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Peacock Rushdown Discussion: Pressure, Mixups etc

That's actually one of my setups post-throw. If the copter hits them, I just drop the item on them and go into any old combo. If it doesn't hit, I'll typically send myself back to the original side with j.HP while dropping the item.
 
This is just an idea, but I'm not sure how best to implement it. The goal is to get safe lockdown into a hard to blockable off a throw.

As far as I know the initial left/right with copter is safe since peacock can block a reversal. Then the question is can you avoid getting pushblocked before the item(high) or c.hp (low) hits.
Hmmmmm... I bet I could get something like this to work off Drag n Bite.
 
It was only a matter of time...
 
PS3 will have this for at least 2 weeks so omw to learn this for Quick match trolling :D

edit: the odds of pulling this off on a match are slim and I doubt this will stay in the game long still cool though.
 
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Does this work on other characters besides val? Looks like this works on her because her hurtbox on her leg extends out pretty far, so you can do that string from a safe distance.
 

Looks like there are burstable points after all, unless val is a special case.
 
Got something for ya:

S.mk>j.mp>j.hp>IAD>j.lk>j.mp>land>j.lp>j.lk>IAD>j.mk(this crosses up)

The timing of the cross up varies with characters. On Peacock and Fortune, you could ride out almost the whole second IAD and still get them. On Painwheel and Parasoul, you have to press j.mk like, as soon as Peacock starts to move forward. Too early, and you get a fake cross up. Worst case, you do it too late and you don't hit them at all and leave your back side wide open. Doesn't work on Squigly no matter how hard I try.
 
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You can cross up in the corner with call assist > Teleport H. They can be holding back the whole time and it will crossup.
 
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You can cross up in the corner with call assist > Teleport H. They can be holding back the whole time and it will crossup.

I was looking for a way to cross up in the corner, thanks. Though when I play Peacock I usually have Center Stage assist for rushdown ridiculousness. Maybe I should switch to Silver Chord. Or even Drag N' Bite.
 
You can cross up in the corner with call assist > Teleport H. They can be holding back the whole time and it will crossup.

amaaaaaaaaaaaaaaaaaaazing
 
Anyone able to translate the video description?

It would make me warm in the pants.
 
How does that s.hk > SOID > j.mk > j.hk thing work? The opponent's always too far away for the j.hk to hit whenever I do it.
 
You're doing a 1f dash into a jump, I checked. If you release the Up direction in one frame, you won't jump and will instead ground dash, but if you keep Up held (which will happen in real life) you will cancel the dash into the jump. It works because the dash input has priority.

I don't care that it works, it's kinda neat. I just wanted to make SURE it wasn't some busted junk like doing that in MvC3 causes.

This is a useful thing!
 
welp another thing I learnt from that namasomi vid is that if you jump > j.mk > adc you get an instant air dash thats lower than her regular instant air dash (in the video he shows some really cool applications vs iads and squigly's j.hp by going into avery after this)

I dont know how well this is known but basically anything you could do from an iad before you can do with this except faster which opens up quite a lot of possibilities in things like faster overheads, better fake outs into throw (you can use j.hp instead of air grab for this which i find easier to excecute) along with being able to go back into zoning quicker from backwards air movement etc

I haven't explored this a whole lot but this seems kinda ridiculous to me atm would like to see what other people can do with it

EDIT - heres a basic demonstration of this
 
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Doesnt seem like a faster iad. DOES go much lower than a regular iad and the lower it is the less it telegraphs the overhead so in game i can imagine it would seem faster to block. The difference being that it IS slower so one would need to have a significant frame advantage to use this in non highly unsafe scenarios.


Nice find, should make her cerecopter mixups that much more scary.
 
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Doesnt seem like a faster iad. DOES go much lower than a regular iad and the lower it is the less it telegraphs the overhead so in game i can imagine it would seem faster to block. The difference being that it IS slower so one would need to have a significant frame advantage to use this in non highly unsafe scenarios.


Nice find, should make her cerecopter mixups that much more scary.
yea I had a suspicion that that would be the case but it still is lower and leaves you at more frame advantage too so this could probably also help with pressure in conjunction with avery/m item/assists/bombs and all that good stuff
 
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Some big band + Peacock mixups.
Shows really how good A.Train is as an assist tho but it can help in Peacock's pressure game
 
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The sweep one's pretty clever :D
Are there any more uses for her sweep? What if they tech?

