This is because when you're hitting two targets at the same time like this, you have to make sure the beam is touching both of them on the first frame that it hits. Note that because of how beam hitboxes work in Skullgirls (and other fighting games), your opponent might appear to 'fall through' the initial beam from 236PP agony if you try and hit them and 236KK at the same time with the same beam while they're falling (like I do at 0:12 in the video). That's why I only hit them with supers until I release the charged item right at the end when I've used all my meter. If the undizzy bar is full at the end of your combo, hitting your opponent with any projectile other than your supers will let them safely burst out of your combo. In the last chain, replace 236MP with 5HK 214 to use 236PP twice, using ]HPHP[Ĭonversions Enders How to dump up to 5 bars as a combo ender (Following copy/pasted from the video description) Peacock can spend as much meter as she wants at the end of a combo by alternating between her 236KK (QCF+KK) and 236PP Agony (QCF+PP) supers with the following combo ender: c.HP, QCF+LP, QCF+KK, QCF+PP QCF+KK, wait until they fall down to laser beam height, QCF+PP QCB+HP(hold HP), wait, QCF+PP, release HP This works in the corner too! Just backdash after the first QCF+KK then cancel the backdash into QCF+PP when you've moved back a bit, Otherwise, you'll blow yourself up when 236KK explodes.5HK moves Peacock forward, be sure to cancel it after the forward movement occurs.Input ADC immediately after doing j.HP to take advantage of buffering.You have to delay the initial j.MP and j.HP slightly to properly get the restand.Universal (restand timing differs very slightly for Double, Valentine, Filia) Make sure you delay jLP long enough after the air dash, so that Peacock gains her forward momentum (video) 5LPx2 5MKĥLPx2 2MK 2HP 5HK OTG 214HP dash 5LPx1 5MK jMP jHP ADC jLP jMP 5MP 2MK 2HP 236MP 236PP The timing on the air dash cancel can be tough at first, since Peacock has noticeable startup on her airdash. After the restand, you can go for a throw or overhead (IAD jLK) mixup. (video) 5LPx2 2MK 2HP 5HK 214HPĪ basic air chain into restand combo. (video) 5LPx2 2MP 2MK 2HP 236MP 236PPĪ two chain combo with a super cancel at the end. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune Heavy: Double, Big BandĪ basic ground chain ending in a special cancel.Ī basic super cancel combo that sends the opponent back to fullscreen distance. Example: 2147LK for TK Airball)Ĭharacter Weight Classes Light: Filia/Fukua, Peacock, Ms. sj = Super jump dj = Double jump jc = Jump cancel ADC = Airdash cancel IAD = Instant airdash TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early. The second move doesn't hit, it gets canceled when landing. This Skullgirls walkthrough is divided into 17 total pages.Fastfall = Cancelling an air normal into another move to change momentum and land early. Click "Next page" to move on to the guide for Filia's story mode. Skullgirls Walkthrough - Skullgirls 17Īfter the vigorous spamming session, you have now beaten Marie! Congratulations on finishing Peacock's story mode. Make sure to block her shots by moving away from them. You can always just use the j.LP > j.LK combo explained in her first form, as she is now in the air. Marie's third and final form is the hardest, even for someone like me who has been playing for quite some time. If you have any levels left, use them for Argus Agony. As you can see, she is now lower to the ground than she was before. The input for this is QCF + PP (Quater-circle foward plus any two punch inputs). It's best if you use this on her first form, as it will do plenty of damage and knock her back so she can't attack while you're performing it. Peacock's other Level 1 Blockbuster, Argus Agony, is also useful for draining Marie's health. It does a reasonable amount of damage and allows for 3 hits if you rapidly press HP. QCF + s.HP (Quater-circle forward plus Standing High Punch) works well from a distance. In her first form, I find that comboing j.LP > j.LK (Jumping Low Punch then Jumping Low Kick) will allow a few hits and some quick and low damage. Peacock: Fighting Marie Skullgirls Walkthrough - Skullgirls 11 You can jump to nearby pages of the game using the links above.
0 Comments
Leave a Reply. |