Hats Off To Ya!- The Peacock Combo Thread

There are som downsides. There’s the extra cooldown time on the level 3 drop. Someone could avoid it with something invincible, though that’s risky for them, because the time it could drop is still variable. Plus, you could just wait to see what they do. Personally, I’m thinking of using the time between the super recovery and the item dropping to get into HK bomb range. They get pushed back too far for it to be very useful in my post-super annoyance barrage.

If you’re going to end combos with s.hk xx Item Drop xx Argus Agony, just do a late cancel into AA and you’ll be able to combo a level 3 item after the Argus. Mess around with the item cancel timing, and when you’ve figured it out just use the ground bounce from the item to set-up your long range game. With this, you can also combo two more Argus Agony supers:

Level 3 item drop, L George (land) xx Argus Agony, George hits, Argus Agony.

If you’re going to end combos with s.hk xx Item Drop xx Argus Agony, just do a late cancel into AA and you’ll be able to combo a level 3 item after the Argus. Mess around with the item cancel timing, and when you’ve figured it out just use the ground bounce from the item to set-up your long range game. With this, you can also combo two more Argus Agony supers:

Level 3 item drop, L George (land) xx Argus Agony, George hits, Argus Agony.

I’m used to cancelling drop into Argus quickly, because of 1-hit s.hp. Also, fun new stuff.

[media=youtube]7zF8eImQuo0[/media]

So this can only really be done on heavy characters, because it’s hard to bring lighter ones back down for the first super. You could just skip the first air section and go straight to the super, which would mean you’d still have a j.lp available, so you’d be able to go for an air-tick.

Bringing the opponent down requires you to space out the first air section. You can actually do something interesting midscreen, but the timing is tricky, so it’s not too practical. Looks something like this.

…s.mk, j.lp, j.hk, adc, j.lp, j.hk, s.lp (avery hits), s.hk, qcb.hp, dash jump, j.mk…

Avery disappears when you press a kick, so you have to let it hit first, or it won’t combo. The only advantage this has over just going into s.hk from your initial ground chain is that s.hk can whiff if you’re not close enough, so you can use the first air chain to get into a better position…assuming you have the timing down.

Edit: Just realized that the combo in the video didn’t use s.lk, so you could get a bit more damage by changing the last landing section to:

…s.mk, s.hk, qcf.lk, c.lk, s.hp(1), qcb.hp(h), qcf. pp, ®.

Editing on my phone isn’t working well.

You could also save the meter and relaunch, or save the lk for after the drop and launch. If you skipped the first aerial section, you’d have some options from j.lp.

Also, that combo in the video gives the opponent a ton of meter. If you started in the air and added something with lk, they’d likely gain 3 full bars. Of course you’d be getting over 10k damage, so it might be worth it.

Edit: Post-assist combo.

…s.mk, j.mp, (delay) j.hk, land, j.hp, adc, j.lk, j.mp, land, j.lp, j.lk, j.mp…

Can’t get it to work on Cerebella or Double.

New Edit: Tested out the longer version of the combo. This did 11k on Parasoul.

qcb.hp, j.mk, j.hp, adc, j.lp, j.mp, s.lp, s.mp, s.mk, j.lp, j.hk, adc, j.lp. j.hk, s.lp, s.hp(1), qcb.hp(h), qcf.pp, ®, c.mk, c.hp, s.hk, qcb.hp, j.mk, j.hk, land, j.mp, j.hk, land, sj.hp, adc, j.lk, j.mp, j.mk, s.mp, s.hp(1), qcb.hp(h), qcf.pp, ®, c.lk, c.mp, c.hk, c.hp, s.hk, qcf.lk.

After that, you can do throw or c.mk or iad jump attack. You have to delay the c.mk, or it’ll combo and trigger ips.

Found an alternative for light characters. Change to first air section to:

…j.lp, j.mp, delayed adc, j.lp, j.mp…

This allows them to be laddered down for the rest of the corner combo. Just take out the j.mp, j.hk from the video, which you wouldn’t use on lighter characters anyway. With the added c.lk section, it does about 8k.