(I mean, sometimes I get hit with a lk george after a c.hk, but that might just be lag ¯\_(ツ)_/¯)
 
Hey anytime the other character is getting juggled by j.hk you can grab them out of it before the end by doing j.lk adc air grab (j.lk doesn't come out but makes avery dissapear)
There's also other neat things you can do when they are being juggled like s.hk into teleport + assist to cross them up earlier than you normally would be able to
 
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Hey anytime the other character is getting juggled by j.hk you can grab them out of it before the end by doing j.lk adc air grab (j.lk doesn't come out but makes avery dissapear)
There's also other neat things you can do when they are being juggled like s.hk into teleport + assist to cross them up earlier than you normally would be able to
I need an explanation of the first one, the second one was really useful though, I already had a reset after a j.HK with assistport and you just sped it up visually by a lot.
 
I need an explanation of the first one, the second one was really useful though, I already had a reset after a j.HK with assistport and you just sped it up visually by a lot.
you probably know a combo/string with j.hk which does a few hits with the opponent being juggled by the bird projectile after j.hk initially hits. Moves that involve avery being used causes this projectile to disappear because avery cannot be in two places at once (eg j.lk s.hk cr.lk argus etc). In the first set up j.lk is used to make the bird projectile disappear before all the hits are done meaning that they come out of hitstun earlier than they normally would, allowing you to grab them

I could still record this if you want but I think this more or less explains what is happening
 
you probably know a combo/string with j.hk which does a few hits with the opponent being juggled by the bird projectile after j.hk initially hits. Moves that involve avery being used causes this projectile to disappear because avery cannot be in two places at once (eg j.lk s.hk cr.lk argus etc). In the first set up j.lk is used to make the bird projectile disappear before all the hits are done meaning that they come out of hitstun earlier than they normally would, allowing you to grab them

I could still record this if you want but I think this more or less explains what is happening
I know about avery disappearing, I assume you need to hit a j.HK while falling low to the ground so that you actually make the throw kind of unexpected, right?
 
I know about avery disappearing, I assume you need to hit a j.HK while falling low to the ground so that you actually make the throw kind of unexpected, right?
yea something like that.
the whole point of the reset is that you can grab them earlier than if you waited until they recover normally and then grab them
 
Check this shit out, it looks really really fair:


Can I just point out that the one time this video was made to film the mixup the SOID dropped the kitchen sink?
 
Found a reset you can do with Peacock if you're using Beat Extend as your assist. Not the most flashy OH MY GOD HOW DID THAT HIT ON THAT SIDE thing ever, I just think it's a nice practical mixup that can go three ways and doesn't give the opponent a lot of options to avoid having to guess.

 
@mcpeanuts That's actually really useful since I use Beat Extend in MF match ups. Awesome.
 
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If you j.MK during jump startup in any IAD setup, you don't move as far upwards as you would with a standard IAD. This makes you land quicker, so it's easier to combo after IAD j.LP (7f link to s.LP instead of 2f) and it lets you do fastfalls/feints in the style of Filia airthrow whiff.

The input is: Up/forward+MK, neutral, forward+whatever move you want. It's easy to do, even when charging items.

It's also really useful for a low instant air backdash + j.HP or j.HK, if you want to quickly back off while staying fairly close to the ground.

Edit: oooooops, @Chairman Mao posted the same technique further up the page. That'll teach me for not checking this forum enough!

Also, this reset is silly but I switched from Cerecopter to Lock n Load before Evo so I didn't use it:

 
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This mostly pertains to Peacock so I guess I'll post it here

Nothing too new really, just wanted to fiddle around with a new assist.
 
This mostly pertains to Peacock so I guess I'll post it here

Nothing too new really, just wanted to fiddle around with a new assist.
I bet my old Drag n Bite reset works with this assist, which was

call assist + charge M item, j.MK j.HK, then
-Dash under, release item
-Very short dash then downback, release item
-Air grab

A lot of your mixups go 3 ways too, but what I really like about that particular reset is that the opponent recovers in the air, which gives them fewer options. They can't tag or do any grounded reversals.
 
I actually do use that one just slipped my mind to add. The assist works more or less te same as drag n bite, but with super so it's a lot harder for the opponent to challenge you.

Edit: watching it over, there's like 2 other mixups I use too that I completely forgot about, might make an updated version.
 
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Peacock's c.MK has slightly faster startup and longer range in the beta so it's a bit more useful while rushing down. Because of this, and because c.HK is so much faster too, this conversion seems really easy and consistent in the beta:


Nothing fancy, but it's practical!
 
This probably won't work more than once on the same person
 
So you all probably know everything I'm about to post but just wanted to share my thoughts on peacock rush down.
*georges day out into h teleport seems to be a really good way of getting in on your opponent and allows for a great oki situation due to block stun
*j. hk adc j. mk can be ambiguous if done correctly depending on how far you dash it's really good :)
*ending block strings with George is an easy way to maintain pressure.
*why are you still reading this I don't play peacock -_-

So I guess I'm trying to say that peacock is a very strong cross up based character that does not have to rely on her projectiles to get work done. Sorry peanuts :(