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Peacock Gameplay General

Wonder if it would ever be possible for that ant to do something. Though it made for a decent post match taunt, now she has an actual taunt so I see less of that little guy =p.
 
Any neat uses for LP Bang? Best I could do is using it as a combo linker in the corner. I can also barely combo after with a light midscreen if I dash forward after LP bang, but I bet this won't work if the opponent wiggles his stick.
 
LP Bang xx Lenny xx 360 is a super damaging DHC
In general, LP Bang xx Lenny > further combo (j.MK etc) leads to some high damage strings which possibly lead to 50/50 mixups with the Lenny explosion + teleport.

LP Bang may or may not be useful as an assist counter; it staggers the assist and they can't stagger shake on it, so it will stay on screen for ages (+lockdown afterwards).

You can also use it as a taunt and it's very humiliating if you actually hit somebody with it raw.

P.S. You can test out whether your link works by putting "Stagger Recovery" to 'YES' in the Training Mode Options
 
LP Bang xx Lenny xx 360 is a super damaging DHC
This also works with Daisy Pusher, although you need to be a little careful to make sure you don't push them too far back or the Daisy Pusher will whiff. I like to do s.MK > j.MP, j.HP > j.LP, j.MP > s.LP, s.MP xx L gun. That air series always puts you right next to them and the ground series doesn't cause too much pushback, so this usually works.

After the DHC as Squigly you can do slight delay c.LK c.MK c.HP and this will always combo into the bomb explosion while leaving Squigly far enough away that it doesn't hit her.
 
From what I found you can actually use it in combos. Not sure about everyone else's BNBs but I can use it after my restand and get about an extra 500 points of damage, however at the cost of building more undizzy and not being able to do double argus, but it can be useful. It seems to work better on larger characters but after the restand do s.lp s.mp LP bang, then startup a dash which is canceled into a c.lk string. Doesn't seem to work against Squigly though, as her stagger animation has her scoot far back.

Though it can be teched, against the likes of double and BB you can actually grab them after LP bang in that situation and then level 3 or just Argus ect. It may work against other big characters like Bella but you might have to dash in a tiny bit which means it'll only grab if your opponent doesn't mash out of stagger.
 
I always find the HP(1) xx mk bomb xx lk bomb to always be the more damaging alternative, unless you are close to the corner.

Also, you know you can tech a grab while staggered, right?
 
Wow I'm blind AF. I blame browsing on my phone.
 
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I always find the HP(1) xx mk bomb xx lk bomb to always be the more damaging alternative, unless you are close to the corner.
Well in my BNB I generally don't have enough undizzy for that link, and in my lesser BNB I still don't usually go that route as my assist link is more damaging and consistent.

The s.hp into double bombs adds 70 undizzy ; s.lp s.mp (or even double standing jab) into lp bang only adds 55 ~35 undizzy, letting me get another link in. I find the double george bombs are only useful in solopeacock combos.
 
Which BNB are you referring to, specifically?
 
Which BNB are you referring to, specifically?
Mine, the one I use all the time =p I don't feel like getting into the breakdown lol.
 
Well I typically see you do 2 different ones. The one with LnL and the one without.

The one without, you should be able to do:

MK,
j.HP, adc, j.LK, j.HK,
j.MP, adc, j.LP j.MP,
MP, HP(1), MK bomb, LK bomb, dash,
c.LK, MP, c.MK, c.HP, MP Bang, Argus
 
Does anyone know if you can get Road Roller from a charged item drop assist?
I tried to get one in training for about half an hour and it never showed up.
I can't remember if it's locked out from happening as an assist.
 
Road Roller as an assist would be useless. The real strength of getting it on point is you can immediately charge another item drop, making Tenrai and Road Roller her best item drops. Since the assist has to go through cooldown, you wouldn't benefit from it happening.
 
I have a quick question on Peacock. I understand why Avery vanishes in j.Hk - airdash - j.Hk, but I'm kinda confused why she also vanishes on j.Hk - airdash - j.Lk when all other air moves doesn't make Avery vanish.