Edit: Does anyone have the equipment for quality video capture? I’ve wanted to do a full combo/tutorial video, but my recording options are less than ideal. I was hoping the PC version would be out, so I could use Fraps and not have to spring for an HD capture device, but who knows when that’ll happen.

New edit: Found a new one, that’s a lot like the older post-assist combo, but is damaging enough to use on its own. It can still be used after an assist, if the OTG hasn’t been used.

s.lp, s.mp, s.mk, j.mp, delayed j.hp, adc, j.lp, j.mp, s.mp(, c.mk, c.hp, if you’re close enough), s.hk, dash j.mp, j.hp, adc, j.lk, j.mp, s.lp…

Then do what you want. You could relaunch and try something with your j.hk, do some nonsense on the ground, or just go into a super.

Re-edit: Video.
[media=youtube]oTpJecivviE[/media]

Edit: Just came up with the most amazing, but incredibly tricky reset from that combo.

After the j.hk, airdash over their heads and do j.mk, j.hp. If timed right the j.mk will hit, followed by Avery, followed by j.hp hitting backwards, which allows you to keep the combo going when you land. Getting the j.hp to actually hit is the hard part and I believe the timing is character specific, but I’ve managed to get it on Double and Filia, so far. Off to try it with everyone else.

…Don’t need the j.hp to continue the combo on Painwheel and Fortune.

…and video.
[media=youtube]DWMsAvVvInw[/media]

Edit that should probably be a new post, since no one will see it otherwise:

Video of the light version of the meter nerf avoiding corner combo.
[media=youtube]LUF0B-Z0yj4[/media]

That one actually cuts it close on building that bar, but it only uses item drops up to that point, which aren’t getting meter nerfed, so it should be fine.

Also, didn’t know where to put this, but here’s what I’ve been doing after a throw. It’s not a combo, but will combo if it hits.

Throw, qcf.lk, qcb.hp(h), qcf.hk, qcf.mk, ® after qcf.hk hits, then you have a few options. You can teleport after the car, where good timing can get you a full combo, or do s.hp, qcf.hk and try to maintain the distance game, which should be easier after the patch.

I have a question about this combo, I find that I can’t get it to work on Cerebella and Fillia and that I could only get it on Double if I skipped the first J. LP, in the case of Cerebella and Fillia, am I simply doing it wrong? Are there others that it simply doesn’t work on or that I can adapt for, like Double?

Also, for some reason it sometimes triggers the IPS, can someone tell me why? I also found that if I used the first SID on Double, it would always trigger the IPS for me.

You can’t jump after SID fast enough on a standing Double, so it starts you on stage 3, instead of 1. Funnily enough, Double’s height means she’s the only character you can combo SID from s.hp(1). You have to cancel it on the earliest possible frame, though. I’ll take a look at the video when I get home and see exactly what the problem is. Filia and Cerebella are generally problem characters, when it comes to air combos. Cerebella is short, but falls fast and Filia just has a weird hurt box.

Edit: just looked at it. The general alteration to air combos on Cere/Para/Doub is to either omit the first j.lp or replace it with j.mp. Can’t say what the problem is with Filia without testing it out.

Re-edit: That one definitely works on Filia. It’s just tighter, because of the weird box. The way the Avery portion of j.hk hits late on her alters how she moves when hit. That’s why, for her and other light characters, I usually add j.mp, j.hk, between the usual 2 jumping sections and just go for an air reset. After the last air section you can IAD j.hk, walk forward and jump straight up with j.hk, SID, SID hold and airthrow, or superjump forward and j.hp. There’s probably other stuff, too.

Super edit: When I say go for the air reset, that usually means replacing the last j.mp in the video combo and replacing it with j.hk. You can keep the j.mp and go for a really low throw, but you can’t get the SID hold.

