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E. Dee's training log / match notes

Gelato

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Parasoul Double Cerebella
Hey everyone. My tag is E. Dee and I want to get better at this game. Some of you may recognize me by my face rather than my tag. I've been to UFGTX and Frosty Faustings VII, but only recently have I been slowly playing more and more with sets with players and other online things as opposed to just being a quick match monster. Combo Breaker seems like it's going to be a blast, especially for SG, so I wanna invest some more time with this game!

The main team I play is Peacock / Parasoul. Although after both UFGT in 2014 and Frosty this year I swore I was gonna pick up another character for a trio. I've tried many additions to the Peacock / Parasoul duo. Pea/Para/Filia, Pea/Squig/Para, Pea/Para/Eliza, Pea/Para/Double... but I still feel the most confident and comfortable with the duo. The issue is not about finding a character I like, but I feel that when I'm playing a trio I'm biting off more than I can chew. There's a ton I can still learn with the duo (although I don't think this feeling of 'more to learn' ever goes away) and the duo just works in my mind as far as team synergy goes so I'm likely going to stick with it for now.

My goals with this thread are to motivate me to put more effort into my match notes and to, hopefully, get some input from others. So obviously I don't expect everyone to read through everything, I'm just going to post whatever analysis I do here. Every time I do match notes I usually end up doing it in a different format, so for this thread I'll probably just wing it. However since I'm posting this to a forum I'll try to make my main points / questions easily readable. If anyone wants to help me out here... please do! The more critique the better. Either just skim over the video without reading my notes and post your thoughts or add on to what I had to say. I'd appreciate any input at all.

I'll mention in advance that the video quality won't be the greatest. I usually record when I play in case the replays will have desyncs, and I usually play on my laptop so I need to keep the recorded resolution down to get consistent frame rate. At the very least it's watchable and that's what matters.

vs @FuLLBLeeD
This dude eliminated me from Frosty Faustings so of course I needed to play him again. I think this was a good set as we both changed strategies over the course of it, and at 14 games it's a good length, so what better set to analyze than this?

Edit: I forgot to mention this is actually the second half of the set. I lost the recording of the first half because my computer crashed.


Match Notes (long and somewhat unorganized)

Key:
N: note
TODO: to do in training mode
Q: question
X: mistake / bad habit - typically broad and tallied up each time they appear

Game 1 (0:15)

o 0:18 N: I don’t think two bombs was the right idea here. I should have kept my guard up since he was so close.
o X: Reversal baited / whiffed (1)
o 0:40 N: That cLK worked out pretty well hitting the DP assist but I don’t know if my timing will always be that good.
o N: I think I could have punished here. But I was very scared for some reason and decided to jump backwards. This was probably not such a great idea, especially since I’m already in the corner.
o N: Again with poking the DP assist. Not sure if I’m just getting lucky with the timing or not.
o 0:59 N: I think Napalm Shot was a good idea but I didn’t account for how easily he could have hit me there.
o 1:00 N: Good use of Pillar+Bikes. It won’t always be that easy though as I’ll see later on in this set.
o 1:07 N: I think I should have done an overhead instead of jLP. That was avoided very easily.
o 1:10 N: Wasn’t paying attention to the head. That was probably easily avoidable.
o 1:12 N: I should have punished that, I know it’s unsafe but muscle memory told me to pushblock
o X: Called bikes for no reason (1)

· Game 1 summary

o I lost this game only partially due to unwise zoning with Peacock. I had many opportunities to turn it around but I couldn’t. I also played Parasoul very awkwardly, throwing out random super, unwise jumpins, and being scared for no reason.

