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I'm McPeanuts I made a thread

I think the Peacock assist on this team is L Bomb. Not for nothing but for anything else I'd use a Peacock assist for (flesh step crossups, pressure, converting off max range c.HP xx M Luger, etc) I could probably do just as well with Beat Extend assist which is already on the team. Plus I really like L Bomb. It's really good for controlling space and it's got the hidden missiles factor going for it.
 
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Now that Summer Jam is over, I want to put some time into Double/Peacock/Big Band. idk if it's a great idea to work on it right now, since TFC is coming up pretty soon and I'm sure this team won't be ready for that,
After further consideration I've decided to just play this team lol. I ended up running it almost the whole way for the Game Underground monthly* and ended up winning that so I'm feeling pretty confident in the team. It's not like I'm learning a new character anyways, I know how to play Double, I just need to shake all the rust off. Moreover this shit is cheap as fuck. The Double vortex with an assist that Sage uses is very hard to get out of, I had one game in casuals where I got a perfect by landing the first hit and then just rolling a ton of dice. Also there's a lot of ways to get Double out and Peacock in safely if Double isn't getting it done, and Peacock with H Bomber is super annoying. Once I actually know like matchups and stuff with Double this team is gonna be wild.

*I only ran Peacock/Big Band for the two solo players, I don't wanna play trio vs solo that's suffering
 
Don't forget that Puddle sticks around even if Peacock gets hit if you do

Puddle > Tag
Puddle > DHC

So that's certainly annoying for the enemy to deal with.

I don't get to see that used very much but with round start Double it should be dope.
 
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*I only ran Peacock/Big Band for the two solo players, I don't wanna play trio vs solo that's suffering
I find zoning out solos more fun because of how few options they have. Some of them are straight up fishes in barrels. Then again, I'm only playing on PSN.
 
sonic gave me a bunch of tips on fukua i'm writing it all down here so i don't forget

-after throwing the fireball, you can run into the thing that returns to you to be able to throw another fireball sooner (really cool!)
-jump back air L fireball is good for keeping people from advancing
-something else about fireballs SHIT i already forgot
-when people try to chicken block j.LP j.HK you can react to it by chaining into j.HP or cancelling into fireball. j.HP is better if they're above you, fireball is better if they're below you
-some other stuff why's my memory so bad

e: oh yea just remembered another one
-when doing c.MP c.HP xx M shadow resets, delay the M shadow so they recover closer to the ground
 
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A couple thoughts from CEOtaku:

Thought 1: Originally when I went over Peacock assists on the Double/Peacock/Big Band team, I decided against s.HP because it kept whiffing on people who were jumping. However I got an idea from watching @keninblack playing Double with Pillar and Drill. If he did, say, j.HP and the opponent blocked it in the air, he would call Pillar, but if they blocked on the ground, he would call Drill. I don't see why I can't do the same thing with Beat Extend and Peacock s.HP assist. Might be worth trying out.

Thought 2: I still don't have a lot of confidence in Double and it's affecting a lot of my decision making. If things look even kind of bad I'll look for the first opportunity to get Peacock in; Hirokuni baited my Car > Lenny DHC twice which is part of the reason I lost that set. I don't switch back to Double if Peacock is in (this also came up against Hirokuni; I could have killed his Bella as an assist if I had DHC'd to Car, but I wanted to leave Peacock in). I'm also hesitant to spend meter with Double since I might need it to get Peacock in safely. Anyways, I doubt there's much that can be done about this other than play Double more until feel more comfortable playing her. I'm definitely going to make sure Double is on every team I play for now even in casuals; like if feel like playing my Squigly for some reason, I'll make sure it's Squigly with Hornet Bomber assist.
 
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I'm also hesitant to spend meter with Double since I might need it to get Peacock in safely. Anyways, I doubt there's much that can be done about this other than play Double more until feel more comfortable playing her. I'm definitely going to make sure Double is on every team I play for now even in casuals; like if feel like playing my Squigly for some reason, I'll make sure it's Squigly with Hornet Bomber assist.