Maybe because Avery and your j.Lk chains together into a ground combo too easily but you can chain Avery and your j.Lp just as easy. I just wanna know the reasoning behind this.

EDIT: GOSH I'M STUPID AVERY'S IN HER j.Lk
 
From today's patch notes:

Fix Peacock's backdash to not have a strange airborne portion; can now cancel to ground attacks for the entire duration; no longer randomly goes over lows and throws (yes, actually random, depended on floating point rounding). Thanks faerie for reminding me of this.

Bolding mine, this was actually really annoying and I didn't realize it was unintended, so I'm pretty hype to be able to throw the bombs so good after my backdash.
 
Fix Peacock's backdash to not have a strange airborne portion; can now cancel to ground attacks for the entire duration; no longer randomly goes over lows and throws (yes, actually random, depended on floating point rounding). Thanks faerie for reminding me of this.

Getting the bug where you would have full control over Peacock during the Road Roller cinematic is probably rooted in the same sort of floating point rounding. It's a bit comical but still a bug nonetheless.

Speaking of Road Roller, I was a bit disappointed to find that it doesn't trigger the super finisher background doodahs that Mike's added recently. I mean I know it's not a super but it still has that cinematic feel of a super due to the timefreeze.
 
From today's patch notes:

Fix Peacock's backdash to not have a strange airborne portion; can now cancel to ground attacks for the entire duration; no longer randomly goes over lows and throws (yes, actually random, depended on floating point rounding). Thanks faerie for reminding me of this.

Bolding mine, this was actually really annoying and I didn't realize it was unintended, so I'm pretty hype to be able to throw the bombs so good after my backdash.

This'll help against roundstart Squigly. I tend to start matches with a backdash canceled into mp.bang in case she goes for the battle opera, and it really sucks to go for and be hit out of the air somehow.

I also thought this was intentional.
 
I had that problem from time to time. I just did it in the middle of the arrows when they looked dense instead of trying to get as many out as possible.
Maybe the extra hitstop from going through Fortune helps too. I try not to dhc very often.
 
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Really bogus how RR did absolutely nothing to the assist char but made me giggle a bit.
 
Here's something you may want to know if you play Peacock with Big Band:

man can we remove random elements from argus already?
 
Didn't I post somewhere that you can make it basically guaranteed if you do H item xx Argus, keep holding HP and add holding another P, then do the DHC with QCT+release PP, and you get the item drop that holds them in place for the super?

Maybe that was the Big Band thread.
 
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Can't do H Item xx Argus off hitting the opponent with Bang Bang Bang xx Argus, though :P

I don't really see any.. *advantage* in Argus being random.
Sometimes Gregor counter to raw Argus will work, other times it won't, and it's not based on either player being good/bad, but just based on.. luck.
Here there's at least a valid workaround (DHCing earlier, using Item Drop), but even a reasoning like "It being a consistent thing you want to go for would be OP" doesn't really hold, since both of those options would also work if Argus DHC SSJ *never* connected after the full Super.

The only thing this really leads to is that someone goes into training mode, sees "Aha! Argus DHC SSJ works just like my old Argus DHC Gregor did, that's cool, I'll drop Filia for BigBand", and then he plays matches and thinks he sucks ass and somehow DHCs too late, and gets really frustrated with everything and whatever.

I don't understand what "Sometimes your combo deals 200 damage more, getting a kill you otherwise wouldn't have gotten; sometimes this DHC will drop and you lose a game randomly; sometimes your counter doesn't work and your Filia dies due to bad luck" adds to the game?

There are certain kinds of randomness in games which make things more interesting due to forcing adaptation on the fly; eg random drops in a Speedrun means that sometimes you'll need to do a backup strat to preserve health, or know where to farm extra enemies without major timeloss to get your ammo up; or a boss having several patterns means you can't just autopilot the fight but have to react to his movement accordingly.
But fighting games already have endless amounts of 'randomness' due to being 2P, which leads to you never knowing 100% what your opponent is doing at any given moment (okay, you know that he's doing 'nothing' during non-supercancellable recovery~), so any extra randomness just seems.. weirdly out of place (yes I'm aware that ST has random damage on everything and whatnot -- but that doesn't mean I think it's a good idea to have it).

