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Peacock Gameplay General

IsaVulpes

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Ms. Fortune Filia Double
Can we talk about ANYTHING, please? For all I care, discuss her score on the Moe-chart.
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This is just saddening

Okay so uh, her matchups, right?

She does good against Parasoul (+Squigly? How is Bella nowadays?),
bad against Valentine (+Filia?), okayish against everyone else?
How is Double? I imagine backwards car is annoying.
Someone that can play her make a full list?

How about that keepaway:rushdown ratio, what do you do? 100:0? 0:100? 70:30? "Keepaway until they are in, then mount offense"?

Any good assist punish strings? Like, Parasoul can do c.HP and then Stompshit against a fullscreen blocked Bomber, does Peacock have similar options? j.HK rejumps maybe? Or just charge an Item drop and Argus?

In general, how do you handle her short range on everything when punishing/trying to mount an offense? Lights all have no range,
s.MP is alright but even then s.MK sometimes whiffs after, 15f startup on s.MP means it's not too useful as a punish in the first place and s.MP>s.MK is ..hard.. to hitconfirm off;
s.MP>c.MK>s.HK>Doom>stuff works.. but again: short range. Just always work with Item Drops? I tend to jump around stupidly and pray something hits, maybe there are better ideas. Throw?
-- Or should this go into the Neutral Game thread?
 
I'm at 100:0 ratio right now, though I've been messing around with some combos because her zoning game has been nerfed so much that it's pretty much impossible to do without them now, which is fine from a totally objective game design stance but it is a reduction in my Peacock joy factor. At this point, I've only been able to use them as punishes rather than actually going on up-close offense, but it's a start.

I'm also reconsidering my reliance on uppercut assists in general, seeing as "Peacock+Updo" as a strategy just doesn't cut the mustard anymore and I'm just not really all that into playing the characters that have those assists. Filia was kinda fun for a while but since I started having to delve into her more I've found too many things about her that I don't like. I feel like Brass Knuckle covers her bases well enough in general that I can get away with it, and am messing around with Val/Peacock/BB and really enjoying it so far. It's three characters that all benefit from uppercut assists that aren't available, but I'm feeling like I can make do. L.George and H.Knuckle help Val control a lot of space that she can use to do work on point before either dying or (preferably) DHCing into Argus, at which point Peacock with Knuckle has the positioning she needs to zone effectively. Having Val as an opening act for Peacock also gives me a lot more options at the start of the match, since Peacock on point pretty much universally involves me doing whatever I can to run the fuck away from the get-go and not really starting with the space I need to pull it off against smart opponents.

This leaves BB on anchor which isn't the best, but I feel like he has enough defensive options and ways to punish just about any sort of offense at this point that his need for some sort of AA assist has been slightly overstated, but overall I feel like the real meat of the team sandwich is Peacock in the second position, with Val and BB in the point and anchor spots primarily to get her where she needs to be and keep her there.
 
I've been testing out a Peacock+Squigly team as of late (because using my current team just feels so dirty and they're the only other characters with Madoka themed palettes) and I've found myself winning most often when playing keepaway with Pea, it' probably only works because a lot of Peacock players nowadays play a lot of rushdown, so all the newer players have no clue on how to deal with someone that stays away.

I have her set with George's Day Out for assist, as it's actually just amazing. From a distance you can just throw it out and charge with Draugen Punch and if they go for a jump-in then bam, Draugen Punch to the face and if they block or get hit then you get a free charge on your Punch Stance.

I've got Squigly's HP Draugen Punch set as assist because Peacock seems to benefit a lot from DP assists (as well as the fact there's no point having silver chord when I'm attacking from a distance with Peacock anyway). Draugen Punch also has the benefit of sending the opponent flying, giving them a lot less options for dealing with a keepaway Peacock (they have no projectiles, too high up for air supers to hit or not be blocked, any approaches with airdashes or flight can be responded to with HK teleport and if they just fall then they've given up the time that Peacock needs to build fullscreen distance).

The one thing I am having a lot of trouble with is (surprise surprise) Fortune. I'm aware that it's a bad (possibly the worst) matchup for Peacock, but that doesn't mean there aren't things she can do about it. What do other people do when face to face with Fortune?
 
I can comment about her match-ups later; I have a really good Peacock/Bella team. Unfortunately, it will have to lean towards SDE but I understand the character well enough to know how she would play with the current MDE changes (no triple bomb or H Item Drop strategies). Bella still loses to Peacock though, she lacks the air mobility to help her get around Peacock's ground game, and Reflector was never enough. I would say the same for Double, but she has Band Wagon; that seems about even imo.

