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.