Template:SGMove Test

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SG pea shk.png

Kick the Football, Peacock

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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!"

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Bang! {{#motion: qcf + SG lp.png}} / 236LP
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"



SG dbl qcfkk.png

"Dinner time!"

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Catellite Lives
Level 2
{{#motion: qcf + SG k.png + SG k.png}} / 236KK
Guard Properties Damage Meter On Hit On Block
Mid Projectile 200 xN (33 xN) -200% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 + 10 N/A 32 28 25 (2), 8


  • Upon activation, 6 Ms. Fortune heads follow Double for 375f. The heads attack as Double presses attack buttons. L buttons make the heads attack forward along the ground, M buttons attack upwards at an angle, and H buttons will attack downwards at an angle if they're in the air, or behave like the L buttons if they're on the ground.
  • Used on point to extend pressure and keep your turn. As a DHC, it's amazing since it allows you to keep your turn as long as the super you're DHCing from is blocked. If the point's reversal whiffs, catheads can be punished since it has a lot of recovery.
  • Use throw inputs to have the heads attack without hitting the opponent as Double, which may add unwanted undizzy / IPS tracking.
  • Although you get your turn, it can be hard to open up the opponent since Double has no quick overhead from the ground. Using Flesh Step will not work if they're in continuous blockstun due to crossup protection from blockstun. However, if they pushblock, it's possible to crossup since they exit blockstun. Your best bet is to delay the cathead's attacks and do a low / throw mixup.
  • The super ends early if Double leaves the screen.
  • Double gains 16.6% of her usual meter gain as long as the super remains active.
  • Commonly known as "catheads"