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孔雀/连段
阅读
2023-01-18更新
最新编辑:刘笑寒
阅读:
更新日期:2023-01-18
最新编辑:刘笑寒
数字标向法 | |
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Hit Confirms
BnB Combos
Beginner
A basic ground chain combo.
5LPx2 2MP 2MK 2HP 2HK
A basic ground chain ending in a special cancel.
5LPx2 2MP 2MK 2HP 236MP
A basic super cancel combo that sends the opponent back to fullscreen distance. (video)
5LPx2 2MP 2MK 2HP 236MP 236PP
A two chain combo with a super cancel at the end. (video)
5LPx2 2MK 2HP 5HK 214HP dash 5LPx1 5MP 2HP 236MP 236PP
A basic air chain into restand combo. After the restand, you can go for a throw or overhead (IAD jLK) mixup.
- The timing on the air dash cancel can be tough at first, since Peacock has noticeable startup on her airdash. Make sure you delay jLP long enough after the air dash, so that Peacock gains her forward momentum (video)
5LPx2 5MK jLP jLK jMP adc jLP jMP (restand) 5MP 2HP 236MP 236PP
Intermediate
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
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~6191 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
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~7168 |
1 |
Corner |
Universal |
Conversions
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.
- 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. 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.
- 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). 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. Luckily, this only matters in this one situation, so it's only an issue when you're spending at least 4 super meters at the end of the combo.
Tips & Tricks
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
5LP
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
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~6191 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
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~6858 |
1 |
Anywhere |
Doesn't work on Double |
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~6666 |
1 |
Anywhere |
Universal (but the OTG j.MK is harder on lighter/smaller characters. It's much easier on Eliza than on Filia, for example.) |
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~7185 |
1 |
Anywhere |
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~10480 |
3 |
Corner |
Doesn't work on Big Band or Double, hard against Parasoul and Cerebella |
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~7620 |
1 |
Anywhere |
Universal |
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~7107 |
1 |
Corner |
Universal |
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~7180 |
1 |
Corner |
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~8986 |
1 |
Corner |
Universal |
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~10480 |
3 |
Corner |
Doesn't work on Big Band or Double, hard against Parasoul and Cerebella |
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~9192 |
1/2 |
Anywhere |
Universal |
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Throw
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
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~7190 |
3 |
Anywhere (harder midscreen) |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
jLP
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
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~6552 |
1 |
Anywhere |
Universal (restand timing differs very slightly for Double, Valentine, Filia) |
Air throw
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
~4119 |
1 |
Anywhere |
Universal |
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~5428 |
1 |
Anywhere |
Universal |
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236HP
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
~7548 |
3 |
Anywhere (harder midscreen) |
Universal |
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Counter Hit Punishes
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
~11112 |
3 |
Double Snap
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
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N/A |
1 |
Corner |
Universal |
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N/A |
1 |
Corner |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
214P (road roller) | 33 | 660 | 20 |
214P (tentrai ha) | 31.85 | 637 | 20 |
214P (lvl3) | 28.85 | 577 | 20 |
214P (lvl2) | 19.25 | 385 | 20 |
jHK | 7.333333333 | 220 | 30 |
236HP | 10.5 | 210 | 20 |
2HK | 10.06666667 | 302 | 30 |
jHP | 6.333333333 | 190 | 30 |
jLK | 7.6 | 114 | 15 |
214P (lvl1) | 8.5 | 170 | 20 |
5LP | 8 | 120 | 15 |
2LP | 8 | 120 | 15 |
5HP | 7.333333333 | 220 | 30 |
236LP | 7 | 140 | 20 |
236MP | 7 | 140 | 20 |
236MK | 6.5 | 130 | 20 |
5HK | 5.16666667 | 155 | 30 |
5MK | 6 | 120 | 20 |
2MK | 5.25 | 105 | 20 |
236LK | 5.5 | 110 | 20 |
236HK | 5.5 | 110 | 20 |
5LK | 5.333333333 | 80 | 15 |
2HP | 4.333333333 | 130 | 30 |
2MP | 5 | 100 | 20 |
jMP | 5.25 | 105 | 20 |
5MP | 5.25 | 105 | 20 |
jMK | 5 | 100 | 20 |
2LK | 4.666666667 | 70 | 15 |
jLP | 4 | 60 | 15 |