Whats peacock looking at for average damage on her bnbs? Universal bnbs, nothing character specific.
Around 40-50% for a meter outside of the corner; 50-70% for corner stuff. Corner throw, super combos are about 50% without the second super.
I have a simple one that i can do for now.
C.mp, c.mk, c.hp, c.hk, qcb hp, c.mp, c.mk, c.hp, qcf mp, super for… 6k or 7k, i cant remember.
I don’t think c.mp is a very reliable starter. As it is, it’s a very situational anti-air. Also, how are you avoiding usion your otg with c.hk, which is techable?
Also, light Lock & Load does work well with s.hp. Allows for a few followups. I even got it to re-stand a s.hk, but had trouble consistently finding the right height/distance.
I havemt used her in matches yet. I guess ill need another combo, then.
Just do the jab starter into launcher.
st.lp * 2, s.mp, s.mk, (whatever the standard air combo is), land, st.lp, st.mp, M/H Bang. Simple starter combo for capitalizing on bad guesses vs zoning while you learn Peacock’s main game.
Ive never played a game that had airdashes before. The main reason i havent tried anyone else before now is because most of them have those, and tricky air-ground-air combos. I have very poor fine motor skills, and having to memorize and exucute combos is difficult (i only ever have one i use at a time), and airdashes are so hard that i can barely use them mid combo in training mode. I can’t find a way to restand without airdashes, so i have no standard air combo.
Peacock’s air dash in particular is real messed up. She doesn’t start moving forward immediately when you air dash, she stays in place for a little bit. If you cancel her air dash into an attack before she’s moving, the attack doesn’t gain any forward momentum; she’ll just drop straight down. This is useful for setting up instant overheads but it’s annoying in combos because if you cancel too early the rest of the combo won’t work.
Do you button dash or double tap forward to dash?
I’ve been trying with the button dash.
I think that’s the better way to go, it’s just a bit more awkward on pad unless you have macros set up.
Cant check anything for a few weeks, my systems are seperated from me, but I have a question. Can you dhc into lenny after a Diamond Dynamo(cerebella) in the corner and continue the combo? Im almost sure you can, but can someone help me with the specifics? Does it have to use a ground bounce? Also, are there any existing combos that can end with beam super to avoid the lenny explosion afterward, or maybe a teleport and more combo afterward?
Fear not, I’m way ahead of you
Yes, you can DD into Lenny in the corner and catch the opponent without needing to OTG. I’m using two jabs to re-stand, then launcher into an air combo (sorry) which allows me to re-stand into st.mp, st.hk xx teleport/L Bang and avoid the explosion. If you have an invincible third assist, you can probably call it right before the L Bang so you can follow up with a s.lk combo, otherwise you can just teleport and leave it at that. And you’re building meter the entire time.
That also works after an Ultimate Showstopper in the corner. Lenny is pretty great for Bella DHC options. It gives her grabs disgusting damage potential anywhere on the screen, while building Peacock meter.
Yeah, ive noticed that US is the perfect duration for lenny to hit the poor sap who got caught (although ive learned from punishing peacocks who, for some reason, think its safe). Do you have an estimate for the damage on that combo (after dhc)? I’ve got a good 7k off a normal throw in the corner with 2 meter (counting the lenny dhc).
Also, assists are s.hp for peacock, and either s.hk, cerecopter, or hp lnl for cerebella.
I meant Ultimate Showstopper into Lenny, not Lenny into Ultimate Showstopper. My follow-up to throw is around 10k -11k from one meter (where are you, throw damage scaling -_-).
For Bella assist, go Cerecopter or an AA (Devil Horns/Excellebella). Devil Horns is really good for covering her head and Excellebella has good range and covers the area right above her face, which are two weak areas for Peacock. S.Hk is close range only and H Lock and Load is pretty slow, imo.
Oh, I thought you meant doing US after lenny and letting them get hit by the explosion.
Changed the corner extension to get both the super damage and the lv3 drop setup.