Uhhh I mean I guess at neutral you need to spend a bar to get peacock in safely, but on hit you never need meter to get her in. Anything into st.hp -> raw tag works fine. In the corner you can do st.hk h.luger -> cr.hp hard tag. For 1 meter monster -> tag is okay, and you'll always have a bar. I don't really know how you are hesitant to spend meter with double, its either the super will kill or the super will lead to you being able to switch back to peacock(xyz -> monster -> tag works I'm like almost 100% sure but not 100% sure and I can't check lol)

Btw, with double something I noticed is you'll do your reset, land it, and then go right back into your set up to go for a reset again. But like, you get one free chain to get damage(combo into slide or H. Luger) and you can use the next one to set up your reset. Undizzy is used, but what's the point of saving up all your undizzy when your ender is gonna be car -> argus anyways lol

I think george is under explored with double. For example, a st.hp hard knockdown -> call bomb -> 50/50 is really good.
George + Luger is also good for controlling space, J.hk + bomb + luger is good for controlling space, and you get to call your big band assist at neutral while the bomb is out. St.HP is just like, a fast projectile that is 2 hits on block, but you already have an assist that puts people in blockstun and I don't think its much better for Big Band at neutral.
 
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Uhhh I mean I guess at neutral you need to spend a bar to get peacock in safely, but on hit you never need meter to get her in. Anything into st.hp -> raw tag works fine. In the corner you can do st.hk h.luger -> cr.hp hard tag. For 1 meter monster -> tag is okay, and you'll always have a bar. I don't really know how you are hesitant to spend meter with double, its either the super will kill or the super will lead to you being able to switch back to peacock(xyz -> monster -> tag works I'm like almost 100% sure but not 100% sure and I can't check lol)
I'll check this, but I'm pretty sure stuff like Cilia Slide xx Monster or tiger knee Barrel xx Monster, while safe, doesn't give you enough frames to tag to Peacock, so those are the sorts of things I don't really ever do.

Btw, with double something I noticed is you'll do your reset, land it, and then go right back into your set up to go for a reset again. But like, you get one free chain to get damage(combo into slide or H. Luger) and you can use the next one to set up your reset. Undizzy is used, but what's the point of saving up all your undizzy when your ender is gonna be car -> argus anyways lol
Oh that's a good idea, thanks. Yeah I guess I was thinking "this is only 2 chains so I will always be able to do it regardless of undizzy" but I'm sacrificing a ton of damage in favor of not having to think about the green bar, which is not worth it

I think george is under explored with double. For example, a st.hp hard knockdown -> call bomb -> 50/50 is really good.
George + Luger is also good for controlling space, J.hk + bomb + luger is good for controlling space, and you get to call your big band assist at neutral while the bomb is out. St.HP is just like, a fast projectile that is 2 hits on block, but you already have an assist that puts people in blockstun and I don't think its much better for Big Band at neutral.
Hmmmmm. Yeah you're probably right about this. I'll try experimenting more with the L Bomb stuff. I hadn't thought about using it for hard knockdown setups but that might be better to go for against characters like Painwheel where I'd rather reset them on the ground. I should also mess with using Beat Extend in blockstrings I guess, I had figured it didn't cause enough blockstun for me to be able to continue pressure but I never actually tested to see if that's true.
 
I'll check this, but I'm pretty sure stuff like Cilia Slide xx Monster or tiger knee Barrel xx Monster, while safe, doesn't give you enough frames to tag to Peacock, so those are the sorts of things I don't really ever do.

You can do stuff at neutral like
Luger -> monster -> Back off Fugazi Knuckle -> Tag. Knuckle thrown out to just kinda give the opponent something to block/be worried about.

I was talking about things on hit btw not on block.
 
You can do stuff at neutral like
Luger -> monster -> Back off Fugazi Knuckle -> Tag. Knuckle thrown out to just kinda give the opponent something to block/be worried about.

I was talking about things on hit btw not on block.
K I can give that a shot, thanks!
 
I spent like an hour last night playing quick match with Double/Squigly (DnB)/Big Band (L Beat Extend). It's funny, I've been feeling for a while now that Peacock was on the team for her strength as a point character and her assist was sort of just "there". However as soon as I tried playing matches without that assist, I really missed it. I was like "okay start of the round I'll back up, then I'll fire the Luger while simultaneously calling... uh... hmm." Sorta makes me feel better about having Peacock in a support role on my main team. I'll probably continue to try out the Squigly team for a bit though, if only because I'm having fun with it.

