[media=youtube]V5-Qc-k-XME[/media]
As long a you have a good character to DHC into you can get quite a lot of damage, if you have Valentine as your 2nd you get 15k damage for 4 bar (need 2 to start this and you build the rest)
[media=youtube]V5-Qc-k-XME[/media]
As long a you have a good character to DHC into you can get quite a lot of damage, if you have Valentine as your 2nd you get 15k damage for 4 bar (need 2 to start this and you build the rest)
hey guys, has anyone noticed how can get a weird right-of-the-ground j.mk and if youre close enough itll go into j.hk which holds them in the air right above the ground long enough to land start a full combo
seems to work for punishing close sweeps
also j.hk in general seems like it might be pretty useful
ive noticed you can do anything into s.mk and then j.lp j.lk j.hk, land, then jump very slightly past them and do another j.hk right on the other side, land and do c.whatever into full combo as they land
if they poke and you block they get hit with the bird, if they jump they get the bird, if they crouch block, bird
if they poke low you can do the j.mk thing into full combo
worst case scenario, u tech a grab, bird does nothing
is this anything?
BTW, on her lack of lows, jumping MK hits low.
No, it doesn’t. It looks like it should but it hits mid anyways because Mike didn’t want any Arakune style bull shit.
I actually talked about this earlier in the thread. j.hk more or less provides you with a free mix-up (what you elaborated on). depending on your position/timing you can use it to get in high (instant over heads) or lows, or even set up a throw. If you have an assist backing Peacock you can probably throw that into the mix for continued pressure.
Zoner mix-ups, woot!
There’s a reason that Double has it.
I think Mike actually said that it is the best air normal in the game. I wouldn’t argue with him.
what the j.HK? it feels lackluster personally, but hey its likely I’m wrong. The fact that it has avery helping you out with any grounded mixups is always good
Avery+Napalm Pillar makes Peacock practically untouchable. It’s my go to strategy if the opponent gets too close for regular keep away to be viable. Chain into Argus Agony and she’s back to the other side of the screen.
Are you sure? According to the SRK Skullgirls guide, it says j.mk hits low. Ive been using jump immediate ADC into immediate j.mk for a low mix up that looks like an over head because you could do a j.lk or j.mp in the same way, similar to Faust FDC kick overheads. If j.mk doesnt actually hit low, well that sucks… and I should probably stop using it like that… heh.
wow. people are actually comboing with Peacock??? wow. I thought the only thing you needed to know was QCF+P
Son… Look for the Charlie Brown loops, and know fear. I expect crowds to yell “GOOD GRIEF!” whenever a s.hk is done.
I know I’ll be yelling that haha. You’ll kick that ball eventually Peacock, but in the meantime…your opponent will have to do!
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oh yeah, Those loops only work in the corner right?
…
please say I’m wrong
Okay, Im no convinced that there is a learning curve whatsoever for learning this character, unless you P.Cock users consider keepaway hard to do in any form. May someone with at least one combo invite me to a ft5 in the afternoon? just give me a holler
^thinking the same thing
Also guys I officially broke the RNG for this game.playing some super srs matches with my friend (me using solo Peacock, Him using double/painwheel) and was practising zoning with george and item drops.
You know that ultra rare steamroller that falls 0.05% of lvl3 drops? Yeah i got that twice in one game
LOL
haha, I actually got the steam roller in tournament finals… in the corner… and comboed off of it. Needless to say, it was pretty hype.
My opponent also SWEARS he was blocking it when it hit him, so I’m guessing it’s probably an overhead. Would be ridiculous if it was just straight unblockable, no?
HP item drop seems kinda ridiculous to me. I just walk up to people with it out and wait for them to press a button, then drop it and get a free combo. It works like 80% of the time lol
It’s an overhead. I keep telling people these things but they keep blocking low.
lol Same. Only the heavy charged drop is overhead though, correct?