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Peacock matchup thread

Land cancel his j.HP and punish. It shoots you downward on block really fast, so you have plenty of time to punish him. Remember, hitboxes are spent once they're used, and he can't cancel into anything other than Blitzer from j.HP. The only time you can't punish him is if he does blitzer, in which case you can just PB it when he finishes. Alternatively, you can just jump block + call DP assist.

If he doesn't have the chair and becomes sweep-happy, then just hold item drop and jump around. You can also sweep his sweep to trade, or win if you're close enough. Then, once he stops sweeping and goes back in the air, start zoning him like normal.

His chairless sweep has 3 hits of armour, but he takes full damage from anything that touches it.

Arm super loses if there are projectiles or anything in the way in front of peacock to block it. He will either get tagged by bombs or your assist will eat the hit. You can also just make yourself safe by watching for his PBGC and just noting your holes and waiting for him.
 
Can we already discuss the matchup against Robo-Fortune, although she's beta-only for now? I'm struggling against her lasers zoning
 
Can't help you, I have fought Robo Fortune exactly once in my life which was here:
 
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Make ample use of teleports when robo either goes into the air or you think she's going to laser, because Robo has to commit to those options which Peacock can bypass pretty well. From what I've seen so far, the MU is different than a lot of other Peacock MUs in that she can easily cover against Robo's options, but not from the usual "Get fullscreen and unleash all the projectiles" but rather just from trying to counter her with teleports first to prevent her from zoning too hard. H George is good too against her zoning since it'll fly over her lasers aside from air H laser, but commiting to other george's might be risky when Robo has assits herself + robo's L laser covers ground projectiles + robo's air L laser can snipe out most ground zoning anyways.

As far as I've seen, peacock doesn't especially hurt from the heads? Hidden missiles is bad of course but that's true of every character, and peacock could even do a late teleport to dodge them if you are feeling risky. Mines aren't very useful against peacock at all, and kamikazi heads are a bit underused atm but don't seem to change how robo zones against Peacock too much already.

Last time I played a against a peacock with robo, I could hit peacock easily from her trying jHK's using pretty much any laser, so it probably isn't the best idea to autopilot using that too much?

EDIT: Oh yeah, and any time you feel frustrated by w/e, you can just argus. It'll hit robo out of most everything, and Robo can pretty much only punish fullscreen with a small laser and it's hard for her to get any better punish from not point blank.
 
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So, anyone have tips for taking on Eliza with Peacock? Her attacks seem to have pretty good range, so it's a bit tough to play keep away with her if she's rushing me.

Thanks.
 
So far I've been having good luck against Eliza by approaching it the same way I approach it with other zoning characters when I play the MU like Robo or Parasoul. Fullscreen makes it safe to do normal zoning things (maybe this is player dependent? I usually wing it), making ample use of H or M item drop and releasing early since she can't pass through them as easily as Val/Filia. And I take the time to break off from zoning a tiny bit and jump forward and see if she's gonna use her cHK. If she does cHK, usually I'll be in a spot already that's too high for her to use DP and too slow for horus to catch me coming down with a jLK or jMP.

In general, in midrange if I want to run away, I love using jHP since it being so large it's pretty good at hitting Eliza if she's almost close to you.

When eliza is upclose, it's obvious bad news but I don't think it's as difficult as when Val/Filia are in. cLK becomes pretty easy to use since Eliza is a lot bigger, and I don't feel bad challenging her with jLP or jLK since they become better with larger targets like Eliza, though jHP works as it almost always does to keep them from jumping + pressing buttons.

FWIW, I have no luck myself with using MP bang when I play against Eliza and she's upclose, but when I play Eliza myself against peacock, the better Peacock players hit out my advances and IAD jLK with MP Bang, so that's probably something that works but you need to be careful.
 
I control space with mid item and j.hp. I can air dash back and j.hk and if I don't feel I have time, drop the item. Throw a couple bombs and call it again. Whether you move first or not is up to you. Or I can air dash forward, drop the item and do pressure. I'll air dash back the moment she push blocks and call an item to recreate the situation and maybe throw. Honestly she isn't too hard to switch gears on. You can't consistently run or rush her down. But if you switch it up, he has a hard time keeping up.
 
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Your main issue vs Eliza should be Sweep > DP because your projectiles keep her away pretty well otherwise.

Your sweep beats hers if you start yours first, so just find space to call Item M and sweep at her > bombs > release item > etc.
 
I guess this is the right thread for this.

So, if you're anything like me, you do Lenny on reaction to Beowulfs doing full screen Gigantic Arm, then you get scared of your own bomb and don't do a real punish. Well, I finally spent the time in training mode to figure out what to actually do here. You can do a late s.MP s.HP xx L gun to combo into the bomb explosion; this does around 5000 damage and leaves them at negative 50 undizzy. You're on your own after that because I use my assist to continue the combo, but that should get you started.

 
I guess this is the right thread for this.

So, if you're anything like me, you do Lenny on reaction to Beowulfs doing full screen Gigantic Arm

this is cool im just curious of why peacock doesnt get fisted
 
this is cool im just curious of why peacock doesnt get fisted
Gigantic Arm, and all moves that hit a single time lose their hitbox as soon as they make contact with something.

If you had an assist in the way, that would 'eat' the hitbox for Arm and prevent it from hitting you.

Parasoul can do this with M Egret.
Peacock can do this with Lenny, etc.

If you are Peacock and you call Big Band to do L Extend, Parasoul can't jump in with early jLP anymore for example because Band will eat jLP's hitbox and it will go through Peacock.
It order to hit two characters or two things at once (Lenny + Peacock) the hitbox has to overlap both of them on the same frame.
 
this is cool im just curious of why peacock doesnt get fisted
The bomb eats the hit if you get it in front of you before the arm's hit box reaches you.

Sent from my SM-G920P using Tapatalk
 
Gigantic Arm, and all moves that hit a single time lose their hitbox as soon as they make contact with something.

So the same result should work on raw tags like Fukua/Bella/Eliza/Wulf/Band?
 
So the same result should work on raw tags like Fukua/Bella/Eliza/Wulf/Band?
Fukua no because the hitbox appears only when she rejoins so it hits two people easily.

Bella yes if you go low and call an assist and they tag to Bella, it hits the assist goes through you so you get a nice punish.
Eliza same deal.

Beowulf waits a long time to be close to you before he swings, he's not a moving hitbox so you wouldn't see this happen with his tag.

Band same deal, he waits a bit before he swings and then only moves forward a tiny smidge.

The main thing you need to think about is are they moving in a direction while the single hitbox of the attack is active.
Are they sliding into you while the hitbox is active. (Robo cMK) (Beowulf jHP)

Just think of it like an assist blocking Peacocks sHP projectile.

The difference is it just keeps going after it hits someone but it has no hitbox, it's just an image.
 
I see Lenny being used a lot for DHC's, or at least previously.