Well parasoul doesn't have zoning patterns, you just guess whether or not she will throw a diagonal or horizontal tear and maybe keep track of when they will detonate. If parasoul decides to start spamming h tearshot at fullscreen and you get too scared to jump and potentially get hit by the detonation of the tear she shot 60 frames ago, don't be. Either up back if you can't shake the fear or grow a pair and chicken block. Once you are out of the pseudo lockdown then Parasoul actually has to respond. They'll only tear throw if they feel safe enough at full screen which really should never happen vs fortune. HK fiber once to get close and threaten, it will change the tempo of the match. At that point you have to react to the player and whether or not they are gonna backdash and still try and zone, or contest your advance to the middle with her normals. Don't meet parasoul air2air because you'll get wrecked. But that's no longer zoning so I'll stop there. The point is that its easy to get out of parasoul's projectile game, once you force her to zone you out with normals you can catch them making mistakes and being over protective of her position.
Peacock, on the other hand, has a lot of variety with her projectiles, so she has a lot of patterns that she can use. Right now I'm tired and I should go to sleep so I'll do a quick run down of her projectiles and some uses she gets from them, its super general and it wont be complete because its fucking 5 am. I don't know a whole lot about playing as peacock, this is the best I can do with my own experience against peacock, there are a ton of things that I won't even know, but its a good starting point to figuring out her projectiles. 80% chance I wont even come back to this.
s.hp, its a great normal for her because it adds one horizontal projectile to any special move she wants to do. Peacock's usually use it that way, but will sometimes sacrifice it to make the hole between special moves tighter if they really need to get an item drop out or have an assist that is already covering the height where s.hp comes out. It also has the benefit of being a normal that can be cancelled into mp bang as a reaction, so it isn't the best idea to approach a good peacock at this point in the pattern unless you are baiting something like an mp bang.
hp bang, really nice for keeping you in blockstun while item drop or your assist cools down. Also a delayed 2nd or 3rd shot is a handy frame trap that either puts them in hit stun (which gives the peacock plenty of time to establish the next part of their pattern) or trains you into downbacking even harder. Also its just a damn good projectile that's really fast and oppressive. The drawback is that she is spending an awful lot of time dealing with low flying projectiles, if you manage to catch her whiffing this move you better take full advantage of it. Good peacocks always have a way of making sure you are on or near the ground when they use this, but it's something to look out for.
item drop is a bitch. If there is one timing you are going to learn, its the maximum time a peacock can hold item drop before it charges to lvl 2. Item drop can be held and released in such a way as to make her patterns feel erratic, but the limiting factors are distance, charge, cooldown, and player reads. There are places on the screen that she just can't hit with item drop, learn them and try and be in those wonderful places, the charge is crucial because the higher level the charge the longer the move is unusable, the likelihood of the item being dropped peaks right before the item would charge to the next level. The cooldown period is where peacocks direct aerial zoning will be at its weakest, it is usually a very short window, made even shorter by patterns that use carefully placed assists, georges, and hp bang to stop your advance. If you have to block an item drop remember to block it in the air, the move has a minor vacuum effect that pulls you closer to the peacock. But int he end it all comes down to how the peacock reacts to your play, she will change her timing and distances, and at this point I don't have anything to say. I'm bad.
The Georges. Bleh. Probably gonna use air george and waking george (h and l, respectively) and throw in a s.hp at the beginning because fuck you. You can crouch the air george pretty effectively at a little less than full screen, the tracking can be used to your advantage because the bombers are not an immediate threat due tot heir relatively slow speed. Walking george is usually meant as a way to prevent you from dashing up during a later part of the pattern and as a general way to ruin your plans as the little shit just sits their being an annoying hitbox. On the plus side, on their own they are easy to deal with. If you see a peacock rely heavily on georges it won't be that heart to super jump over them or dash up and block the walking george while the flying george flies over your head to the tracked location. A lot of bad peacocks rely on them way too much.
I'm done for now, there's also j.hk which is really good and prevents a ton of shit when used sparingly at the right distance. I suggest that everyone go into the lab with peacock and try and replicate the patterns they see other people do. It's the best way to get a clear understanding of the rhythm and planning a peacock has to put into their patterns.