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Let's talk about Peacock's normals

RemiKz

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Peacock Filia Cerebella
I want to start off with this:

More extreme example
f5cLlB7.png


Would it be unreasonable to ask for her to have a hitbox when she fully extends her finger? I know Mike doesn't want her to have very good close-up game, but...
 
im just gonna assume mike did that for a very specific reason.
 
i agree that its really annoying graphically and is one of my biggest pet peeves, but also think she doesn't really need something with that kind of range
 
I don't really have much problems with it graphically but the fact that its so stubby can be kinda annoying when i want to confirm but I'll probably just try to do other stuff/git gud rather than expect it to be changed (it would be nice though :3)

Plus argus converts off everything so there's that
 
lol. That's silly looking. I didn't realize there was no active hitbox when she extended her finger all the way.
 
every character has shit like this, I'm pretty sure

for example, if you have good timing, you can cancel Painwheel's sHP into hatred install and during the whole super flash, you'll see the sHP hit spark (the red blood thing), but you won't have actually dealt any damage. There's also a few moments where I did Filia's jHP low to the ground and I saw the move come out, with the knives and scissors, but the move got cancelled from landing before the real active frames. Filia's jMK also plays the second chomping noise before the second hit becomes active.

this game is pretty silly
 
The point isn't that you can cancel the move before it's active frames
But that the animation reaches three times as far as it's actually hitting ever
 
for example, if you have good timing, you can cancel Painwheel's sHP into hatred install and during the whole super flash, you'll see the sHP hit spark (the red blood thing), but you won't have actually dealt any damage.
This kind of cancel always insulting me. Most frustrating kind of combo drop ever.
 
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Oh man, you people.
It's a SMEAR, they're often much bigger than the hitbox. Also an overextension, because it adds impact to the animation.
I think is not about "wrong hitbox position", is more about having hitbox at all.
 
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Lots of games have normals not hitting where they look like they do, and vice versa (hitboxes in random places where nothing looks like it's hitting)
SG was promised to /not/ have that - and thankfully doesn't, to the utmost part. Dunno why you're dismissing this.
That said, reanimating this would be bonkers and I don't think Peacock needs the buff, so w/e. I can live with it.
 
Oh hey it's Vulpes. Wanna ruin holidays? Look no further.

Here's the hitbox width poorly overlaid on top of the smear frame:
KMJNqcs.png


Two things:
- It would not have a hitbox that reached as far as the smear did no matter what; it's quite obviously very exaggerated, so the hitbox would be shorter in any case. IN FACT, looking through the repository, that hitbox was originally drawn on top of the rough SMEAR frame, rather than the frame it is currently on. So the hitbox would be the same even if that were the impact frame. :^P
- It doesn't hit on the smear because that smear looks really bad held for 8f during hitstop, that's why it got moved to the frame after. Some smears look good during hitstop (Cap's shield, Peacock's pie and cannon) and some don't. Which doesn't change the intended frame data because I sped up the pre-smear frames by 2 so it hits on the same frame it did during roughs.

These two things combine to give people something to complain about, I guess. Not like you need much provocation.
 
At mid-range, Peacock's ground normals suck by themselves. Only s.mp has any range or speed for a poke, don't use them.
 
Painwheel is a malevolent bitch fiend that sticks pointy things into orifices that they don't belong. She needs no buffs. She needs to be set free so she can quit scaring the shit out of us after one successful exchange.
 
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meh. bellas st.MP looks worse than this imo. that thing has ass range when it looks like it should be more. not that i want it changing. just using it as an example that Pcock isnt the only one and is most likely not the worst offender for it in the first place.
 
Well, you're right. I'll change it.
 
meh. bellas st.MP looks worse than this imo. that thing has ass range when it looks like it should be more. not that i want it changing. just using it as an example that Pcock isnt the only one and is most likely not the worst offender for it in the first place.

Bella st.mp has a great hit-box for AA vs IAD, is safe on block for hit-confirms and staggers on raw hit. Peacock st.mp is literally just a slow poke, with crappy range. I mean, she doesn't necessarily need a good mid-range poke when she can fill the screen with items and run behind them, but Bella's st.mp/normals are much better at mid-range.
 
Bella st.mp has a great hit-box for AA vs IAD, is safe on block for hit-confirms and staggers on raw hit. Peacock st.mp is literally just a slow poke, with crappy range. I mean, she doesn't necessarily need a good mid-range poke when she can fill the screen with items and run behind them, but Bella's st.mp/normals are much better at mid-range.

hmm. i never thought of trying that thing out for anti airs. how does it do against filia AID j.HP? im pretty sure the range on that would beat out the elbow pretty regular.
 
hmm. i never thought of trying that thing out for anti airs. how does it do against filia AID j.HP? im pretty sure the range on that would beat out the elbow pretty regular.

It works, but I generally use s.lk -> s.mp for the hit-confirm anyway.
 
s.MP is very good against close IAD's from filia, its better than s.LK.
 
Sooo...about those Peacock normals...
 
Sooo...about those Peacock normals...

Ground normals all suck, air-to-air are alright. S.HP (projectile) is amazing.
 
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ok...guess we'll all go home then...
 
Ground normals all suck, air-to-air are alright. S.HP (projectile) is amazing.

I like c.HK too
 
For what? Trip guarding?
 
For negating pushblock mostly
 
Eh, she doesn't have anything for mid-range, which is huge imo. She pretty much needs either M SOID held or at least a George to move behind, or else why are you even at that range?
 
How about I bring up c.MP?

This attack is rather strange to me. According to the sg wiki on srk, c.MP and c.MK both have 19 frames of hitstun, yet c.MP > s.HK doesn't combo but c.MK > s.HK does. Does the hitstop on c.MP make that string not combo properly? c.MP gets practically no use because s.MP is pretty much better in just about every situation. It would maybe serve as a situational anti-air if the attack didn't send the opponent flying a good distance away and you could instead follow it with a s.MK.
 
Eh, she doesn't have anything for mid-range, which is huge imo. She pretty much needs either M SOID held or at least a George to move behind, or else why are you even at that range?

Thats what i ment, you go in behind soid/bombs, pressure string + assist into c.HK xx bomb/soid to keep the pressure on when they pushblock you.
 
I like c.lk AA over c.mp when I bother to AA on the ground. Honestly, just being able to stuff a jump-in and pressure off of that is good enough for Peacock, imo.
 
c.MK has +5f hitpause on the opponent, which is what lets s.HK combo off it.
...which is weird, because I'm not sure why I did that rather than just raising the hitstun by 5f.
 
So, ran into a rather annoying issue with Peacock stand jab recently, it whiffs up-close against certain characters, mainly Fortune and Filia in some cases. I don't think I need to explain how much of an issue it is to whiff normals in Filia's face...

Also, not a normal but I swear LP Bang whiffs up-close in certain cases too..is it just unlucky frame-skips or that the hit-box still doesn't extend all the way to Peacock's body?
 
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Frame-skips don't affect hits at all, the skipped frames still read input and do collision, they just aren't rendered.
I LEARNED from MvC2.

Though if you can give me specific examples, I can see about fixing them?