Something like Steamroller breaking Armor at least creates some kind of interplay; a Bella sees that Lvl3 Item Drop looming over her body, and then thinks "I don't really want to LnL here, cus it could be a Steamroller", and the Peacock thinks "This Bella is not gonna do LnL, because it could be a steamroller, so let me c.HP", and then Bella might take her chances and do LnL after all - and then it might pay off.
It's still random, and I still hate it, but at least here both players take things into consideration and adjust their actions accordingly.
For Argus xx SSJ, one player might take a gamble (no, he just won't), and the other just holds back and prays. It's.. ugh.
 
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Lotsa stuff
Depending on your distance to them, where they were in the air, and when you DHC, it might drop even if it weren't random. Now what.

And if you're arguing the possibility that Road Roller might add some depth (...) then Argus being random also does, because the Peacock player needs to decide when they want to DHC. If you DHC off the laser it'll always work but you sacrifice damage, so you can always safely do that or you can gamble for more damage and the possibility of dropping due to distance/timing.

See also: This is not a discussion.

(What you should've said instead of all that meandering is "Argus is already minus on hit in the corner, why not increase the hitstun of the little shots a few frames? Maybe it would also help with this problem!")
 
Depending on your distance to them, where they were in the air, and when you DHC, it might drop even if it weren't random. Now what.
That's my fault for misjudging when the DHC works and when it doesn't.

If it doesn't work eg after AA c.LK xx M.Bang xx Argus, then it would never work there, and I will learn that, and I will never do it there.
There are a ton of combos/conversions/etc which only work at a certain spacing, or only against some characters, or only if the opponent was on the ground during the start of it, or whatever.
But that's a case which I can learn, and then I get better at it, and then it doesn't happen anymore. I can't get better at predicting a random outcome.

I don't see how that is even remotely comparable?

And if you're arguing the possibility that Road Roller might add some depth (...) then Argus being random also does, because the Peacock player needs to decide when they want to DHC. If you DHC off the laser it'll always work but you sacrifice damage, so you can always safely do that or you can gamble for more damage and the possibility of dropping due to distance/timing.
The difference being that here only one player gambles, while the other prays.

In the LnL scenario, the Peacock player thinks "LnL is an option which would be strong against <what I'm doing>, but it might lose randomly, so it is unlikely he is going to go for it", while the Bella player thinks "LnL would be a strong option against <what Peacock is doing>, but it might lose randomly, do I take my chances or do I play it safe? He won't expect the LnL, so it might be worth going for".
In the SSJ scenario, the Peacock player thinks "Do I take the risk of losing my BBand for the reward of a bit more damage?" while the opponent thinks ".." and just holds downback.

That's a lot less interesting?

- If all Lvl3 Item Drops broke Armor, then Bella doing H.LnL would *always* lose, so I know I don't have to bother with thinking about her doing that = Easy for Me
- If none of them broke Armor, I would have to consider it, and it would be a great great option to use = Easy for Bella
- Since some of them break armor, I *still* have to consider it, but it's a by far less great option = Both players have to think
That adds a certain something to the game, namely making armored moves a less desirable counter to Lvl3 Item Drops, while still forcing me to keep them in mind as an option.

I can't really think of a scenario where gambling on the later DHC working out is worth it, where it adds actual depth, or whatever.

(And as noted, I still hate the Steamroller randomness~)

See also: This is not a discussion.
What *IS*? There have been like 2 instances ever where you said "I don't care either way, players go decide what you want", and in the end you probably still did what you felt was better (Fukua Airthrow?)*

I'm fully aware that you have the final say on everything, and you're free to disregard things I post, not read them at all, delete Parasoul from the game to spite me or whatever. But this is a forum where anyone can post, so I will sometimes write my opinion.

This isn't a demand for you to change it, it's not written in the expectation that 10 people will like my post while only 6 like yours and you go "Okay democracy wins, randomness on Argus is bad" , I didn't even ping you to direct the message to you. At best it's a suggestion, and if you say "No", then so be it.