Game 2 (1:43)

o X: Did not respect DP assist (1)
o 1:47 N: DP assist caught me running away. I wonder if I should have seen this coming.
o 1:52 N: I should have charged item instead of going in. Now I’m going to crack under pressure.
o 2:04 TODO: Practice Peacock jMK conversions. I know of jMK->jHK if you’re close, and the one I did her for farther distances.
o 2:09 N: This situation caught my eye when I was just quickly skimming over this set right after I played it. At the time I was probably unreasonably scared of the head and as a result let Fortune close the distance. Looking back at it the head was in cool down the entire time so I had no reason to just block.
o X: Did not respect DP assist (2)
o 2:29 N: Should have done PBGC way earlier in that blockstring
o TODO: Practice PBGCing blockstrings as soon as possible, with MP bang and pillar
o 2:50 N: I blocked the head which was good, but I still could have kept on doing napalm shot if I wanted to since the head was in cooldown.
o 2:53 N: Wow, he really had me scared of an overhead here.

· Game 2 summary

o Neutral was slightly better, my downfalls this time were running into DP assists, not paying attention to whether the head can do anything or not, and not blocking high in reaction to how many overheads he was doing.

Game 3 (3:17)

o X: Did not respect DP assist (3)
o 3:21 N: as I mentioned in the notes for game 1, jab is not a good thing to do against DP assist. I should have thrown. This proved to be a fatal mistake.
o 3:38 N: I did a really bad job of blocking that. Looking back at it I’m not even sure what happened there.
o 3:51 N: that Argus was probably muscle memory and a waste of meter. Even though he got hit here I think he could have punished it with Fortune’s air super.

· Game 3 summary

o Dealing with DP assists is something I’ve gotten better at, but am still pretty bad at. I should be respecting them more and either blocking or throwing if the opportunity is there.

Game 4 (4:31)

o 4:46 TODO: check if that works in beta. I think it does since cMK pulls them in.
o 4:50 N: Not sure if something like this can be planned or I just got lucky, but it earned me the kill on Fortune nonetheless
o 5:00 N: I had the right idea respecting Big Band when doing full screen zoning but that jump forward was largely unnecessary
o 5:10 N: And here is where I start up backing… a lot
o X: Didn’t block on incoming (1)
o 5:43 N: input error, I think I meant to do bike
o 5:54 N: he was blocking my attempts to punish, so I threw which was a good choice I think. The only better thing is to make these kinds of decisions faster. Like he blocked a lot before I decided to throw.
o 6:06 N: respect the armor….
o X: got jHK instead of pillar (1)
o TODO: practice doing [2]8 motions with the least amount of time as possible to get used to the timing.

· Game 4 summary

o Made some good reversals, but predictable upbacking and awkward Parasoul pressure lost me the game

Game 5 (6:30)

o N: Are fortune’s air hitboxes really small or am I just bad?
o 6:36 N: Good block with the DP assist, but the assist still got hit
o N: Right now I’m just focusing on not getting hit by DP assists, but eventually my goal should be to punish them as well. Maybe I’m just not using it wisely but when my DP assist gets punished it often means a happy birthday.
o Q: How can peacock punish DP assists?
o 6:42 N: Blocked the overhead! But didn’t block correctly after.
o TODO: more dummy mixup practice
o 6:51 N: good block again, but got air thrown. It’s like I celebrate blocking the overhead so much that I don’t think about what comes after.
o 7:00 N: I think if I did snap right after LP I would have gotten it… maybe
o 7:08 N: I sometimes do jHK when it won’t accomplish anything. That’s for keeping people from approaching but I was already fullscreen. I guess it hit the head though?
o 7:14 N: dropped BnBs
o TODO: grind out BnB execution
o 7:22 N: need to get comfortable with ranges. Should have gone for a mixup instead of a whiffed cHP
o Q: What are some good Parasoul incoming mixups?
o 7:53 N: …no idea what I was doing here again
o X: dropped combo because I was out of range (a lot)
o TODO: find conversion from situation at 8:12

· Game 5 summary

o Starting to see some better defense but still not good enough. If my combos and conversions were on point I could have made a comeback at the end (even though he should have done level 3 to close it out beforehand)