I also messed around in training mode and found out that all the Double and Peacock setplay I do with L Beat Extend assist can also be done with H Osiris Spiral assist... regardless of how you feel about Big Band as an anchor, I think most people would agree that Eliza's better in that role. I didn't play any matches with that assist, but it's something that's on my mind now.
 
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I spent like an hour last night playing quick match

when you gonna play me though? ;_;
 
when you gonna play me though? ;_;
I've already explained to you multiple times I don't play online sets. I don't know if you think I'm joking or trolling when I say that but I'm not.
 
I've already explained to you multiple times I don't play online sets. I don't know if you think I'm joking or trolling when I say that but I'm not.

I thought you were legitimately joking/trolling. My bad dude! I won't ask again then.

I thought "I only play quickmatch" might be a new illuminati meme or something. I am not joking and it is VERY hard to tell sometimes. Sorry for being bothersome!
 
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It's not a new meme but maybe it should be? Will discuss this with the other illuminati memelords

Please don't. If you do my confusion will have been completely justified.
 
regardless of how you feel about Big Band as an anchor, I think most people would agree that Eliza's better in that role

huh I dont actually know if I would agree but maybe its just cause eliza seems so strong on point putting her on anchor seems almost wasteful. Why do people think she's a good anchor though? IMO L extend is better than almost any one move Eliza has, and BB not only gains access to a 2f reversal with bar but can also burn meter for tons of damage off any hit which eliza can't do as effectively.
 
huh I dont actually know if I would agree but maybe its just cause eliza seems so strong on point putting her on anchor seems almost wasteful. Why do people think she's a good anchor though? IMO L extend is better than almost any one move Eliza has, and BB not only gains access to a 2f reversal with bar but can also burn meter for tons of damage off any hit which eliza can't do as effectively.
Eliza can burn bar for damage, she turns into a skeleton
 
Additionally @Pickles eliza will never truly play anchor since her position is quite flexible due to tag combos. So is double tagged combo then the comp will be
Eliza peacock double.

If cock was to tag combo it would be eliza cock double.
 
http://oddshot.tv/shot/mcpeanuts-2015120202839993

Around the middle of this clip would be a good setup if I could figure out some way to do it on purpose. Gotta figure out some way to get the bomb in that exact spot.

Also I press Double j.HP like nine billion times in this clip lol. Maybe I should press......... other buttons. sometimes.
 
Figured out a way to combo into sliding knockdown with Double, tag cancel, and have a bomb on the screen when the next character comes in:


I also found this which is my KEY TO VICTORY AT NEC 2015


e: Oops the second video is way louder than the first one, how'd that happen. Turn down your speakers
 
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So, 2015 in review:

Frosty Faustings: 2nd
Winter Brawl: 2nd
Paradise Found: 4th
Combo Breaker: lol
The Fall Classic: 3rd
Summer Jam: 5th
CEOtaku: 4th
NEC: 7th

Medals: one, from 4th place at CEOtaku. So, at the end of it all, you can call this a one medal year. Ideally I'd like to do better in 2016.

Mike Z told me at NEC I tend to give up at the end of games if things aren't going my way. His suggestion was to play more matches where something was on the line so I could get more experience playing with something at stake. I don't know if I can enter any more tournaments, I'm kind of entering as many tournaments as I realistically can atm. I could start money matching I guess. I don't like playing long sets, or short sets, but I could probably tolerate one set per tournament I go to. I'll try to set that as a goal.

Also gonna try to get back into the habit of doing match analysis videos after each tournament. My NEC set against Medic is already on Youtube, but it's unlisted; saving that one for the next IWTBS. I'm planning on recording the set with SIG when I get home tonight, and hopefully I'll have all the NEC sets done before the end of the year (I'd say before the end of the week but this may be a busy week what with the holidays and I'm not sure I'll have the time).

Additionally I'd like to try to start learning some new teams. Not that there's anything wrong with the Double/Peacock/Big Band team, I'm not planning on changing the symbols under my name again for a while. I'd just like to have some other options for certain character matchups or player matchups or just when my main team isn't getting it done for whatever reason. I also think just in general it's good to know how to play multiple characters in order to know how to fight them, or to get a different perspective on the game. I was planning on starting with Squigly, Painwheel, and Filia just because those are characters I used to main and it wouldn't be TOO much work to relearn them and get them up to speed. I also would like to learn Eliza and Fukua, because, I think those characters are very good.
 