I didn't expect you to change anything about the matter, I just wrote my opinion, as that's kinda what a discussion thread on a message board is for.
When I dislike X, but you like X the way it is, I'll either deal with it or quit the game - shrug.

(What you should've said instead of all that meandering is "Argus is already minus on hit in the corner, why not increase the hitstun of the little shots a few frames? Maybe it would also help with this problem!")
Maybe that would allows things which you don't want to be possible (Full Argus xx BFF? Doom winning against H.Giant Step after Argus?), causing you to write pretty things like "See, you have NO IDEA how much one little change affects the entire game, but keep writing things as if you have clue" which I don't want to put up with for now; or maybe that doesn't actually fix all the other issues I have with it (.. every other instance of the randomness doing things; like random damage on combos and the Gregor issue); or maybe I thought you liked it the way it is and wouldn't change anything about it no matter what so I was too lazy to come up with alternate solutions; etc

*Before this gets misinterpreted again: It's your right to do that, It's good that way, Please keep doing so, This is not an attack, etc.
It's just to note that most things aren't "Discussions", but you listening to things (which is the greatest!!) -or maybe not listening to things- and then making a decision.
 
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Random argus bullets are occasionally annoying, but at least it fits thematically.
 
Randomness is her "thing", as it is Faust's "thing". It fits her personality, and she initially had a lot more of it (swords were different hitboxes, fake teleport sometimes blew you up, etc) so I'm comfortable with where she is. If the Peacock player wants to bank on randomness being on their side, they can do so, otherwise they can do a thing that always works. None of that bothers me.

@IsaVulpes
Sorry, I meant "this is not a discussion" as in, you make what points you like but it's not changing. I don't care if you debate it, though.

What *IS* [a discussion]? There have been like 2 instances ever where you said "I don't care either way, players go decide what you want", and in the end you probably still did what you felt was better (Fukua Airthrow?)*
Not a lot. (And just because you saw several people vote for comboing after Fukua's airthrow doesn't mean that was the entirety of the response I got. The SH Fukua section isn't everyone. :^)

I'll accept and evaluate input from anyone, which I think makes me a competent designer, but ultimately my aim is to make the best game I can - and generally "design by committee" or "design by people who play the character" will not result in that.

When there are is a choice that I could go either way on, I ask for player feedback because it often helps me figure out that I prefer one way or the other, or a combination of them, for some reasons. I still have a vision for the characters.

I believe in my design sense (as hopefully people who play the game also do), and I also believe that a game designed by one person with one vision ends up better overall than a game designed by multiple people with different goals and priorities.
 
Didn't I post somewhere that you can make it basically guaranteed if you do H item xx Argus, keep holding HP and add holding another P, then do the DHC with QCT+release PP, and you get the item drop that holds them in place for the super?

Maybe that was the Big Band thread.
It was the Big Band thread, yeah. I posted that video in both threads.

The item drop thing is great, but depending on the kind of confirm or if I used an item drop to get the Argus in the first place, it isn't always something I can use. Tomo also made a suggestion which has been working for me so I will cross post it here:
You have to visually confirm lasers are going to keep them in hitstun the whole time, it is difficult to do consistently, but you basically want to DHC just as Peacock fires a laser or else there might be a gap big enough for them to recover.

I labbed it quite a lot when I was playing a point Peacock team.
Something I've been meaning to do but haven't gotten around to is figuring out exactly what the random patterns are. I can get the DHC 100% of the time if I just watch one of the "eyes" and DHC the instant I see that eye fire... but not every eye fires on every pattern >.<

e: @IsaVulpes god bless you for talking about Skullgirls on these, the forums for discussing Skullgirls, I like having long posts to read that aren't about voice acting or rage quits or whatever else. Also I've been playing this character since day 1 vanilla and I never knew road roller breaks armor, lol
 
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Something I've been meaning to do but haven't gotten around to is figuring out exactly what the random patterns are.
Lemme help ya - "random" means random.
For each small laser, on spawn pick random eyestalk and pick random eye on the stalk.
Ain't no list of like, 5 patterns or nothin' like that. That's more work!
 