Game 6 (8:33)

o 8:34 N: Should have used that opportunity to gain distance. Though I guess my thought process was to convert off of Pillar. Wasn’t fast enough? Would cLP have worked?
o 8:42 N: At first glance this looked like a really bad Pillar call for me. But I think hitting the head was really effective at letting me do what I want. And he couldn’t have punished it since there were incoming projectiles.
o X: missed easy conversion opportunity (1)
o TODO: Practice LK George -> sLK in beta
o 9:15 N: It was my fault for mis-timing the Argus here. Though I wonder if I could have saved a meter and just chipped him out? He still could raw tag in that situation though. I end up killing Fortune anyway but it costed me twice as much meter than it needed to.
o X: Did not respect Brass in attempt to zone (1)
o 9:40 TODO / N: Could I have converted jLP at this range? I don’t think so. But it was really good spacing against the DP, I just wish I could have capitalized more.
o X: Missed Parasoul BnB on Big Band (1)
o TODO: practice Parasoul BnB timing on Big Band

· Game 6 summary

o This game went well for me. Even though I screwed up a few things my neutral had improved slightly. I was zoning more effectively and I did some good reversals as well as throw mixups. Especially at one point where I went for a ground there when he did A Train thinking I’d up back like I’ve been doing a lot this set so far.

Game 7 (10:22)

o X: Missed easy conversion opportunity (2) – should have done sLP
o 11:03 N: I could have used PBGC during that blockstring really easily
o 11:18 N: My lack of situational awareness with the head got me hit there.
o X: Whiffed a light attack when it clearly wouldn’t hit (1)
o 11:51 N: I think he’s predicting where I’ll use Napalm Shot and low profiling them now. I guess M Shot would have hit him here?

· Game 7 summary

o Again, good reversals and more careful zoning won me this one. Also had some decent pressure going with Parasoul and had the right idea with the Peacock sHP assist. Since I DHC’d into Parasoul I got to use it.

Game 8 (12:32)

o 12:36 N: Really good use of sHK here by Fullbleed. Didn’t get to capitalize but it stopped my air dash forward
o 12:46 Q/N: Should I even be trying to hit him out of doing a crossup like that since Peacocks normals are pretty small? I could probably get away with that with Parasoul’d jLP, but not Peacock’s.
o 13:05 N: I don’t think Argus was the right choice here. Especially if this were the new version, where Argus does less damage. Should have just threw some bombs / charged and item and go for a mixup
o TODO: Practice a beta Peacock air throw conversion (this air throw reminded me)
o 13:17 N: I think Fullbleed was relying on me doing a normal to get a counter hit from level 3
o TODO: Learn a Peacock counter hit combo (I know some sHK xx SoiD stuff but not well enough to apply it in match)
o 13:37 N: No idea how I got sMP
o X: Reversal baited / whiffed (2)
o X: Reversal baited / whiffed (3)
o 14:12 N: I’m getting hit by this low move a lot. He has me scared of overheads, but he usually wont do one unless it’s part of a combo or that one really slow one that’s reactable (ideally)
o X: was blocking high against fortune at neutral when he did that really fast low (a lot)

· Game 8 Summary

o Either my reversals got more impatient or he started to bait them out or both. I did do some smart things though like bait out a reversal from Big Band with an item charged.

Game 9 (14:40)

o 14:41 N: I did what I said I should have done in the first note of game 6
o 14:47 Q/N: What a weird crossup. Maybe I wasn’t all the way in the corner but I thought you couldn’t crossup in the corner like that? How did that happen?
o TODO: Try to replicate above
o 15:10 N: I try to play it safe here sense I’m at such a health defecit
o 15:12 N: Shouldn’t have dashed in without an item covering me
o X: Missed easy conversion opportunity (3). I had to opprotunities to kill Big Band here, no idea why I went for throw mixup.
o X: Missed getting LK soldier after level 3 (1)
o X: Whiffed a light attack when it clearly wouldn’t hit (2)

· Game 9 summary

o A mixup I haven’t seen before with the combination of bad assist call near the corner was my death sentence. I did an OK job of killing Big Band though.

