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Peacock Assist Thread

mcpeanuts

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Double Big Band Peacock
This is a thread for discussing which assists are most useful for Peacock, as well as what moves Peacock has that are most useful for other characters. To get the ball rolling, in my opinion these are the best assists Peacock has:

  • s.HP: A pretty versatile assist. From long range you can use the projectile for neutral. When you're close enough for both hits to connect, it makes a good lockdown assist.
  • George's Day Out: A slow moving projectile that you can follow in. If you alpha counter into Peacock while the bomb is still on the screen, instead of throwing the bomb she just comes in with the standard 11 frames of alpha counter invincibility and can immediately move and do things, like jab and start a combo. This works for all George assists but is easiest to set up with GDO because of how long it stays on the screen. However in my experience though the glitch is hard to set up even with this version.
  • Boxcar George: A fast moving projectile that can be used to approach or for some characters can be used for cross ups. Like GDO this also can go under some projectiles so it can be a good assist to get in against zoners.
  • George at the Air Show: It's kind of hard to use this assist, but it can be useful as when it's used from the right range it keeps your opponent from jumping.
  • H Item Drop: Much worse in this version of the game. This may still be situationally useful to get in against zoners. I think this is the better version of the move; M and L items require you to be so close to your opponent that you may as well just hit them with normals.
  • M Gun: A strike invincible reversal assist. Not as good as things like Updo or Napalm Pillar, but if you don't have those characters on your team maybe you could use this. The problems are it has a tendency to get stuffed and characters other than Squigly can't convert off it midscreen.
  • c.HP: A low that causes a lot of hitstun and blockstun. For some characters this can be used for tricky mixups. Pretty gimmicky.
  • Taunt: Self explanatory.
The best assists for Peacock:

  • Updo, Napalm Pillar, Fiber Uppercut: Invincible assists that cover Peacock's dead zone up close.
  • H Hornet Bomber: High priority move that causes a lot of blockstun and pushes the opponent back. Good for setting up your zoning game. Good for teleport crossups from full screen but not for up close.
  • H Hairball, Drag N Bite: Alternatives to Hornet Bomber. They fulfill the same purpose, but don't push the opponent as far back and don't reach full screen. The advantages are that they aren't duckable up close and can be used for teleport crossups from close range.
  • H Lock 'n Load: Really versatile. Can be used to push the opponent back for more zoning, it's great for teleport crossups from both close range and long range, you can kinda use it as a reversal due to the armor, and it's good in fireball wars against other zoners as Cerebella stays out forever and eats all their projectiles. Possibly the most useful assist for Peacock.
 
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You pretty much hit every worthwhile peacock assist option, so there's not much to add there.

I use M Hornet Bomber. It pushes the opponent back less, but it has a better trajectory, so characters can't duck under it easily. I also find it a lot easier to continue to combo at the end of the assist than with H hornet bomber.
 
You pretty much hit every worthwhile peacock assist option, so there's not much to add there.

I use M Hornet Bomber. It pushes the opponent back less, but it has a better trajectory, so characters can't duck under it easily. I also find it a lot easier to continue to combo at the end of the assist than with H hornet bomber.
The main thing I don't like about M hornet bomber is it doesn't go full screen. I like to use H hornet bomber as part of my projectile rotation. Like after an Argus I may do H item + call double, L bomb xx M bomb, H item, s.HP, H gun, repeat. There's more gaps in that if you don't have H Hornet Bomber. But you're right that it's duckable. It's a tradeoff, definitely.
 
Put Cerecopter up there with Bella assists; space control, chip, lock down for item charge, knocks full screen on hit. Never liked H LnL simply because it's so slow, only thing it really does is force the opponent to get out of the way imo since it's easy to see coming.
 
Put Cerecopter up there with Bella assists; space control, chip, lock down for item charge, knocks full screen on hit.
Hm, I've tried Cerecopter in the past, and I've found when I try to use it for space control it has a tendency to get stuffed. I know that's what @Mr Peck uses, though.
 
I use cerecopter as well. You can use it as a wall/meat shield long enough for you to call in a shadow or set up some bombs and then punish them for trying to do too much damage to it. You can lock them in place if they block it for 50/50 crossup mixups. It's usable in combos. Knocks the opponent full screen if you just let it rock.