Hyped edit HD: Messing around with the newer combo string, trying to to preserve reset options while getting the most damage.

s.lp, s.mp, s.mk, j.mp, delayed j.hp, adc, j.lp, j.mp, qcf.lk, s.lp, s.mp, s.mk, j.lk(3)j.mp, j.hk

Gives a lot of the above reset options, as well as adc, delayed j.hk cross-under. If this followed an assist, just switch the second s.lp to a c.lk. It doesn’t do as much damage on its own as the double j.lp, j.hk combo, but that alteration makes it an IPS safe combo, and it’s easier than the otg extension.

For the otg version of the combo, if it follows an assist, omit the first s.mp and switch one of the s.lp’s to c.lk.

Pointless edit: I just realized that it isn’t all kicks that make Avery disappear from j.hk. It’s just the moves where he appears in the animation; j.lk, c.lk, c.hp and s.hk. Shame about the last one, because I found a combo that gets good damage and allows for aerial reset opportunities.

s.lp, s.mp, s.mp, j.mp, delayed j.hp, adc, j.lp, j.hk, s.hk, qcb.hp, dash j.mk, j.hk, s.mk, j.lk(3), j.mp, j.hk…

Timing the s.hk so that it doesn’t make Avery disappear at the wrong time is the tricky part, but doing s.hk from that range/angle makes the otg section a lot easier.

I’ve heard of edits, but this is ridiculous: Rather than go for anything crazy, just start up the regular double otg combo from the video and after the s.hk, just dash in and hit with a light into launcher. Damage is respectable for a reset setup(about 4.8k), so it’s probably not worth it to go for the more difficult stuff.

Ok, so I’ve tried to get through most of this thread but Peacock’s combos make my head spin for some reason. I’ve also been doing my own experimenting so I’ll probably figure out something reliable for myself soon enough. However, I am curious about optimising my team combo, so I’ll throw the question to the more experienced Peacock players.

Assuming I can start a launch combo with whatever simple starter works for me, what is the most damage I can do that:

[LIST]
[]works on all characters
[
]works midscreen and in the corner
[]doesn’t use any ground normals after the first launch
[
]can be ended with a restand into Argus Agony
[/LIST]
On a different note; I don’t know if it’s known but charlie brown loops do the same thing that Parasoul’s donkey kick loops do if you start them early. ie, you get an extra rep as long as you time it to restand before the first hit of stage 4.

I need to organize all of the stuff I’ve put up. There’s random findings, edited with videos of earlier combos, the edited with somewhat random bits of info. I really want to make a video that goes from basic to advanced stuff, shows opportunities for baits/resets, and goes into projectile patterns. Unfortunately, my recording quality is lacking, so that’s not happening anytime soon.

Age_of_Fools: Not using ground normals and restanding into Argus are kinda at odds with each other. Could you clarify? Are you looking for a specific dhc setup, preserving your otg, kick loops or something else?

The goal is a midscreen combo into Argus cancelled to sniper crumple, wall carrying with Parasoul then raw tag to Peacock and go through the corner kick loops.

If you need help, I could try recording the stuff you want in there.

Besides the week-1 bnb that most people still use, the only thing I know that’ll get everyone to the ground for Argus is the first part of that double restand video I recently put up.

s.lp, s.mp, s.mk, j.mp, delayed j.hp, adc, j.lp, j.mp, qcf.pp, then dhc before the last hit of the beam, which lifts them off the ground.

That’ll leave all of your ground normals available for loops, as well as give you all of your jump kicks to work with. It works on everyone, but you have to find the right timing for the heavier characters, particularly Double, because you need to do the first j.mp a bit earlier and delay the j.hp just right. If you’re not concerned about the jump kicks, you could substitute j.lp for j.lk on her.

If you don’t want to think about character specific timings, just go with the basic stuff. You sacrifice a bit of damage and end of combo versatility for simplicity. You can link j.lk from kick looped GDO, which can lead to some nice pressure resetting, depending on your opponent’s options. Can’t do that with the basic combo, because it uses j.lk. You can switch it from this…

…:u::lp:, :u::lk:, :u::mp:, adc, :u::lp:, :u::mp:…

…to this…

:u::lp:, :u::mp:, :u::hp:, adc, :u::lp:, :u::mp:…

…but that won’t work on Double, because the first j.lp pushes her down too far. This is only an issue if you want that specific j.lk option at the end. You could always save your launcher and do whatever in the air, or go for something completely different, in which case the basic combo is fine.