I'm not sure why anybody is still having trouble with Fortune. If you have an assist that can knock the head full screen or can put an item up (M most likely) to cover the body then launch the head and send it flying, you're good. Without the head close, she has no answer from a distance and vs Peacock, she can't just rely on the head to get a lucky nom or slide in (Georges backed by Peacock stomping on the head stop that).

Peacock should be 60:40 zone-to-rtsd ratio. You want to put stuff on the screen then attack behind it when possible (think Faust), with more emphasis on spacing yourself well. At the very least, you need to do this so you don't end up in the corner. Once she gets close pressure started, she can do pretty well with the items and L Georges. Just push for as much space as possible when converting. She's rubbish mid due to stubby normals, don't even bother staying here.
 
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I've been testing out a Peacock+Squigly team as of late (because using my current team just feels so dirty and they're the only other characters with Madoka themed palettes) and I've found myself winning most often when playing keepaway with Pea, it' probably only works because a lot of Peacock players nowadays play a lot of rushdown, so all the newer players have no clue on how to deal with someone that stays away.

I have her set with George's Day Out for assist, as it's actually just amazing. From a distance you can just throw it out and charge with Draugen Punch and if they go for a jump-in then bam, Draugen Punch to the face and if they block or get hit then you get a free charge on your Punch Stance.

I've got Squigly's HP Draugen Punch set as assist because Peacock seems to benefit a lot from DP assists (as well as the fact there's no point having silver chord when I'm attacking from a distance with Peacock anyway). Draugen Punch also has the benefit of sending the opponent flying, giving them a lot less options for dealing with a keepaway Peacock (they have no projectiles, too high up for air supers to hit or not be blocked, any approaches with airdashes or flight can be responded to with HK teleport and if they just fall then they've given up the time that Peacock needs to build fullscreen distance).

The one thing I am having a lot of trouble with is (surprise surprise) Fortune. I'm aware that it's a bad (possibly the worst) matchup for Peacock, but that doesn't mean there aren't things she can do about it. What do other people do when face to face with Fortune?
@TheIdiomatic plays Peacock/Squigly, although he uses Drag 'n Bite assist rather than Draugen Punch. He's got a lot of match footage on his Youtube channel if you wanted to check that out.

 
Ignore the fairly basic Squigly, though. Drag 'n Bite is decent against Fortune's head, since it'll push it back a bit, or at least serve as a meat shield. Fortune can still be a pain.
 
In general, how do you handle her short range on everything when punishing/trying to mount an offense? Lights all have no range,
s.MP is alright but even then s.MK sometimes whiffs after, 15f startup on s.MP means it's not too useful as a punish in the first place and s.MP>s.MK is ..hard.. to hitconfirm off;
s.MP>c.MK>s.HK>Doom>stuff works.. but again: short range. Just always work with Item Drops? I tend to jump around stupidly and pray something hits, maybe there are better ideas. Throw?
-- Or should this go into the Neutral Game thread?
Peacock has trouble quickly punishing things from mid range. If you want to punish something that's so far away that you have to use s.MP and can't follow up with s.HK, I usually just go for s.MP>c.HP>236MP>Argus>DHC.

Because of Peacock's short range ground moves, I'd try to avoid poking people on the ground from mid range as much as possible. If you find yourself in that situation, 236MP will beat out any ground poke and is safe on block at maximum range against most characters and IAD j.LK will dodge low-profile moves such as Parasoul c.MK. If you land IAD j.LK from max range (i.e. too far away to do a standing light afterwards), you can only follow it up with an assist or by instantly cancelling into Argus when you land. You could IAD j.MP instead if you don't mind the increased startup, as it has enough hitstun to easily link into s.MP after landing.

So the way to "handle" Peacock's short-range ground normals when trying to mount an offence is to cover your approach. MP item drops are extremely strong against people who love to press buttons and bombs are useful too; you can protect yourself by staying near a walking George, and you can use bomb cancels to give yourself the space you need to start charging another item drop if you have to release an item before you reach your opponent.

That said, Peacock's has great air normals let her attack from mid range even if she isn't being covered by items or bombs; j.LK and j.HP both reach pretty far and can be converted into combos on hit (j.LK>j.HP, j.LK>j.MP, or j.HP adc j.LK). You can use j.MK to pressure grounded opponents from a decent range too, and jumping forward with a fast j.LP lets you quickly attack someone who's jumping towards you (see here).