Game 10 (16:07)

o 16:15 N: If I recall correctly this isn’t the last time he reads my throw attempt this set. Guess I was landing too many tick throws and now he’s counteracting that
o 16:24 N: After this point something definitely should have gone off in my head that I need to stop doing tick throws. Ideas of what to do instead: block and call assist, jMK?
o X: Didn’t block on incoming (2)
o 16:40 N: He has been punishing jump ins a lot, think I’ve been doing to many of those.
o 16:41 N: I recall going for air throw here. Air throw should be used to punish jumping and blocking. Here I should have used Pillar
o X: Reversal baited / whiffed (4)
o X: Missed easy conversion opportunity (4)
o TODO: find / practice falling Parasoul jMK conversion (in the case where jHP is too slow)
o 16:57 N: Rewatching this I feel like my Parasoul play is really aloof in the sense that I just do really simple blockstrings and my opponent could be punishing but I’m not realizing that in the moment. I almost got hit by brass, and immediately after in the next string I whiffed a cMK. Then I realized I didn’t do sHP before the tear shot in the first string.
o TODO: record a reversal and do the above blockstring with and without sHP and see what happens.
o 17:00 N: Could I have converted off the tear explosion here if my reactions were better?
o 17:08 N: Oh my god please convert. I think I do the same exact thing later in this game/set
o X: Missed easy conversion opportunity (5)
o TODO: Find jLP conversion on Big Band

· Game 10 Summary

o This game was bad for me. Fullbleed starting punishing my bad habits a lot. Too many jump ins, too many tick throws with Peacock, predictable pressure with Parasoul. And missed conversions on top of all that.

Game 11 (17:50)

o 18:07 N: Finally started dealing with overheads well this set.
o 18:08 N: Nevermind!
o X: Reversal baited / whiffed (5)
o X: Didn’t block on incoming (3)
o 18:44 N: Could have punished that whiffed normal I think
o X: got jHK instead of pillar (2)
o 19:25 N: I should have stopped going for crossups, he’s punishing them every time
o X: Reversal baited / whiffed (6)
o TODO / Q: Can I convert off of bikes like at 19:29?
o X: Didn’t react fast enough to a probably reactable crossup (1)

· Game 11 summary

o More of the same. Bad reversals, really bad conversions. And some bad / predictable mixups

Game 12 (20:11)

o 20:30 N: Learned not to go for a tick throw and landed a reversal, nice
o 20:42 N: Did some poor zoning again. He was too close for bombs. Well he got hit by one but that could have easily been worse.
o 20:53 N: I don’t think Argus was the best choice. I could have saved a meter and set up zoning.

· Game 12 Summary

o Picked up the slack on the mistakes from last game. I also did an OK job of respecting Big Band during Peacock zoning I think, even if he made some bad calls (Doing A train when I didn’t jump. Instead I did two bombs and brass would have destroyed me)

Game 13 (21:26)

o 21:27 N: jLP was not the normal to use if you’re gonna use a normal at round start
o 21:29 N: Wasn’t blocking? Oops
o 21:38 N: Good blocks! Got DPed though. I think I failed to do PBGC.
o X: Did not respect DP assist (4)
o X: Reversal baited / whiffed (7)
o X: Got counter hit because I continued a blockstring after being pushblocked (1)

· Game 13 Summary

o The games are starting to look really similar when I lose. The first to X’s pretty much sum up this one. DP assist, baited reversal

Game 14 (23:17)

o 23:19 N: Good job not letting yourself get into a happy birthday
o X: Muscle memory makes make pushblock something that would otherwise be punishable (1)
o X: Missed easy conversion opportunity (6)
o X: Dropped assist kill combo (1)
o TODO: see if just doing the standard double snap combo would work here

· Game 14 Summary

o Almost got a cool assist kill from counter hit level 3 but I closed it out anyway

Post Analysis / Summary (the important stuff)

Q's

o How can Peacock punish DP assists?
o What are some good Parasoul incoming mixups?
o Is there a Peacock jMK conversion that reaches farther than jMK->jHK or jMK->jHPxxjLP->jMP

X’s

During writing the notes I realized I should be incrementing some of these even if they were unpunished, so some of these should be higher.