Fuck ass goddammit I screwed up the SIG video and lost an hour of work

Ugggggggggggggggggggggggggggggggggggggggggggggggg shit I'll do it again later

e: Well I wanted to at least get this part of the set up as its own video. Anyone have any idea what's going on here? Thanks.

 
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this is really weird. so are Peacock players going have to start counter picking ports now like in Smash? now that I know this I'm always going try to be on the player 1 side.
 
@Mike_Z can you please explain why this happens? I kinda want to know as well.
 
It's to do with the timing of when you teleport I'm pretty sure.

If you teleport at different times it will advance the stage so that the beginning chain is watched.

I'll explain it when I get home if nobody else does but I had this problem before when I played Peacock I think I even have a video.
 
It's to do with the timing of when you teleport I'm pretty sure.
I tested it in training mode on both sides with different timings and player 1 side never triggered ips and player 2 side always did.
 
It's to do with the timing of when you teleport I'm pretty sure.

If you teleport at different times it will advance the stage so that the beginning chain is watched.

I'll explain it when I get home if nobody else does but I had this problem before when I played Peacock I think I even have a video.
If this is it I'm going to be even more confused because I really feel like I'm using the exact same timing in that video for both player 1 and player 2 side.
 
If you start your combo with a special move it should be triggering IPS the second time you do lp regardless of teleport timing.
 
If it's really based on teleport timing, that's really strange, since I also got the same results.

Even comboing MK George to BANGx3 stays stage 2 for Player 1, but goes to stage 3 for player 1.

Full screen MK George to s.HP for Player 1 is stage 2 for the George hit and stage 3 for the s.HP hit. For Player 2, its stage 2 for the George hit, then stage 3, then stage 5 when the s.HP hits.

Maybe those aren't related, or maybe it's all based on timing. But it's pretty strange if all of us are just happening to use the same timing to get the same results.
 
Oh wow, what.
There are things where different teleport timings will screw with your stages but this is an entirely different beast.

I mean it's as simple as LK George... Wait for it to hit and then do HK Teleport and it goes to Stage 3 if it's the dummy and Stage 2 if it's not.

Weird.
 
Does this happen with any other character?

Has anyone tried this in beta to see if it's just a retail bug?
 
Does this happen with any other character?

Has anyone tried this in beta to see if it's just a retail bug?
Happens in beta too.

Also just to be certain it's not a training mode thing, I went ahead and checked local versus. Same thing, combo works for player 1 but not for player 2.

In retrospect I should have put this in bug reports lol. I would have but I assumed it was something simple I was overlooking.
 
OK so, this has to do with update order. I tried hard to get SG to not care about character update order, but I missed a spot.
P1 is updated before P2, so what happens is that on the frame the projectile connects, P1 gets updated to be in hitstun before P2 is updated, but P2 is not put in hitstun before P1 is updated.
So P2 is considered to be "already comboing" because P1 has already entered hitstun, whereas P1 is considered to be "not comboing" because when P1 is updated, P2 is not in hitstun yet.

You can check in the following way: Do a fullscreen M George, then before it hits do a s.MP so the projectile connects during the animation. P1 will be in stage 2, but P2's s.MP will be placed into stage 3.

Only ONE of the 20ish checks for IPS has this problem - the combo count on the opponent. So I'm going to see if this is an easy fix, but it will need to be thoroughly Beta tested.

[edit]
It only matters if a projectile starts your combo during an attack which is then NOT combo'd off. So Peacock's teleport is basically the only case of this.
 
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Does this mean Peacocks should be player one in tournament, or is this just related to the training dummy?
Oops missed Peanuts' post.

Neat.
 
It means Peacocks should start either of those chains with c.LK and not worry about it? :^P

I think I fixed it, so the next Beta update will have this fix. People will need to THOROUGHLY TEST all the combos they know to make sure they DO or DON'T trigger IPS as appropriate. This is the first IPS code change in like, 18 months....
 
Why?
I always get frustrated. Doesn't seem to matter who I'm playing against or what the score is or anything, sets just piss me off. I've pretty much only played quick match for the past couple months.