TL;DR: Cover your approach using bombs and held item drops, don't try and poke people from mid-range on the ground, here are some good moves to use when approaching people: j.LK, j.HP, j.LP, j.MK.
 
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Okay so uh, her matchups, right?

She does good against Parasoul (+Squigly? How is Bella nowadays?),
bad against Valentine (+Filia?), okayish against everyone else?
How is Double? I imagine backwards car is annoying.
Someone that can play her make a full list?

How about that keepaway:rushdown ratio, what do you do? 100:0? 0:100? 70:30? "Keepaway until they are in, then mount offense"?

Any good assist punish strings? Like, Parasoul can do c.HP and then Stompshit against a fullscreen blocked Bomber, does Peacock have similar options? j.HK rejumps maybe? Or just charge an Item drop and Argus?

In general, how do you handle her short range on everything when punishing/trying to mount an offense? Lights all have no range,
s.MP is alright but even then s.MK sometimes whiffs after, 15f startup on s.MP means it's not too useful as a punish in the first place and s.MP>s.MK is ..hard.. to hitconfirm off;
s.MP>c.MK>s.HK>Doom>stuff works.. but again: short range. Just always work with Item Drops? I tend to jump around stupidly and pray something hits, maybe there are better ideas. Throw?
-- Or should this go into the Neutral Game thread?

There is an old neutral game thread on srk for her, much/most of it is to wordy and no longer applies, though much of it does apply.

As far as your questions, because I'm bored and haven't played her in awhile:

My keepaway to rushdown ratio is about 80:20 which pretty much works out to... Keepaway till they are in then mount an offense.

I think peacocks rushdown is character situational, though can work against everyone if the best parameters are met.
Parasoul is weak to peacocks rushdown and peacocks keepaway, but can easily kill peacock off of a hitconfirm so rushdown peacock isn't best against parasoul, unless you just like to give her free chances to win.

The only assist punish that I really purposefully use is argus xx cats...


Other punishes are just watching stupidly called assists get meatied by my bombs. Peacock is one of the better characters at locking out others assists... But she gets very little from doing it except if she is going to go on offense... Which I think is just dumb (going on offense)...peacock has a huge advantage at range against everyone except Val/fortune/filia imho. So it's better to just play the way she was designed imho.

How do I handle her short range on everything?

I don't try and force the issue of using her normals to much and only really seek to use them when an opponent gives me the opportunity/does something stupid... Which happens a lot against peacock.

Also, peacock has huge range... It's just her jabs and stuff that have shit range... Ranged things peacock can do:

St.hp xx something
Cr.hk (whiffed) xx something
Call assist xx teleport

And all sorts of item drops and bombs... Obvious yes, but peacocks bad range on her light and medium normals doesn't hamper her in any way unless you are seeking to abuse her normals, at which point I think you are peacocking wrong, but skill can overcome or simply being better than your opponent ( @peck )


For offense I just go basic cause it works:

Iad j.mp
Iad wiffed airthrow, land, throw or st.lp
Throw xx lk george, dash for timing, teleport mixup and if they start to listen to peacock/overly block the mixup then I start to use other variants of throw into left/right 50/50'
But generally no one does, or if they do, they aren't good at it so no reason to do more complicated stuff.

What to look for in peacocks neutral game so that you aren't just jumping around stupidly?


Hmm.. I cover this in much to high of a detail on srk, but have since then condensed it into a very easy to understand and use package...

But I kinda feel like if the knowledge is just passed on to easily... Mofos won't be appreciative of it. They will just regurgitate patterns and make peacock look even more flowchart than she already does.

Meh.

One hint I will give is that her pattern of j.hp (wiffed) xx airdash j.lk to get in, is a basic fundamental of peacock play in that its strategy is perfectly in line with peacocks other strategies and patterns.

Another hint that I will give is that spacing and reading are quite necessary to develop in order to actually this and her other patterns to maximum benefit.

The biggest piece of advice I can give though is... If one wants to peacock well, one has to use peacock a lot... She tends to unlock herself with more and more time put into her and is probably my favorite/second favorite character in the game to play as... She isn't hard to use by any means, but she can be hard to understand at first glance.

Spacing and observation as well as good patterns are primarily what is needed and most of that simply comes with experience.

Funnily enough the computer will give you much of this experience since it is free to any shit peacock pattern you can come up with.
 
Sooo.. This little change just hit beta.