Cerebella's Battle Butt assist is also a good alternative to Lock n Load because it also shares the same amount of super armor but hits a lot sooner.
 
The way i see it:

All versions of hornet bomber are good for peacock for different reasons. M bomber is bets for her if using her on a duo imho cause you get gtfo and ranged pressure.

Lk bomber is good if you like not having people bait bomber with run up crouch block, also best for upclose offense and if there is a character on the team that uses lk bomber better than mk bomber, such as painwheel.
Hk bomber for the long range applications, but its risky cause it gives peacock no unduckable assist nor any real gtfo.

The only matchup where I've seen mk bomber to be a liability is against peadoubles that use hk bomber since they more ranged firepower. In every other matchup I think mk bomber is best/better especially since peacock can just take a step forward and gain the benefits of hk bomber...


I think cerecopter is missing from the list... Absolutely annoying as all hell to play against a peacock running it... Probably the most annoyed I've ever been when playing against peacock... ESPECIALLY when using painwheel. No invincibility is a huge weakness though and also gives terrible rewards for assist into argus cause of scaling.. Generally not worth it unless for kill.

Other slept on assists for peacock to use in my mind:

Painwheel qcf+mp.

It is slow and unduckable so its really easy to setup teleport mixups with, gives a fullscreen projectile, works extremely well in conjunction with mk bomber assist.

I don't think it's useable on a duo team but it is stellar on a trio team.

Any fullscreen mostly unduckable general projectile assist such as parasouls hp gunshot.

Peacock has lots of projectiles so giving her another one is stupid good in a stacking synergy sort of way. Also, these are easier to protect since they spawn next to peacock and she doesn't necessarily have to go out of her way to protect them like she does with things like hornet bomber or h lnl.


I could be wrong
 
Secret Pro-Tip: George's Day Out stays out for an incredibly long time, meaning pushblocking your opponent to a George that's been Georgin' Out on the screen is not just a legit strategy but an expected threat your opponents need to respect.

The GDO glitch also works for any projectile assist that is limited in onscreen iterations (so Boxcar, Item Drop, Napalm Shot, anything but Napalm Toss really), but it's incredibly hard to do with almost anything but Boxcar or GDO.
 
Put Cerecopter up there with Bella assists; space control, chip, lock down for item charge, knocks full screen on hit. Never liked H LnL simply because it's so slow, only thing it really does is force the opponent to get out of the way imo since it's easy to see coming.
I use H LnL and I have to agree that outside of the main DP assists, it is the best assist for peacock. Decimate other spammy peacocks, be a shield or a pseudo reversal that only takes half damage, amazing for teleport crossup resets, and if you know how to use it, it adds a lot of damage to her already powerful combos. Not as much as excellebella does but still. Besides alpha counter into armored LNL into Showstopper is always fun and flashy.
 
I use H LnL and I have to agree that outside of the main DP assists, it is the best assist for peacock. Decimate other spammy peacocks, be a shield or a pseudo reversal that only takes half damage, amazing for teleport crossup resets, and if you know how to use it, it adds a lot of damage to her already powerful combos. Not as much as excellebella does but still. Besides alpha counter into armored LNL into Showstopper is always fun and flashy.

Eh, the speed is really the killer for me. I like the armour that forces the opponent to deal with it or get hit, but besides that I find that it slows down my play. If you can cover the beginning of Cerecopter with something from Peacock on point, like a bomb or air normal, then the lack of invincible frames during start-up isn't really an issue and I can get the same benefit for mid/close range teleport mix-ups and damage extension. Generally, Peacock doesn't really need an assist to deal with other "spammy Peacocks" imo, not when she pretty much cancels out what the other Peacock throws out and has a teleport to get in immediately on bad projectile calls and punish.

Maybe Cerecopter is better for more aggressive (in particular, my style) play styles?
 
Outside of combo extensions and maybe alpha counter > super, I kind of fell like Cerebella's battle butt assist is just way better for run away peacocks.
 
