Been running the duo for a little over a week now... uh, I really like this team! You know playing it I realize that trying to pair Peacock and Big Band with anyone sort of makes that team all about the third character, no matter who it is. It becomes like, Peacock builds meter for Big Band to come in and mash SSJ then DHC to cat heads/install/opera/whatever. Which like, I don't think that strategy is
bad, per se? It won an Evo after all. But I need to make decisions with my meter with Peacock accounting for that DHC if I need it later, and Big Band is relegated to mostly an assist role. With this team I get to play the two characters I like and in general I'm just having more fun with the game.
Finished going over my set with Negus Eyoel. Rather than do the play-by-play timestamp analysis I normally do, since I'm pretty sure no one reads that, I'm just posting some general notes. Here's the set:
My notes:
Bad openers:
-Game 2 I THINK I was trying to do backdash H bomb xx L bomb? But I didn't get the backdash, then was momentarily confused that Peacock wasn't doing what I thought she would do, which got me hit. I guess all that can be said about all this is I need to practice using that opener more.
-Game 3 M shadow catches my backdash. So the above is NOT a good opener in this matchup! Good to know. I also note after rewatching TJ's set that he didn't try this once. (I'm gonna keep trying to play in any kumite that TJ is also playing in, I think, I feel like that highlights real well what I'm doing wrong, sort of like a Goofus and Gallant kinda deal)
Double snaps:
-Game 7, I try to protect my assist after it's blocked with M gun, Fukua jumps over it and gets both characters. This probably isn't a reliable option if my assist is blocked. Gonna have to lab it and come up with something else.
-Game 8, this one was really confusing to me at the time. I didn't expect Hornet Bomber to hit both characters, I figured he'd hit Big Band and would be relatively satisfied with that. I guess this happened because I'm used to calling my assist and then doing something, and L Beat Extend doesn't really have the blockstun to do that.
Other stuff:
-Too many tick throws. Need to sometimes do c.LP delay c.MK to catch throw tech attempts. Also need to do raw grabs with no ticks against people who can consistently pushblock single hits.
-Continuing from that last one but more generally, I have a lot of bad habits just because the same shit works 100% of the time on quick match players. Tick throws are free, grab xx M item dash over j.HP release item is free, L Beat Extend after L Brass is blocked is free, etc. Need to play more often against people who don't lose to the first part of my flowchart, because as it stands right now I kind of don't have a second part.
-Missed a lot of confirms starting from Beat Extend assist. I've already worked on this. My normal BNB is inconsistent off an OTG starter, but I found I can just throw a j.LK (1 hit) at the beginning and it works a lot more often.
-Need throw mixups that don't lose to tags. Still true from my set with Taluda. I found a safe mixup against Bella tag but I don't have anything for Painwheel tag. I should just test every tag.
-Come up with something better to do when Beat Extend assist hits when Peacock isn't close enough to dash up OTG c.LP. H item xx Argus might work, could drop a level 3 item then teleport and confirm off the OTG. Might also want to work on tech chase setups for this scenario.
-Big Band's tag isn't reliable as a reversal. Too slow. Better options would be Lenny DHC SSJ or alpha counter.
-I call Big Band out a lot thinking it's gonna help me with zoning, and it doesn't. I'm too used to Brass and Hornet Bomber, and I think I'm calling Big Band out thinking he's gonna do one of those moves. I'm sure I'll get used to this with practice.