- Peacock's plane (QCT+HK / 236+HK) now aims for the opponent's horizontal position when it is created, rather than following the same arc all the time. Far away it will aim up to fullscreen, but up close it will only come a tiny bit closer than the original path.

Anyone tried it? Opinions?
 
First impressions: better at keeping people on the ground from fullscreen, better at zoning from midscreen while backed into a corner, can now set up 50/50s with item drop from fullscreen instead of only mid range (call HP item, throw HK bomb, let go of item partway through HK bomb animation to keep them on the ground, teleport ASAP, catches people during jump startup if theyre trying to upback out of it).
 
And just so you know, Peacock is quite moe.
 
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A Peacock buff? This is the best Christmas ever!
 
So I was playing around in training mode and crossing up with 214HK after throwing bombs at people sets the stage to 3 now, which I'm like 90% sure it didn't before (Please correct me if I'm wrong I'm going insane)
This is the same in Beta and the regular client I believe.

 
So I was playing around in training mode and crossing up with 214HK after throwing bombs at people sets the stage to 3 now, which I'm like 90% sure it didn't before (Please correct me if I'm wrong I'm going insane)
This is the same in Beta and the regular client I believe.
Bomb crossups have always set the stage to 3. That's specifically the reason why I don't use Peacock combos that start two chains with the same move at any point, because in practice they'll trigger IPS off bomb crossups. As far as why it doesn't set the stage to 3 when doing a very early teleport, I can't say. That might be the part that's new.
 
I like the plane change a lot. In situations where I would put the old plane out preemptively in order to cover space, this one actually connects and forces the opponent to block, giving me time to put more stuff on the screen.
 
I can see the plane giving cerebella problems when trying to approach in the air now. Haven't played yet, so we'll see
 
So, I have a Peacock reset that I'm thinking about trying:

  1. Launch, j.lk (x3), j.mp, j.hk, air throw
  2. Launch, j.lk (x3), j.mp, j.hk, delayed IAD j.hk
The first is an air throw reset, OTG with j.lk into s.lp, s.mp, s.hp(x1) x HP SOID x Argus.
The second is meant to catch tech attempts, you bring the opponent back down to the ground and end with the same string into Argus. I'm wondering if there's anyway to turn that IAD j.hk into a left/right mix-up. I'm leaning towards resetting most characters in the air now with my team to avoid the ground reversal mashing, so anything that can be added to this would be great.
 
So, I have a Peacock reset that I'm thinking about trying:

  1. Launch, j.lk (x3), j.mp, j.hk, air throw
  2. Launch, j.lk (x3), j.mp, j.hk, delayed IAD j.hk
The first is an air throw reset, OTG with j.lk into s.lp, s.mp, s.hp(x1) x HP SOID x Argus.
The second is meant to catch tech attempts, you bring the opponent back down to the ground and end with the same string into Argus. I'm wondering if there's anyway to turn that IAD j.hk into a left/right mix-up. I'm leaning towards resetting most characters in the air now with my team to avoid the ground reversal mashing, so anything that can be added to this would be great.
Can't you just do launch, j.lk, j.mp, j.hk, land, dash under?
 
Can't you just do launch, j.lk, j.mp, j.hk, land, dash under?

Yeah, that could work. I'll look at it, thanks.
 
Launch, j.lk (x3), j.mp, j.hk,

It's the first reset in that video, and it's pretty old. I tend to use it after weird OTG confirms where it's hard to do my usual restand.

Back in SDE when HP item drops went fullscreen you could combo into a long assist (e.g. Cerecopter) and start charging an HP item, then launch and do that air string and go for a crossunder level 2 item drop after you landed. This was before the offscreen character/assist indicators were in the game too.
 
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What strings have yall been doing?
I was doing some stuff that's not as good as this and now I'm going to do this.
 
What strings have yall been doing?
Basically that but with BRASS in place of Bomber and a little more HP Bang, though it looks like I could stand to do that less to just keep the bombs and item drops rolling.
 
What strings have yall been doing?


Ive liked this infinite bomb string that ive been using since vanilla... Very easy to do, braindead as hell and doesnt have huge holes, its hard to start kinda, but once its out it can be very hard to break plus it gets brass knacku now... For the cheese:


St.hp plus assist, xx hp item drop, st.hp xx hk bomb, st.hp xx hp item drop, st.hp xx hk bomb. (Repeat from beginning)


Its good solid coverage even without the assist though its low on durability... Any armored move will generally break through, great against aerial approaches.