I've been using Val's H. Savage Bypass as an assist, I can either get a hit and do Bang Bang Bang or George's Day off/George at the airshow or if my opponent is starting to get too close, I use it to push them back if they block. I've been thinking about changing to Body Bag with the idea that if I go more rushdown, the assist will grab them and throw them away from peacock and then I could charge Shadow of Impending Doom or do Argus when they are falling but the shorter range and the possible punishment if Val misses worry me.
 
Body Bag is awful, don't use it. Your best choice is Savage Bypass, or an assist designed for alpha counters (these are good, but only work on a 3 man team).
 
I see some debate over cerecopter vs hp LnL, but only RemiKz mentioned Battle Butt, my new favorite assist. Same armor as hp LnL, but way faster. Outside of highly specific mix up setups, I can't see why anybody would choose LnL anymore.
 
LnL Pros:
- Keeps opponent grounded on hit for easier follow-ups
- More useful in combos
- Can alpha counter into it and go into a super

LnL Cons:
- Slow start-up
- Opponent usually has enough time to react to it by either jumping out of the way or sweeping it

Battle Butt Pros:
- Significantly faster
- More useful for beating out reversal assists like Updo and Pillar. Beats out most assist in general
- Knocks opponent away to give you room

Battle Butt Cons:
- Less combo friendly since it knocks the opponent away
- Cannot be super canceled from an alpha counter? (I know you can't once the attack actually starts up, but I'm not sure if there is a time period before the attack actually starts up that you can cancel.)
 
All I know is that I stuff the shit out of enemy assists with BB. That's good enough for me.
 
Teleport mix-ups is going to fall under pros with LnL, but it's not really special. Peacock can run teleport mix-ups with anything. Besides the combo synergy, which really isn't that important in a Peacock assist, LnL is a prolonged threat and probably fills block strings better than BB. I'm still not sold on it being better than Cerecopter, but that's probably just me and my aggressive tendencies.
 
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H.LnL has 3 hit armor and since Run-Followup-Assists don't have the Run portion, Headbutt only got 2

(I think?)
I'm pretty sure they both absorb 2 hits and get stopped on the 3rd. I've seen my BB tear through HP Updo after taking the first two hits from it.
 
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H.LnL has 3 hit armor and since Run-Followup-Assists don't have the Run portion, Headbutt only got 2

(I think?)

E: Ooo sorry HP.LnL indeed only got 2

I think Mike actually added like a frame or 2 of Tumble Run before she actually does the follow-up , which is why I think she can actually alpha counter > showstopper. I'd need to test it myself first. Alpha countering into an attack with 2 hits of armor isn't bad regardless.
 
I think Mike actually added like a frame or 2 of Tumble Run before she actually does the follow-up , which is why I think she can actually alpha counter > showstopper. I'd need to test it myself first. Alpha countering into an attack with 2 hits of armor isn't bad regardless.

You can just figure out how to alpha counter the move before it starts up. That way, you get alpha counter invincibility into US.
 
I know how to do that. The thing I was referring to is that Battle Butt itself can't be super canceled, which means you should not be able to alphacounter > showstopper. However, I think Mike changed it so it actually starts Tumble Run first instead of just going straight into the attack, which means you should be able to alpha counter > showstopper.
 
I'm thinking of like, adding Peacock with Squigly, since I can KINDA zone fine with Peacock. Any suggestions for a Peacock assist? I wanna try something like George at the Air Show because it has a pretty good arc and keeps people away in the air while Squigs controls the ground.
What do you guys think?
 
I'm thinking of like, adding Peacock with Squigly, since I can KINDA zone fine with Peacock. Any suggestions for a Peacock assist? I wanna try something like George at the Air Show because it has a pretty good arc and keeps people away in the air while Squigs controls the ground.
What do you guys think?
George at the Air Show does do a good job of keeping people grounded, the problem is that Squigly already controls air to air so well with her j.HP that I think she'd get more out of another Peacock assist, like Peacock's s.HP.
 
I see some debate over cerecopter vs hp LnL, but only RemiKz mentioned Battle Butt, my new favorite assist. Same armor as hp LnL, but way faster. Outside of highly specific mix up setups, I can't see why anybody would choose LnL anymore.
Another reason why people recommend LnL over Battle Butt is because LnL stays grounded the entire time, which eats up enemy Georges in Peacock mirrors.
 
