no forward movement, its unecessary), Land, Jump (not superjump) j.MP, j.HP, AD, j.LP, j.MP, Land, LP, MP(only do the MP on wide characters, the rest will whiff on smaller characters), HP (2hits), Garbage Dayx3, Argus
This combo does ~5600, while instant overhead j.MP into the midscreen BnB only does ~4700
I dont know if it has been said but.
End midscreen bnb with sHK, Shadow of impending doom, HP, 236HP (1hit) Argus agony, instead of HP 236 HP HP HP argus agony, you’ll gain 700 to 900 damage on the midscreen BnB.
or you hold shadow of impending doom into argus agony to chain 2 argus agony for even more damage.
Did you make sure it can’t be teched?
So, I asked Mike about the item drop issue.
Followed by…
So, it’s not a timing issue. Hopefully it’ll get fixed, but combos with OTG item drops are currently unreliable.
yep if you do it fast enough, no blue bounce only the glorious pink/red bounce from sHK. tried it at an offline event also and nobody teched (but that is not a reference as it were during matches).
what does a pink bounce mean as opposed to a blue one anyhow?
Pink => untechable comboable from guaranteed.
Blue => opponent can tech, right left or invincible neutral, not comboable from.
cool, in that case, time for me to go combo hunting again!
Yeah I’ve been testing that out myself and every so often they’ll be pushed back. How much damage has anyone managed from a mid screen combo that doesn’t use meter?
Without the drop, I’ve been getting ~4-4.5k. Been working on ways to get more damage and still land a st.hp, for the double Argus ender. I have stuff for the heavies, but not all the lights (Painwheel’s a problem).
Edit:
Cerebella/Parasoul: st.lp, st.mp, st.mk, j.hk, adc, j.hk, land, j.hp, adc, (delay) j.lk(3), j.mp, land, j.lp, j.lk(3), j.mp, land, st.lp, st.hp(2), qcf+hpx3.
Double: st.lp, st.mp, st.mk, j.mp, j.hk, adc, j.mp, j.hk, land, j.hp, adc, (delay) j.lk(3), j.mp, land, j.lp, j.lk(3), j.mp, land, st.lp, st.hp(2), qcf+hpx3.
Painwheel: st.lp, st.mp, st.mk, j.lp, j.hk, adc, j.lp, j.hk, land, c.lk, st.mk, j.hp, adc, (delay) j.lk(3), j.mp, land, st.lp, st.hp(2), qcf+hpx3.
Filia: st.lp, st.mp, st.mk, (delay)j.hk, adc, j.lp, j.hk, land, c.lk, st.mk, j.hp, adc, (delay) j.lk(3), j.mp, land, st.lp, st.hp(2), qcf+hpx3.
Peacock/Valentine/Ms Fortune: st.lp, st.mp, st.mk, (delay)j.lp, j.hk, adc, j.lp, j.hk, land, j.hp, adc, (delay) j.lk(3), j.mp, land, st.lp, st.hp(2), qcf+hpx3.
Those are the most damaging ones I can find, that connect to st.hp. The ones done on lighter characters do a bit less damage, but it pretty much evens out, after a super.
Edit: Fixed some errors. Had delay in the first st.lp, rather than the first j.lp. Also changed Filias, so she now is at the right height to go into j.hp, without the second launcher.
So, what’s the damage on these?
About 4.4k on the lights, 4.9k on the heavies.
[media=youtube]cMjaWrrr_7U[/media]
The super damage varies, but the combo in the video did 7.1 on Peacock.
You can also get over 5k meterless, on Double, if you change the last air series to j.lp, j.lk(3), j.hp, adc, j.mk, then do the ground hits. Only works on her and occasionally Parasoul, because the j.mk hits standing and reduces the knockback.
If you throw out a george’s day out while you let go of you hp you should be able to chain three arguses.
How in the world were you able to do do the j.hk adc to j.hk numerous times? Air dash canceling that feels weird on my stick, but I am able to do it consistently outside of the combo, but when I try doing it in the combo my hands go on to do the less painful cancel into either a medium punch or hard punch, but majority of the time my hand gets lost and misses the punch buttons entirely and hits the empty space in between the punch and kick buttons. If you’re just averaging out to 4500 across all characters it seems easier to just cancel that first hk into a hard punch since it won’t hurt your hands and will give you 4607 damage.
It doesn’t bother me, though I have been working on easier versions, that sacrifice that bit of damage. Speaking of which, if you’re going for meterless damage, there are a couple of changes you can make.
st.lp, st.mp, st.mk, (delay)j.hk, adc, j.lp, j.hk, land, c.lk, st.mk, j.hp, adc, (delay) j.lk(3), j.mk, land, j.mp, j.hp
4700
st.lp, st.mp, st.mk, (delay)(j.lp), j.hk, adc, j.lp, j.hk, land, c.lk, st.mk, j.hp, adc, (delay) j.lk(3), j.mp, land, small dash st.lp, st.mp, st.hk, qfc+lk, qcf+hpx3.
4587 with the j.lp, 4744 without.
Edit: 4789, if you change the qcf+lk to qcb+hp. Not sure if the otg issue is a problem with that one. Hard to/can’t get all 3 shots on light characters.
Edit again:
st.lp, st.mp, st.mk, (delay)j.lp, j.hk, adc, j.lp, j.hk, land, c.lk, st.mk, j.hp, adc, (delay) j.lk(3), j.mk, land, j.mp, j.hk, land j.hp.
4.8k. Varies a little bit, based on how many hits j.hk gets, before the next link.
Does that last one work across all characters or just some?
Haven’t tested it on everyone, but I tested it on a light character and Double, without the first j.lp, which does over 4.9k. Timing’s pretty tight on Double. Besides her, the hardest should be Cerebella. It’s harder to get j.hk’s to fully hit on her, because she’s short and falls fast. Also, Ms.Fortune might end up too high. I’ll check it out later.
Edit: Yeah, it works on everyone. Just leave the j.lp off the heavies. Cerebella’s weird. It’s easier to get the right height for the j.hp followup if the preceding j.hk only hits with Avery, which means a little less damage. Filia’s weird too, for another reason. Avery connects on her, but later than usual, so you have to delay your j.hp to make it the last hit, or she’ll fall straight down.
Also, I don’t know why I didn’t think of it earlier, but it’s easier to just do j.mp, j.hk, adc, j.hp, on a lot of folks, rather than trying to get that last j.hk to fully connect.
Edit: You can skip the first j.lp on more characters, if you do the j.hk really late.
[media=youtube]ho8W6Os1wSk[/media]
Also, if you do the last air series with a super jump, you have enough time to chain a j.hp or j.hk, from the j.mk.
Too many edits: Testing this out, Valentine can air flatline through it. Characters with air invincible moves should be able to do the same. I’ve been going with a late j.lk, into j.mk. Leaves less room.