Well, i know you arent asking me… And im not sure exactly what you are looking for (i assume you are looking for something that works post patch as well)

But here are my ideas:

  1. “Week 1 bnb” land, argus agony.

(Tested this it works and it fits all your criteria) the only caveat is that the combo will have different timings against everyone… The combo convention that needs to be hit here is the j.mp needs to restand or hit the opponent while on the ground…if they get juggled instead i think peacock will lose a good amount of frame advantage but perhaps not.

Dnt know if it will work but peacock has a shitton of hitstun available after she lands from the jmp if the jmp hit the opponent while they were grounded.

The other idea is week 1 bnb into lp,mp,hp…

No otg will be used and it works against the whole cast but it requires a dash upon landing against some characters if slightly mistimed.

@Partialartist

Yeah, I realized today while messing around that it looked more like I was messing it up, and then I got it to work twice but it’s stupidly difficult (for me). Thanks for that thoroughness, I’ll be sure to try it out when I get the chance, I’m actually pretty behind on all of this because lolclasses.

My friend has some recording equipment I could borrow, I was thinking of pretty much doing a compilation for all of this as soon as I could for convenience sake, if everyone’s okay with it. But that won’t be for some time.

@partialartist

Hey im looking for extensions to her general bnb… Launch lp,lk,mp adc lp,mp land st.mk

The only things that i can use as air link starters are jmk jhp and jhk… But im having trouble coming up with anything… Are there any solutions that allow restand into argus? Otg doesnt matter.

On recording:

Any help would be great. There was some decent material when the game first came out, but not much recently. Plus stuff tends to either be Peacock 101 or impractical combo videos, without much in between. There are the occasional match videos and the Salty Cupcakes stream, but I get the impression that most people don’t know what she’s really capable of. An updated look at her tools and options could help the player base, especially with the patch right around the corner.

Getting the opponent back down without j.lp is tough. Actually, it might not be possible, but I’ll look into it.

I may be onto something… But my skills take awhile to translate to muscle memory…

St.mk, jlk (3),jmp adc, j.lk(3), j.mp (restand, this works against bella)

(-edit… Can no longer get this to work against bella… Maybe it was a fluke… Still messing around with the starter though… Looks to maybe have some promise.)

That starter only uses 2 air normals, but im still having trouble transferring to something because of my lack of execution.

The other idea is:

St.mk, jlk (3), jmp adc, jlk (3) jhk, land jlp… Hopefully into restand into argus etc etc

Even if it works it may be shit cause of all the multihit jlks, might be good as an all around swag combo if we can get it to work…

@ age

Tested the peacock bnb into sniper shot… Seems to far to get a solid combo with parasoul from but admittedly i didnt try much…

How are you comboung into peacocks raw tag? The only way i know how is lp tearshot,lp,mp xx raw tag… But that doesnt work with peacocks tag as far as i can tell.

The parasoul raw tag setup is

~~ Napalm shot HP
LP-LP MK-MK Napalm shot MP

You need to be slightly quick with it so you make use of the shot’s hitstun before the tears trigger each other. I was sure I got it to work midscreen when I found it but at this point it’s corner only. Uses the otg on incoming, but you can start with raw HK gdo to get full charlie brown loops.

I have ideas for my non ground combo stuff, I just need more lab time.

Here’s what I’m working with, but take it with a grain of salt since I haven’t pieced it all together in practice yet.

[MK sjc j.HK adc j.HK land] works on everyone and allows time for a rejump or item drop, however it’s tight on Double and Parasoul and even tighter on Cerebella.

[sj.HP adc j.LK j.HK] should work on everyone but is height dependent

[j.MP j.HK] again should work but is height dependent

[j.LP j.LK j.MP] or [j.LP j.HP adc j.MK] should work as a restand into qcf+LP xx AA depending on height.

would be nice to get more from j.MKs but I think avery rejumps will get more damage.