Reversal baited / whiffed (7)

So the question of ‘when to reversal’ is somewhat subjective and I think I understand the general idea, but I can’t apply it. You want to reversal in order to get out of pressure. In SG you can reversal at almost any time really fast thanks to PBGCs and reversal supers. But due to this your opponent is going to catch on and bait out reversals. So the defender's job is to reversal, but not get baited out or punished.

My problem is that I’m impatient and I just want them to stop attacking me right now, so I reversal very often. Sometimes in places where I question why I ever thought doing a reversal was ever a good idea there. I used to have this problem to more of an extreme as seen in this set, so I think the more I get punished for bad reversals the more I get an idea of where to do them. Overall I need to be more patient and just wait for the right time to do one, even if it means I have to block some mixups. If I do that, sometimes a reversal isn’t even needed.

Missed easy conversion opportunity (6)

I think this is a case of “I can do it in training mode, just not in a match”. And for these problems I think the best solution is to just play more so I can build up the skill to react to hits faster and appropriately. Some of these missed conversions are a matter of dropped combos, some are a matter of I didn’t know how to convert off of a certain hit. In those cases I marked them in a TODO.

Did not respect DP assist (4)

A lot of these came from blindly air dashing forward with Peacock with nothing covering her. An obvious mistake. Many times I’m caught off guard though, where I just poke and next thing I know I’m getting hit by a DP assist. I just need to be more conscious of the DP assist and not put myself in situations where I can get hit by them easilt a lot. Such as, predictable aggression. Also throws beat them up close.

Was blocking high against fortune at neutral when he did that really fast low (a lot)

I learned a few things about fighting Fortune during this set. When these mistakes happened I was worried of an overhead, but I was scared of overheads because Fullbleed was doing them as resets. Fortune has that fast but punishable low special move, and a slow overhead but hard to punish special move. So at neutral I should just block low and react high, as is the usual rule of thumb.

Dropped combo because I was out of range (a lot)

Usually I go for the long range variant of the Parasoul BnB (which excludes 4HK) when I’m not sure if it will all connect. But now I’m finding myself in spots where even that whiffs. I guess the only answer here is to play more to learn the ranges. And if I’m too far to combo I should keep the pressure up in other ways, like go for a mixup.

Didn’t block on incoming (3)

Used to be a huge problem for me, but as I play more I’m getting better at blocking and teching air throws on incoming.

Got jHK instead of pillar (2)

Already have a TODO for this

Whiffed a light attack when it clearly wouldn’t hit (2)

This is a result of my brain being on auto-pilot / not focusing. If I think I should be able to hit I’ll just throw one of these out, even if it makes no sense looking back. For example, as Parasoul, doing cLK immediately after a whiffed jHP. It’s something that’s easy not to do if I focus more.

TODO's

o Practice Peacock jMK conversions. I know of jMK->jHK if you’re close, and the one I did her for farther distances.
o Practice PBGCing blockstrings as soon as possible, with MP bang and pillar
o (4:46) check if that works in beta. I think it does since cMK pulls them in.
o practice doing [2]8 motions with the least amount of time as possible to get used to the timing.
o more dummy mixup practice
o grind out BnB execution
o find conversion from situation at 8:12
o Practice LK George -> sLK in beta
o (9:40) Could I have converted jLP at this range? I don’t think so. But it was really good spacing against the DP, I just wish I could have capitalized more.
o practice Parasoul jMP jHP jHK timing on Big Band
o Practice a beta Peacock air throw conversion
o Learn a Peacock counter hit combo
o (14:47) Try to replicate
o find / practice falling Parasoul jMK conversion (in the case where jHP is too slow)
o (16:57) a reversal and do the above blockstring with and without sHP and see what happens.
o Find jLP conversion on Big Band
o Can I convert off of bikes like at 19:29?
o (End of game 14) see if just doing the standard double snap combo would work here


