Template:SGMove Test: Difference between revisions

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<noinclude>
<noinclude>
{{SGMove_Test
{{SGMove_Test
|pic=[[File:SG_fil_slp.png]]
| pic=[[File:SG_pea_shk.png]]
|caption=Snip Snip
| caption=Kick the Football, Peacock
|hitbox=[http://wiki.shoryuken.com/images/3/35/SG_fil_slp_hb.png View hitbox]
|hitbox=[http://wiki.shoryuken.com/images/1/17/SG_pea_shk_hb.png View hitbox]
|{{SGMoveHeader |
|{{SGMoveHeader_NoCaption_Test |
| name=s.LP
| caption=5LP
| input='''Standing''' {{SG_LP}}}}
|{{SGMoveData_2 |
| version=x1
| guard=Mid
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
| dmg=300
| meter=2.5%
| startup=5
| active=3
| recovery=14
| hitstop=7
| hitstun=16
| blockstun=19
| onhit=±0
| onblock=+3
| framedata=[[File:SG_fil_slp1_fd.png|left]]}}
|{{SGMoveData_2 |
| version=x2
| guard=Mid
| properties=-
| dmg=200
| meter=2.5%
| startup=6
| active=3
| recovery=16
| hitstop=7
| hitstun=16
| blockstun=19
| onhit=-2
| onblock=+1
| framedata=[[File:SG_fil_slp2_fd.png|left]]}}
|
<br>
* Tied only with Ms. Fortune for having the fastest jab in game.
* Short range and will whiff against many crouching opponents so it's mostly used for punishes/stuffing.
* It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double j.HP) on the way down.
<br>
|
|
|
|}}
 
{{SGMove
| pic=[[File:SG_rfo_shk.png]]
|hitbox=[http://wiki.shoryuken.com/images/1/1b/SG_rfo_shk_hb.png View hitbox]
|{{SGMoveHeader |
| name=s.HK
| name=s.HK
| caption=Device Driver
| numpad=5HK
| input='''Standing''' {{SG_HK}}}}
| input='''Standing''' {{SG_HK}}}}
|{{SGMoveData_1 |
|{{SGMoveData_1 |
| guard=<span style="color:#3acceb">'''High'''</span>
| guard=Mid
| properties=-
| properties=-
| dmg=1000
| dmg=950
| meter=10%
| meter=10%
| startup=22
| startup=19
| active=3
| active=3
| recovery=40
| recovery=33
| hitstop=16
| hitstop=12
| hitstun=16
| hitstun=25
| blockstun=19
| blockstun=21
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Splat | <span style="color:#ffff35">'''Wall Splat'''</span>]] OR [[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]  
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=-14
| onblock=-26
| framedata=[[File:SG_pea_shk_fd.png|left]]}}
| framedata=[[File:SG_rfo_shk_fd.png|left]]}}
|
|
<br>
<br>
* This easily chainable normal causes <b>Wall Splat</b>, the only normal in the game with this property, and is one of the few normal overheads in the game, but the recovery can only be cancled intio cr.HK and supers. Continuing a combo out of this attack always depends on distance from the corner, often ends up using the OTG for the combo, and sometimes needs a cancel to <b>Magnetic Trap</b> to get the opponent in position for a follow up.  
* Peacock preforms clumsy kick, ending in a lengthy recovery animation. High damage and a knockdown makes it a staple combo tool.
* Tied only with Ms. Fortune for having the fastest jab in game.
* Peacock moves forward slightly as she kicks, so special canceling this move after the forward movement is important for some midscreen combos.
* Short range and will whiff against many crouching opponents so it's mostly used for punishes/stuffing.
* It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double j.HP) on the way down.
<br>
<br>
|
|

Revision as of 09:37, 29 August 2018

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SG pea shk.png
Kick the Football, Peacock
View hitbox
(?)
s.HK {{#motion: Standing SG hk.png}} / 5HK
Guard Properties Damage Meter On Hit On Block
Mid - 950 10% KD -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 3 33 25 21 12


  • Peacock preforms clumsy kick, ending in a lengthy recovery animation. High damage and a knockdown makes it a staple combo tool.
  • Peacock moves forward slightly as she kicks, so special canceling this move after the forward movement is important for some midscreen combos.