Hats Off To Ya!- The Peacock Combo Thread

That was qcb.hp, j.mk, j.hp, adc, j.mk, s.mk, j.lp, j.hk, adc, j.lp, j.hk, qcb.hp, dash jump, j.hp, adc, j.lk(3), j.mp, small dash, s.lp, s.hp(1), qcb.hp(hold) xx qcf.pp, (release), qcf.pp.

[media=youtube]uIz2f9gUW8o[/media]

The first part is a fake teleport combo, for turning the tables on an incoming opponent. Works better with a level 2 drop, since you can release it earlier and bomb will still combo. Since j.mk goes further out then s.mk, it’s better for converting into a full combo, even though you get more damage for connecting with the launcher. If the drop and bomb don’t combo, but you still hit with the bomb, you can do the air series into a full combo, since the bomb will hit while you’re in the air, making the beginning stage 1.

The rest is a character specific(lights) combo that crosses under the opponent, plus a reset that uses the same setup. The key to getting the cross-under is doing a dash jump before the j.mp and super jumping forward, once you land.

Edit: I lied. It works on heavies. You just have to skip the first j.lp(and go really fast on Double). Haven’t gotten it to combo, but the cross-under itself should suffice.

Second Edit: On the first one, if you want to burn the meter, replace the launcher with s.hk, qcb.hp(hold), qcf.pp, (release), qcf.pp. Gets about 7500 damage.

Late Edit:
[media=youtube]KFSsAR8crLE[/media]
Want to get 7k midscreen for 1 meter? Wait until the patch, when this is reliable.

[media=youtube]hmGlC1JSxqQ[/media]
qbc.hp, j.mk, j.hp, adc, j.lk(1), j.mp, s.lp, s.mp, s.hk, dash jump, j.mk, j.hk, land, j.mp, j.hk, land, j.hp, adc, j.lk(3), j.mp, land, j.lp, j.lk(1), j.mp, j.mk, s.mp, s.hk, qcf.lk, c.lk, s.mp, s.hk, qcf.lk, s.lp, s.hp(1), qcb.hp(hold), qcf.pp, (release).

Just following things to their logical conclusion. If you were to go from first s.lp, you wouldn’t be losing much damage(combo in the video did 8825), plus it can be extended with either another super or the safer option of s.mk, j.hp. The last hit of the latter triggers IPS and pushes you away from the opponent, which is important, since being close to them after a super isn’t great. If they burst, it’ll whiff and you have more time to land and set something up. If it somehow hits, whatever, you’re out of the corner.

Remember, OTG item drop isn’t reliable, until the patch. It currently works fine if you’re going right to left, though.

Edit: A bit of awareness. During j.mk, j.hk, if you hit with the first hit of j.hk, but not the last 2, you’ll obviously miss the j.mp, but those last 2 hits will cross up and you can hit j.lp when you land to get a combo off it.

Thought it might be a good idea to compile the stuff I’ve been using and working on, but haven’t fully integrated yet, as well as some general thoughts. Hopefully, others will do the same.

(Ho) = item hold, (Re) = item release, adc = air dash cancel, bdc = back dash cancel
From jump in or standing light…

…s.mk, j.lp/j.mp, j.hk, adc, j.lp, j.hk, land, j.hp, adc, j.lk(3), j.mp… **
…dash s.lp, s.mp, s.hk
*, qcb.hp(Ho), qcf.pp, (Re).
[corner]…j.mk, s.mp, s.hk, qcf.lk, c.lk, s.mp, s.hk, qcf.lk, dash s.lp, s.hp(1), qcb.hp(Ho), qcf.pp, (Re), s.mk, j.hp
[corner]…j.mk, s.mp, s.hk, qcb.hp(Ho), c.lk, s.mp, s.hk, qcf.lk, dash s.lpx2, c.lk, c.mp, (delay)c.mk+(Re).(controllable high/low reset)

…s.mk, j.lp/j.mp, j.hk, adc, j.lp, j.hk, land, j.hp, adc, j.lk(3), j.mp, dash s.lp, s.mp, s.hk, qcb.hp, dash jump, j.mk, j.hp. Either adc and go for an overhead, or bdc and use the space to set up zoning.