Other

So there was a big trend in the notes I made and that is I wasn’t adapting enough. This is a subject so broad I’m just going to say keep playing with it in mind. Conditioning / adapting is probably the core of all fighting games and is just something that will come as I play. I just need to recognize these situations when they’re happening.

I wrote a lot more than I thought I did, but I think my plan will be to do these only every once in a while, and use them as a guide to what I should be thinking about when I play, and what I should be doing in training mode.
 
It's harder for other people to analyze your matches if the video is private. :^)
 
It's harder for other people to analyze your matches if the video is private. :^)

Oops. Thanks, wouldn't have known otherwise.
 
I like that the first part of your recording me where you bodied me before I started adjusting was the one that was lost when your computer crashed, lol. The irony.

I'll look over the sets and analyze them when I have some time (probably in my own thread if you don't mind), I wanted to analyze the set where I was losing but they were good sets and I'm down to play again whenever.

The gist of it, for me at least, is I don't adapt fast enough.
 
So since I made this thread I realized the way I wanna play this team (Peacock / Parasoul) needs an extra assist to help primarily with zoning but also with lockdown.
Ideally I want to strike a balance between a character I want to play and a character the provides the assist I want and synergizes well with the team.
I don't have a big interest in characters that have been proven to work well in duos with Peacock like Big Band with beat extend / brass or Cerebella with LnL so those are off the list right away.

The two characters I've found that fit with my description so far are Eliza and Double.
Bomber assist is pretty much exactly what I'm looking for. Hitboxes that cover a big area and locks down modestly.
Butcher's blade may not cover as much space as bomber but the armor and lockdown more than make up for it I suppose. The meter cost is no problem since Peacock can build meter not only to use the assist but when Eliza comes in she can use the meter for Sekhmet.

I also like to play Filia and Squigly but I'm not sure if their assists are nearly as good as the above and I'm not nearly as comfortable with them compared to the above characters (and I'm still not completely comfortable with them either).

So my question is this: in what ways can Double be utilized as an anchor? What else does she bring to the table in terms of team synergy? I've heard that Double is considered a good anchor but I may be wrong, and if I'm not what makes her a good anchor? Is it just catheads DHC? Because the way I see it Eliza makes a better fit for this team than Double and, unless there's something I'm missing, I'm leaning towards the Eliza team. But I like to play Double too, I'm just at a bit of a loss with how she can fit in with this team combo.

I also have some slight doubts whether if butcher's blade is really the assist I'm looking for or if it's just an assist that happens to be really good in other ways...

I'll probably do a write up of some sets of me trying out these teams pretty soon. Off the top of my head, since my last write up I have improved on mashing reversals while under pressure but this has exposed my real problem which is my crappy defense. However I think I'm starting to get the hang of when a good time to reversal actually is because I've been landing them more often as well.
When I write the match notes I'll probably try to be more concise and focus on my main, conceptual problems instead of tiny problems or input errors.
Playing with a zoning assist and losing against other Peacock players has completely changed the way I think about controlling neutral with her. This is something I should pay close attention to when I do look over my matches.
 