…j.mk, s.mp, s.hp(1), qcb.hp(h), qcf.pp, ®, c.mk, c…hp, s.hk, qcb.hp(h), c.lk, s.mp, s.hk, qcf.lk, walk forward s.lpx2, c.lk, c.mp, delay c.mk+®.
You could always opt for a lv2 drop and go for different setups, like using an lk George to cut the drop’s hitstun and tick throw.
Edit: Fake teleport could be useful. There’s always the chance of a well-timed reversal. Then again, there’s always the chance of a well-timed alpha counter.
Re-edit:
[media=youtube]muFoimsaR5I[/media]
Just going for damage here. It’s a shame the upcoming meter nerfs will mean you’ll need more than a bar to start this, but the upshot is that the damage scaling change means it’ll be closer to 10k.
New edit: Try changing the last sequence in the video to something like s.lpx2, s.lk, s.mp, s.hk, qcf.lk, throw. Very hard to see, if you get the steamroller.
Also, it seems there are problems on certain characters. Can’t seem to get in close enough to finish the otg sequence on Double. Parasoul won’t get picked up by the c.lk. s.lp will work, but it would screw up the timing.
I forgot to mention before, but for corner combos, it’s better to jump back for the j.hp. If you jump neutral or forward, there’s a chance the j.lk will whiff.
Edit again: It will work on Parasoul. I usually try to get a dash in, before the c.lk, but it combos on her if I don’t try at all. It also kills a trio, before needing a second super.
Also trying to skip the landing s.mp, so that I can use it after the first drop and save the mk for a relaunch burst bait, but I haven’t been able to get it to hit. Might just be a timing issue, because s.lp will hit. There’s the potential for Mike Z Bela style bait, with something like s.lp, qcf.lp, qcf.kk.
So many edits: Final sequence of s.lp, s.lk, s.mp, s.hk, qcb.k~p will combo up the fake teleport’s bomb on normal lv3 drops. Not sure about multi-hit or steamroller. Still, it gives a good amount of flexibility for reset/bait options, while doing good damage.
Could anybody give me a viable mid screen bnb? Preferably optimal damage. I’ve got corner combos down, but I honestly don’t have anything for mid screen. Difficulty doesn’t matter, I just want solid damage.
This is what I use (credit to Partialartist for coming up with these):
Against Filia, Peacock, Parasoul, Ms Fortune, Painwheel, and Valentine:
c.lk, s.mp, s.mk, j.mp, (delay) j.hp, adc, j.lk(3), j.mp, land, j.lp, j.lk, j.mp, s.lp, s.mp, s.hk xx Item Drop (Charge) xx Argus Agony [drop item, Argus Agony]
Against Cerebella and Double
c.lk, s.mp, s.mk, j.mp, j.hk, adc, j.lp, j.hk, land, j.hp, adc, j.lk(3), j.mp, s.lp, s.mp, s.hk xx Item Drop (Charge) xx Argus Agony [drop item, Argus Agony]
Second Argus Agony is optional depending on if you have the meter and feel like spending it. Otherwise just drop the item on them so that you end the combo at frame advantage rather than frame disadvantage. How much you need to delay the j.hp depends on who you’re comboing; against the lightest characters I find it’s easier to do the combo if you delay the j.hp as much as possible, whereas against Parasoul I just do j.mp, j.hp basically as fast as possible.
One thing I recently noticed. Minimum damage on a level 2 drop is 350. Chip damage on a level 3 drop is 400. If you’re not comboing into another Argus, it might be better to wait for the level 3, with the potential to get a hit. On the other hand, you can link H bang from the level 2 drop. It’s a little more damage and, while you’re at a disadvantage after H bang, it gives the level 2 drop enough time to disappear, so you can call it right after recovering and use it to deal with the incoming opponent.
Oh snap son. This is some good tech. Plus people constantly forget that level 3 item drop is an overhead, I could see that leading to all sorts of combo opportunities that I don’t deserve.