Its literally just st.hp xx item drop, st.hp xx george over and over again. Its better in this version cause of the george buff. And its quite stinky with an assist.
 
I just do HK george, MK george, MP SoiD and go in
 
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So, @Mike_Z recently fixed L George so it no longer whiffs up close against Squiggly and Fortune. However, I was playing against a Peacock and it looked like he could corner grab PW and convert with LK George? I'm pretty sure you could only do this vs Bella, Double and Val before. Could this be a side effect of that change, or has this always been the case in Encore? If it's a side effect, are you cool with it Mike?

Obviously, I don't mind since I benefit as well, but she could always convert off of corner grabs if you spent a meter before so it's not like she really needed it.
 
Cool, I guess it will come down to spending the meter for the damage or going meter-less for the reset/burst bait/raw tag.
 
3C5F37CF8AD2D60713E18C15934D5728339FC142


Playing a game of chicken was a very good idea.
 
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Sorry guys, you will never be this good.
infy dabes

Listening to Filias screaming in slow mo like that, oh god I can't even.
10/10 Nasty trick shot.
 
Anyone find any usage for lp SoiD?

I'd like to incorporate all of Peacock's moves as they're needed/useful, but I can't find any reason to use it when I could just use mp instead.
Sometimes Filia can air dash faster than MP can track and fall on her, so LP before hand can sometimes be useful.

The main reason that I would use LP SoiD, is so that I can push block their predictable offence while releasing LP, pushing them backwards into a stun (level 2/3 charge). It's similar to how Squiggly sometimes uses battle opera while touching you, then you try and punish her but she blocks it, and pushes you backwards into it, getting you stuck.
 
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So I've come to notice, that at least after Argus, item drop will activate undizzy as if being a new string but if it makes the undizzy go over the limit ( i.e. 230 to 250) you still can't link off of it. So it's neither a combo link ender or starter? I feel like you should be able to link afterwards.

But what bugs me the most is that if the opponent's undizzy is at 230 or so and you use her triple bang, the first hit makes it go over the undizzy limit as normal but while the other shots don't add more undizzy they will still activate it. Is there a reason for that? I mean yeah sure I guess I could combo~210 undizzy, argus, itemdrop ~230 then single bang shot into another Argus but seems odd that she isn't allowed to do all three shots in such a scenario.
 
The tl;dr explanation is:
You are linking off something, and by the time you hit with the linked-into attack the undizzy is above the limit.

The complicated explanation is:
A projectile will ADD undizzzy if the character is still in the state that created the projectile when it hits, but it will ACTIVATE an undizzy burst anytime if it could have ever added undizzy.
If a projectile hits while you are still in the state that created it, that state counts as "having hit" like a regular attack. If you are not in that state when the projectile hits, it is ignored.
Projectiles and assists are ignored for purposes of figuring out when chains end or start.
So you are actually linking off the state BEFORE the Argus, but it is still true that to your character you are just "linking with full undizzy".

If you do a chained Lv1 item drop, Peacock is still in the item spawn state when it hits, so it will add undizzy but will not trigger it and does count as chained-into.
If you do a chained Lv2 item drop, Peacock is not in the spawning state any longer so it will trigger undizzy but does not count as either chained-into or chained-out-of.

If Peacock or Parasoul were allowed to hold a hit that counted as either chained-into or chained-out-of for long enough to use it in a different chain, there would be exploitable sequences that would not trigger bursts. (See also: SDE Peacock, heh.)

[edit]
If the shots have to travel, by the time you get to the 2nd/3rd shot you are no longer in the state that spawned the 1st/2nd shot, so it works how you noticed. You can check by doing a combo that leaves them right next to you and looking at what 3 slow shots that continue the combo do, which will be different.
 
Details and stuff

Well that was insightful and actually makes some sense, thank you. Guess I'll make due with a single shot from full distance then, or lk bomb to set up blockstrings after the argus.
 
Just found something weird, did anyone else know that Peacock c.MK will knock down airborne targets? Because I didn't know that. I'm not sure I can think of any applications or reasons why you'd want to do that, but it's a thing that's in the game.
 
I've noticed that before only because it has messed up combos for me before.
 
Just found something weird, did anyone else know that Peacock c.MK will knock down airborne targets? Because I didn't know that. I'm not sure I can think of any applications or reasons why you'd want to do that, but it's a thing that's in the game.

And now the ant holocaust begins as several peacocks go test this in training mode. :(