Lemme help ya - "random" means random.
For each small laser, on spawn pick random eyestalk and pick random eye on the stalk.
Ain't no list of like, 5 patterns or nothin' like that. That's more work!
Well that saves me some time at least, that's like a whole thing I don't have to do later.
 
Also I've been playing this character since day 1 vanilla and I never knew road roller breaks armor, lol
It's a hitgrab

P.S. Keep me updated on that Fukua team pls; It's like the same thing as I run, and I'd like to see someone who can actually play Peacock run it and what he does and things~
 
It's a hitgrab

P.S. Keep me updated on that Fukua team pls; It's like the same thing as I run, and I'd like to see someone who can actually play Peacock run it and what he does and things~
Well I'll have to learn how to actually play Peacock first, but after that you betcha.
 
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When is "Goodfellows" going to be changed to a standard command throw?

As it is, the move is of no use since it's nearly impossible to execute in a fight. I can only get off about 15% of the time on training dummy when it's just standing around. I've never gotten it to work against the AI or a human opponent. Too awkward a motion and too small a window to get the motion to work. (2 frames maybe?)

(InB4 "Git Gud!")
 
It would be neat to somehow make it a command throw. Perhaps keep it the way it is but also allow us to use the normal level 3 motion (QCB+ PP) where the bar is spent and peacock goes into the throw. Making it inescapable but also lose three bars if she whiffs. It would be useful as she can use L bang stagger into goodfellas. However I feel the damage would be lackluster and still be better off using two arguses...... never mind lol. Unless it goes the way of Marvel Level 3's and remains unscaled =p
 
When is "Goodfellows" going to be changed to a standard command throw?

As it is, the move is of no use since it's nearly impossible to execute in a fight.
It's actually impossible not to get it when you want it, since you can *always* input QCB-PP after LP+LK; it doesn't come out on Throw Whiff/Tech, so there's no loss. Just input it fast, rather than trying to confirm the throw - there is no need to.
 
When is "Goodfellows" going to be changed to a standard command throw?
Never. DHC-into-able maybe, but not a command grab. The point is to leave it techable, rather than giving her a command grab in addition to a range game.

As it is, the move is of no use since it's nearly impossible to execute in a fight. I can only get off about 15% of the time on training dummy when it's just standing around. I've never gotten it to work against the AI or a human opponent. Too awkward a motion and too small a window to get the motion to work. (2 frames maybe?)
Just as a factual correction, from the time the throw connects you have 27f to input the motion before it chooses to be a normal throw. If you count the startup of the throw, which is an additional 7f, you have 34f to input it. At maximum number of skipped frames that's 24f/30f of real time.

As Vulpes said, remember you don't have to confirm it off the throw connecting (although that is still perfectly possible), just do the motion each time you attempt a throw that you want to be a Lv3.

For comparison, you have around 15f to input an Argus after Shadow of Impending Doom if you want it to combo with the shadow held. And you have 13f to DHC to someone else out of Lenny.
 
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Never. DHC-into-able maybe, but not a command grab. The point is to leave it techable, rather than giving her a command grab in addition to a range game.


Just as a factual correction, from the time the throw connects you have 27f to input the motion before it chooses to be a normal throw. If you count the startup of the throw, which is an additional 7f, you have 34f to input it. At maximum number of skipped frames that's 24f/30f of real time.

As Vulpes said, remember you don't have to confirm it off the throw connecting (although that is still perfectly possible), just do the motion each time you attempt a throw that you want to be a Lv3.

For comparison, you have around 15f to input an Argus after Shadow of Impending Doom if you want it to combo with the shadow held. And you have 13f to DHC to someone else out of Lenny.

O_o

You could have just thrown a calculus book at my head and it would have the same effect.

Obviously I can't count frames, so take that part of what I said for it is. But a majority of this jargon is indecipherable to me. J'étais confus... (TT__TT)