So my question is this: in what ways can Double be utilized as an anchor? What else does she bring to the table in terms of team synergy?
She can kill a same-ratio character in one touch off c.LK with 5 meters anywhere on the stage, that's a pretty useful characteristic for an anchor. :^)
 
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*watches* ...I need to practice Lvl 5 more often, but I like her Lvl 3 and Monster too much >w<
 
Since my last post... I don't think I should worry about team compositions so much and just focus on getting better at the game in general. With custom team size and assists it's too easy to get overwhelmed with the amount of options. At the very least I figured out I don't want to focus on Eliza. So I've been playing Peacock / Double lately because I think I like duo for playing Peacock and I'd rather have Double than Parasoul as a partner for Peacock. That said I'm much more comfortable with Parasoul than Double so it might not be wise to leave her in the dust at Combo Breaker. In that case playing Peacock/Parasoul/Double is something I can work with. I've also been experimenting with Parasoul on point, with either plane or M SoiD assist which I've enjoyed.

Here's a set vs @Mr Peck

Details

Peacock neutral / zoning:

It's getting stale and too formulaic. Too often I just do zoning patterns with no context, or charge item -> run in for mixup. It sounds generic but... I need to use all of her tools together in order to deny space. Look at what my opponent is trying to do and base what projectiles I throw off of that.
Tangentially related: still bad at fighting other Peacocks. If I learn to fight this matchup well, ideally that should mean I understand what to do / not to do when I'm playing her as well.

Simply play more, and be conscious of what you're doing. This is a broad problem that will be solved with experience.

Offensive game

On hit pressure is not amazing but I'm becoming competent in it. I know where most of my mixups are (this is less so true with Peacock rather than Parasoul or Double - I'll address this below) and if anything I often go overboard and eat a reversal.
However what is completely trash is when I make someone block I never go for a good mixup. Too often I'm pushblocked out of the way before I get to the mixup.
Didn't come up too often but this is important - can't react to hit confirms well. A few times I'd get a successful low but still go for throw because I just assumed it would be blocked and already made up my mind to throw before I even hit them.

Slowly start to introduce baiting reversals into my play
Don't just do your combos on block - get to the point and make them block a mixup
Pay attention to hit confirms

Defensive game

Blocking isn't much better. On the bright side I think I got rid of my habit of mashing reversal. In fact maybe I'm not using them often enough? More specifically, there were a few points where I really should have just PBGCed. I think instead of just thinking about reversals though I can really improve on my pushblocking. Too many times I get a backdash or an attack when I try to pushblock. And when I do get a pushblock I usually just go right on the offensive again. Above all, however, my biggest problem is I'm not picking up on the resets my opponent likes to do and reacting to them.

Be conscious of pushblocks when you play, another issue that will come with time
Practice PBGCing reversals for each character in training mode
Take advantage of successful pushblocks better - the purpose of them is to create space for you
When you're getting reset, take more mental notes on what you were reset with. Don't get hit by the same thing over and over

Training mode stuff

Learn new Double BnB that's not simple barrel loop and the resets you can do off it
Learn how to use Double's level 5
Learn Peacock corner BnB that goes like cHP sHK item(hold) cHP sHK drop... etc
Learn Peacock LP Bang -> lenny combo / resets

Summary

While playing, be conscious of...
-What resets your opponent likes to use - not getting hit by the same thing twice
-Not autopiloting Peacock neutral
-Paying attention to hit confirms / doing mixups on block - not combos. Dont get pushblocked away
-Pushblocking - be confident with them (don't get backdashes) and use the bonus space you get wisely
-If your mixups are working really well, always be aware of how the opponent can counter act that with a reversal

To work out in the lab...
-Work out dodging common zoning patterns / this video (Thank you WorldJem). If I want to be able to play Peacock I should be able to fight her.
-Learn this Double BnB (Thanks CaioLugon and LuxadeSwag)
-Learn Double level 5 combo (Thanks MikeZ and Mr Peck)
Mr Peck: i dont know the midscreen one
Mr Peck: in the corner it's [LP MK HK] x 5
Mr Peck: you can press LP+MK together
Mr Peck: then HK quickly afterwards
-Learn Peacock corner BnB that goes like cHP sHK item(hold) cHP sHK drop... etc
-Learn Peacock LP Bang -> lenny combo / resets
-Practice PBGC timings for MP bang, Napalm Pillar, and LK Bomber