Tomo009
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- Oct 26, 2013
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Dude is your team really Fukua/Big Band.How to chase Peacock down when she's got assists pushing me away? Cerecopter and Brass Knuckles to be exact. There's just this particular guy I face doing it (and he's a jerk) and one word fills my mind: revenge.
I know there's no magic words for this or anything, but there's got to be at least some way to bypass her defenses.
In that case its actually not that bad when you know what you are doing (they are both bad matchups for Peacock).
HP BRASS KNNUCKLE ASSIST: Use it, it is the anti cock, call it anytime you have a gap at about half screen. If the Peacock supers, you can BFF in the middle.
Fukua can use fireball super when peacock is being predictable to get an in from ANYWHERE on screen and a sliding knockdown oki situation.
Fukua can get above Peacock's stuff pretty easy, in this matchup it will most likely be the assists that give you trouble, so try and got a jab on them to lock them out then rush cock down.
Jump back j.236HP is as effective in this matchup as others. Just be careful of teleports.
If you can react to or predict an assist teleport, you can use 236HK and then delay and try to nab Peacock with BFF. Make note of CAN, don't do this all the time haha its obviously a very risky option but it is an effective callout, especially for brass knuckle + teleport in.
When you are in, pressure with j.HK xx 236LP, she doesn't like it, trust me. She has no reversal to hit you in that spot.
Big Band vs Peacock is a really scary matchup on both sides, don't get me wrong, its just that Big Band gets more reward for risk so it tends to be in his favour.
You can super jump forward, watch projectiles and parry, it doesn't cancel your momentum so it is better than blocking them.
5MK xx HP brass knuckle is pretty ridiculous in this matchup. It is also ridiculously risky because Peacock can punish with Argus when it is blocked any range OR even from full screen before it hits, but you are going to land this a fair bit in this matchup anyway, then you get a sliding knockdown and oki, whee.
If your opponent is intelligent they aren't going to be throwing out specials much, just 5HP as it is cancellable into telport, this allows you to approach.
214HK clears ground projectiles, just realise that 214HK is risky at any time, really I hardly use it at all any more it is too reactable.