…s.mk, j.lp/j.mp, j.hk, adc, j.lp, j.hk, land, j.mp, j.hk, land, j.hp, adc, j.lk(3), j.hk…
…walk forward, j.hk, adc, j.hk.(cross under reset)
…sj.hp, optional adc, j.hp.(burst bait)

…s.mk, j.hk, adc, j.hk, land j.hp/sj.hp*, adc, j.lk(3), j.mp, land, j.lp, j.lk, j.mp…**
…usual midscreen or corner stuff.

qcb.hp(Ho), qcb.k, (Re), j.mp, j.hp, adc, j.lk, j.mp, dash s.lp, s.mp, s.mk, j.hk, adc, j.lp, j.hk, land, j.hp

qcb.hp(Ho), qcb.k, (Re), j.mp, j.hk, land, j.mp, j.hk, land, j.hp, adc, j.lk(3), j.mp, land, j.lp, j.lk, j.mp…
…usual midscreen or corner stuff.

*j.mp for heavier characters. Both can be skipped, with proper timing, on everyone but Ms. Fortune. If first j.lp is done on heavies, 2nd j.hk won’t fully hit, but can be saved by landing into c.lk, s.mk.
**s.lp, s.mp, s.hk can be replaced with s.lp, s.hp(1).
***First j.hk earlier for heavies, later for lights. sj.hp is for lights.

I prefer the fake teleport+drop to the lp gun, because the latter needs meter to be useful and it isn’t the end of the world if the former is blocked, as you’re free to continue attacking or try to escape.

Unless I’m going to get the kill I usually don’t like to add another Argus. I’d rather use the item drop to give me more time to set up. You lose 1-1.5k damage, but that can be made up in chip, plus you save meter and don’t give your opponent anymore without getting some yourself.

For Double users, you can do whatever combo into dash s.lp, s.hp+assist, qcb.hp(Ho), qcf.pp, uncombo the (Re), s.hp+assist, qcf.mk, s.hp, qcb.hp(Ho). Releasing at level 2 is needed for the properly timed cooldown. In the current version, if the first j.hp hits, everything will combo(no idea about post-patch), meaning you can comfirm into another Argus and repeat. If it doesn’t you’ll at least get some good chip damage and a safe item hold.

Been working on some Filia/Peacock stuff. Here’s a combo you can do if you start with Filia and you’ve got them in the corner:

As Filia: c.LK, c.MK, s.HK, j.LP, j.MP, j.MK, air dash, j.MP, j.HK, c.LK, c.MK, c.HP, Hairball (HK), Fenrir Drive, DHC to Lenny
As Peacock: s.LP, s.MP, s.MK, j.LK, j.MP, air dash, j.LP, j.MP, c.LK, s.MP, s.HK, Teleport (LK), charge Item Drop (HP)

The idea here is that you use the invincibility from the teleport to not get hit by Lenny, who will explode after the last s.HK. You don’t have to do that part, but presumably you’d rather not take 3000 damage. The item drop is also not mandatory, but what, you can charge an item, so why not.

This does 6668 damage (1.0 modifier) and ends with the opponent full screen away with you charging an item. At this point if you have the meter and want to spend it you could also Argus Agony, release the item, Argus Agony again, then DHC to Filia’s Gregor Samson. This deals 8396/9640/10461 damage for 3/4/5 bars, respectively. Not sure if this works on everyone but I was able to do it against Parasoul and Painwheel, so I’m assuming it works on the whole cast.

The combo isn’t optimized, could probably be made better with less multi hitting normals from Filia and what not, but you get the idea. Maybe someone more competent than me can take the idea and do something better with it. Oh I should mention though, the standard Peacock corner combo won’t work. If you try to s.HK into George’s Day Out, George will explode on Lenny before he makes contact with the opponent, so you can’t use that loop.

GAH, I’ve been wanting to find something to combo from DHCing into Lenny that doesn’t trigger IPS. I’m going to try this one.

