Template:SGMove Test

Template page
Revision as of 09:47, 29 August 2018 by Gelato (talk | contribs)

{{{pic}}}

{{{caption}}}

{{{hitbox}}}
(?)

{{{1}}}
{{{2}}}
{{{3}}}
{{{4}}}
{{{5}}}
{{{6}}}
{{{7}}}
{{{8}}}

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.




SG pea qcflp.png

Reach for the sky!

View hitbox
(?)

Bang! {{#motion: qcf + SG lp.png}} / {{{numpad}}}
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Throw) 700 (150) (2.5%) 11.25% Stagger,
Soft KD (Invuln.) (vs air)
-17
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3 36 26 21 9


  • Staggers the opponent. If this move is used for the second time in a combo or against an airborne opponent, the opponent is knocked down with full invulnerability.
  • If close enough, can follow up the hit with a light normal or even a throw. However, note that the opponent can shake out of the stagger so you have to be quick, and the throw attempt is techable for staggered opponents. Cancel into Lonesome Lenny for an easier and damaging combo.
  • Throw invulnerable from the 1st frame, can be used as a reversal if you have a hard read on the opponent doing a throw. But, jumping away from throws is much less risky. If you do choose to use it as a reversal and they block it, canceling into Lenny on block is -1.
  • Commonly referred to as "L Bang"