I can see both LNL and Battlebutt being useful for peacock, and I think for pure keep away based players the battle butt will be more useful due to it's speed. It's all about preference as I won't give up my LNL which leads to amazing crossup mixups with easy follow up and 10K single meter bnb combos when using it as a combo extender. And as someone mentioned before it is slow enough for people to jump over it and out of mixups but now that peacock can combo after her airthrow, it should work well to bait those jumps.
 
I've used Painwheel's buer reaper L (qcf lk) and I gotta say Obviously not a good neutral assist but the resets you can get off of it is amazing. When it hits I call item drop L super jump over j.hk dash cancel j.hp back over. At this point I either let go of sid or if they blocked the j.hk sometimes I continue holding and just grab. Not sure if you can do this mixup with other assists but if you can let me know because my pw sucks.
 
I run either mp nail or c.mp with peacock depending on my team order. The nail adds one more projectile so you can do way tighter crossups. Ive been using c.mp for a lot of lockdown based resets lately though. For example
s.lp s.mp s.mk
j.mp j.hk land
j.hp dash j.lk j.mp land
j.lp call assist and dash j.mk is one
Super tight cross over if you time it right because the j.mk. The assist lockdown just makes it comboable.

I havent ever tried buer though. Peacock with an assist has a lot of reset potential so pretty much anything can go if it works.
 
I've used Painwheel's buer reaper L (qcf lk) and I gotta say Obviously not a good neutral assist but the resets you can get off of it is amazing. When it hits I call item drop L super jump over j.hk dash cancel j.hp back over. At this point I either let go of sid or if they blocked the j.hk sometimes I continue holding and just grab. Not sure if you can do this mixup with other assists but if you can let me know because my pw sucks.

Can't you do the same with an arguably better assist like painwheel's c.MP?
 
Can't you do the same with an arguably better assist like painwheel's c.MP?
Well buer reaper holds the opponent a little longer so you can actually do a super jump to double jump to avoid updo and pillar. another reason I use it is cause people mostly are unsure when they recover so it can mess with reversals to a degree. also it has more range than cruel lily so I don't get annoying whiffs. Other than that and lack of lockdown, reaper and lily pretty much do the same thing so I consider them equally good.
 
I'm curious how many people have tried Big Band's Brass Knuckle assist with Peacock. @POS Industries said it works really well for her, I want to know if anyone else has used it and if so what they think.
 
Personally I prefer HP Lock n' Load over Brass Knuckle, but if you are going to run Big Band and not Cerebella, that would probably be the assist to go with. HP Beat Extend is also surprisingly good.
 
Personally I prefer HP Lock n' Load over Brass Knuckle, but if you are going to run Big Band and not Cerebella, that would probably be the assist to go with. HP Beat Extend is also surprisingly good.
LnL is certainly the assist it's most similar to. The main advantage I can see of LnL is that it is easier to set up teleport crossups with. Other than that Brass Knuckle seems like the better assist though. Bigger hitbox, starts up faster, causes an untechable knockdown. (Again, haven't tried it myself, just theory fighting.)
 
I feel that LnL is, as Peanuts said, better for combo setups while Knuckle is the better choice for pure keepaway.

But overall the choice comes down to whether or not you prefer Bella or BB. If you're running both, it can go either way. LnL and Giant Step or Beat Extend would be good, but Knuckle and Cerecopter seems pretty strong, too.
 
I use S.HP & M. Pinion Dash on my team.
I find the S.HP to very useful for close & distance combat.
Painwheel's is fast & it has a pretty big hitbox.
 
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To get the ball rolling, in my opinion these are the best assists Peacock has:
  • George at the Air Show: It's kind of hard to use this assist, but it can be useful as when it's used from the right range it keeps your opponent from jumping.
It's much less hard to use this assist after the beta changes :)
 
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That might be an interesting assist now. For the purposes of my team, I'd probably stick with s.HP though.
 
George at the Airshow is pretty good now. It's still no SDE H Item Drop, but it does a pretty good job at keeping peopled grounded.
 
It's much less hard to use this assist after the beta changes :)


How did this move get changed in the beta. I must have missed that.