Messed around with this combo for a couple hours the other day. I like it more than my current bnb with the exception that I can’t start it off a HK Hornet Bomber teleport crossup. The Hornet Bomber sets your stage to 2 which makes it so the second j.lp triggers IPS. I can get around that by omitting the first j.lp and just going straight into j.hk. However as you already noted that doesn’t work on Fortune, and frankly that combo is too hard for me to pull off consistently on Valentine and Painwheel. Any ideas on how this can be adjusted so I can start it off a HK Hornet Bomber on those three characters?

Best I could find is something like this.
s.hp+HB, qcb.hk, s.mk, j.mp, j.hp, adc, j.lk(3), j.mp, land, j.lp, j.lk, j.mp…

That’ll allow you to do whatever ground followup. Plus, since you’re starting off with Hornet Bomber, you’re not losing any damage, compared to other combos.

Edit: Something better.
s.hp+HB, qcb.hk, s.mp, s.hk, qcb.hp, dash jump, j.mp, j.hk, land, j.mp, j.hk, land, j.hp, adc, j.lk(3), j.mp, land, j.lp, j.lk, j.mp…

Thanks for the quick response! I’ll give these a shot.

It just dawned on me that the 2nd one isn’t reliable, pre-patch, because of otg item drop. Can’t test right now, but try going straight into j.mk or IAD j.hk. If either work, you’ll save your otg, giving you more ground followup options.

Sorry, but where do you put the j.mk/IAD j.hk into that combo? After the s.hk?

I had some time to play with that first combo you posted. Works perfectly for what I need, thanks. I was even able to do it consistently against Valentine (noted dumb character with stupid hitboxes).

While Hornet Bomber is hitting. I was trying to do something other than s.mp into s.hk and noticed that crouching moves would cause the opponent to fly over you, if you start too close. Makes me think it’s possible to get a air hit off, without the opponent sliding under you.

Glad the first one worked for you.

Edit: Okay, that doesn’t work.

Can someone give me a high damge, midscreen, no otg, one meter combo that ends with peacock and her opponent in the corner? I’m not good enough to pull anything off with her, but i found something cool she can do with cerebella (ill cut n paste that part of the combo to the end of the one i get here). Also, it’s best if the combo has some kind of cerebella assist in it. The dostance she needs to be from the wall needs to be enough that she can dhc into cerebellas qcf pp super, and end with cerebella being able to otg. Postpatch combo only, please.

How practical does the starter need to be?

Looking to make a good bnb, so priority to practicality and character-range. Although, cool impractical stuff never hurt noone. Would it be too much to ask for two combos? I still need them to be able to end with the dhc, though.

The list I made, further up the page, should have what you need. The corner extension is right below the first bolded section. The most damaging one starts with ‘…s.mk, j.hk, adc, j.hk’, but that one is harder to do, because you have to time the first j.hk right for each weight class. Its major benefit is that it can be started in the corner. Pick whichever one works best for you.

My thinking is you could add either Lock & Load or something else to the s.hp, in order to make the item hold into Argus easier. Drop it when it hits level 2, then dhc.

I asked about practicality, because I recently realized that I could go into that combo like this:

(Whatever projectile while in the air, or nothing), j.mk, j.hk, land, j.hk, adc, j.hk, ect.

Just a way to squeeze some more damge out of a situational setup.

[media=youtube]HQQbysWMqCA[/media]
Heh. Boob.

Edit: Nevermind. Thought the damage was 8008. It was actually 8028. Damn low quality video.

Decided it wasnt worth studying peacock for theoretical combos, so im actually going to pick her up so i know what im doing. Is there a combo guide antwhere to help me learn?

well its not really combo oriented, but this video will probably help you learn something about peacock

[media=youtube]V9_Dwy6zrbU[/media]

Seems you can re-stand from qcf.mp, avoiding the ground bounce, if the opponent is high enough. Did this on Filia, in the corner:

s.lp, s.mp, s.mk, j.lp, j.hk, adc, j.lp, j.hk, land, j.hp, adc, j.lk, j.mp, j.mk, s.mp, s.hp(1), qcf.mp, s.lp, s.mp, etc…

Timing on the second s.lp’s tight and she would occasionally fly over my head, but the combo would still continue.

Edit: I’m an idiot. You can do it while they’re on the ground. Still, it’s a good option for characters that end up too high for bomb loops.