Hats Off To Ya!- The Peacock Combo Thread

By the way, I’ll update the thread when the patch lands. I know I’ve been pretty lazy >_>

Screw it. I ordered an HD capture device. If the financial issue I’m potentially facing(beyond my control) goes bad, that little bit of extra money wouldn’t do much to help.

Also, found a couple of neat little things. After the longer j.hk loop…

:mk:, :u::lp:, :u::hk:, adc, :u::lp:, :u::hk:, land, :u::mp:, :u::hk:, land, :u::hp:, adc, :u::lk:(3), :u::mp:…
you can link :mk:, but I haven’t gotten the timing to do it all the time yet. Best I’ve gotten from it is :mk:, :qcf::lk:, which should transition into projectile pressure, after the patch. Successful link or not, it gives the opponent something else to worry about, besides the air throw.

If you’re doing the new re-stand combo and find yourself in the corner after landing, switch the :hk: for 1-hit :hp: into SID hold into super and you can follow up with something like this…

:d::mk:, :d::hp:, :hk:, :qcf::hp:(h), :d::lk:, :mp:, :hk:, :qcf::lk:, :u::lk:(3), ® + adc, :u::mk:, :lp:, then whatever you want to end with, or, if you want to try a reset…

:d::mk:, :d::hp:, :hk:, :qcf::hp:(h), :d::lk:, :mp:, :hk:, :qcf::lk:, :u::lk:(3), uncombo :u::mk:, adc, :u::mp:, then a couple of things. :lp: hits before the level 3 naturally drops, :d::mk: hits around the same time. Actually I’m not sure which hits first. Little things will vary the timing, like whether or not you dashed in with :d::lk: after the SID hold, or cancelling :u::lk: after 1 or 2 hits.

Edit: On the first bit, timing the :mk: on light characters is a bit too dicey. At least on Val, but I wouldn’t try that on her anyway. That’s just asking to be hit by an air super.

Edit: Capture received. Better quality videos on the way.
[media=youtube]XAmOqLq8U9o[/media]

I’m so happy that this works:

[j.MK j.HP adc j.MK land]x infinity for stylish assist killing combo.

So is that her bread and butter?

Or one of them?

I suck at this type of thing :frowning:

Nah, she has easier BnB’s that still do good damage. I’ll post up what I generally use later tonight and you can see if that works for you.

The last video? I don’t go for the double j.hk start, because you have to do the cancel pretty fast and adjust their timing for dfferent weights. Too much to think about in the heat of the match. Also, there are may different combos you can make your bnb. Since I can’t seem to get any good long sets recorded, I’ll make the midscreen combo video next.

Oh, and a burst bait option for the otg combo.

…s.mk, j.lk(3), j.hp, adc, j.mp. The momentum change drops you out of burst range and j.mp has enough hitstun to allow for some post-combo setups.

I believe I’m with Chibi in saying that all we want is her easiest, yet most efficient way to combo an opponent and then put them at the opposite end of the screen. In other words, minimal character specific shit, minimal amount of links, minimal amount of adcs. Just do some damage, then push them away to the other end of the screen.

Here’s a pretty easy one then.

s.lp, s.mp, s.mk, j.lk, j.mp, j.hp, adc, j.lp, j.mp, s.lp, s.mp, s.hk xx immediate H Shadow release, s.hp xx H Bang xx Argus Agony OR s.hp xx M Bang.

Should work on everybody, do damage/build meter and push to the other end of the screen. The s.hp is usually a good time to call an assist and turn the ender into “s.hp xx H Shadow (charge)” for a possible re-stand reset using c.lk or to make the s.hp xx H Shadow (charge) xx Argus Agony ender easier to perform. My main BnB is just a variation of this one, so you can add your own stuff to it later.

Edit:

Bleh, the j.lk makes it more difficult on lighter characters. You can save that for heavies and use the string below for medium/light weight characters:

s.lp, s.mp, s.mk,** delay, j.mp, delay, j.hp,** adc, j.lp, j.mp, s.lp, s.mp, s.hk xx immediate H Shadow release, s.hp xx H Bang xx Argus Agony OR s.hp xx M Bang.

With that, you don’t have to worry about the increased height from the j.lk. Delay the j.mp until the opponent reaches the peak of the launch from s.mk, then delay the j.hp so Peacock is falling with her; you want to adc low enough so the resulting j.lp, j.mp will re-stand the opponent for the rest of the combo.

4k - 4.5k without the super, 5.5k - 6k with the super, probably 6.5k -7k depending on the assist used with the s.hp and super with H Shadow charge (level 3 item should drop near the end of the super).

Easy is relative, I’ll probably drop that combo 3/5 times knowing my shitty execution.

s.lp, s.mp, s.hk xx H Shadow release, dash forward, s.lp, s.mp, s.hp xx H Bang/M Bang/Argus Agony

You can take that one, add an assist call to the s.hp with a H Shadow charge and either M Bang or Argus Agony. No air series, no air dash cancels, no character specific modifications. Cancel into the H Shadow release so the momentum of the s.hk continues into the item drop (slight delay on the s.hk cancel), that should make the dash in easier.

~4k without the super, 5k - 5.5k with the super, 6k - 6.5k with super, H Shadow charge and assist call; you can get either a level 2 or a level 3 item drop depending on the assist used.

Wait, when you say “H Shadow release” do you mean that I have to be holding one in before I start the combo?

I mean cancel into H Shadow and release it immediately so you get a lvl 1 item drop. It will OTG the opponent and send her back towards you for the follow-up.

Ah, gotcha.

So I can s.lp, s.mp, s.hk xx H Shadow release, dash forward, s.lp, s.mp, s.hp, assist call, H Shadow (hold) xx Argus Agony, H Shadow (drop), Argus Agony assuming I have 2 meters for it?

Yes, you can double Argus if you have the meter for it. Depending on the item dropped, you can go for full H Bang before the second Argus (lvl 2) or throw a GDO so it will hit after the second Argus, possibly leading into a third Argus (lvl 3). You use Cerecopter as an assist, right? You’ll get a lvl 3 item every time, just delay the Argus Agony until just before the last hit of the copter. So you would do s.hp xx H Shadow (hold) + assist call, delay, Argus Agony.

Yes, that’s part of the reason I switched to Cerecopter over Napalm Pillar (sorry Chibi). Aside from being better for locking down, it afford me easier timing on getting Argus + Item shenanigans out from an assist call.

Ugh, having trouble timing the dash.

So with the patch, I decided to try out a new team of ms.fortune/peacock/cerebella

Right now as a finisher, I’m doing LP, MP, MK, call excabella, 214HP (hold until lvl 3), when cerebella starts to slap - 236LK, 236MK, 236HK, Argus super right before Cerebella releases. The super will push the opponent across the screen and the lvl 3 item drop will knock the opponent into the walking george bomb I threw out earlier during bella’s assist. At this point I can do another Argus or leave the opponent at full screen. Or skip out on doing the super completely and go for some teleport shenanigans while all the bombs are out and about.

What would be the optimal combo leading into this finisher? For now I’ve been doing LP, MP, HK, HP item drop lvl 1because it seems to do about as much as the day 1 launch combo I’ve been doing of LP, MP, MK, j.LK, j.LP, j.MP, AD j.LP, j.MP.

Doing that combo with the finisher I posted nets me about 9100-9500 damage depending on the item drop and breaks 11k damage with the second laser in a 3v3 match.