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I'm McPeanuts I made a thread

So, this is a pretty long post. What else were you going to be doing today with your time, though. Probably not something more interesting than reading this post. If you checked other threads they would probably be talking about anime or yogurt or something. You may as well read this whole thing.

The Peacock/Big Band team is working out, I don't see any immediate need to change that. However. For certain matchups, Beat Extend doesn't do enough for me. Specifically, I don't think it's useful enough against Fukua or other Peacocks. I like to change the assist to H Brass Knuckles for those matchups. Here's the thing, though. When I don't have Beat Extend, I lose two things that I really like (in addition to the obvious uses the assist has):

1. Comboing into Beat Extend + charge M item, j.LK j.HK lets me do a really safe 3 way mixup that loops back into itself
2. Get to start my Peacock combo with two heavies for A M A Z I N G D A M A G E, combined with the above this means I can kill in 1 reset in 2v2 (still true after the damage nerfs in beta)

You don't need those things to play Peacock, obviously... but they're really good! And when I don't have Beat Extend I miss being able to do those things, so I looked at other assists that could let me do the same kind of thing. This is perhaps not even worth doing, since I'd have to add a character and lower my damage and at that point maybe what I get from these new combo routes and resets is a wash, but I wanted to at least see if it was possible. Here's what I found, along with some analysis on what adding that character with that assist to my team would mean for my other characters (again I would only consider adding a 3rd character for matchups where I needed Big Band's assist to be Brass).

For sake of reference this is the combo I do with Peacock using Beat Extend:

s.LP s.MP c.HP s.HK + Call assist + charge M item,
j.LK (1 hit) j.HK + release Item <---- reset point here
c.HP xx L Gun,
s.MK,
j.MP j.HP ADC,
j.LP j.MP,
s.LP s.MP c.HP xx M Gun xx Argus

Cerecopter - I think this assist is amazing for Big Band. Calling it at the same time as some of his really punishable moves makes those moves really plus on block, which I think is extremely good. I don't think it's as good for Peacock but it's not like terrible or anything. I don't really like playing Bella though.

H Pinion Dash - Useful for conversions for Big Band too since it lets him combo after SSJ. I don't think this is really all that useful for neutral for either character though, so it would really just be a combo thing. Having Painwheel on anchor would be neat though, it would mean when Big Band came in I could mash something and DHC it to Hatred Install, and I feel like Painwheels mixups after DHCs to Install are better in this version.

Butcher's Blade - It's sort of hard to loop the reset using this assist because it stays out for so long, but it can be done, I would just have to practice it. This assist costs meter but I'm Peacock so who cares. I could probably also get really good setups off this. Eliza's probably also good at the matchups where I'd want to switch to Brass so it works out that way too.

Beowulf chairless c.HP - This is the only assist I found with any character that lets me do The Combo and The Reset and also can do the other things I get out of Beat Extend (although it's not as good at those things (but what is)). It's also pretty good for lockdown because of the two hits. Of course the huge drawback is that the chair needs to be off and I would have to go out of my way to set that up. If there's a way to start a combo with Beowulf, take off the chair, and combo into Peacock's tag, this might be worthwhile. Otherwise I don't think it's even worth considering.

Silver Chord, H Savage Bypass - I wouldn't consider using either of these over the four assists above but I'm including them for sake of completeness.

Assists that look like they should work, but don't - Egret Charge, Beowulf L Chair

That's everything I found. Maybe someone else could find something I missed, but I tried everything that even looked like it could potentially work (even weird shit like Filia H Drill in the beta cause it has different properties). After typing all this up, I think the conclusion I'm coming to is I'll just use two characters for the problem matchups, since learning a third character that I only use for certain matchups seems like more trouble than it's worth. I'll just try to figure out some different resets for Peacock that I don't need an assist for.

e: I just realized, although most of these are DLC or the assist was added as a buff or they'd require playing Valentine as your assist, the Cerecopter one has probably existed since vanilla. Why has no one ever used this? lol
 
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Removing the chair and comboing into tag should be trivial. Just combo into j.HK or L Toss and then do whatever ground string because you can cancel normals into tag (or if you're really unsure, just link into s.HK so the opponent's in stagger in addition to the tag cancel).
 
Removing the chair and comboing into tag should be trivial. Just combo into j.HK or L Toss and then do whatever ground string because you can cancel normals into tag (or if you're really unsure, just link into s.HK so the opponent's in stagger in addition to the tag cancel).
There's a couple problems. One is that Peacock's tag is like 38f startup or something like that; even if you're cancelling into it, you need something that causes a lot of hitstun to get it to combo into the tag. Two, it doesn't have much horizontal reach, so even if you did s.HK that might push them too far away for Peacock tag to reach.

I'm gonna mess around with it later tonight, if only because I'm curious if it can be done.
 
e: I just realized, although most of these are DLC or the assist was added as a buff or they'd require playing Valentine as your assist, the Cerecopter one has probably existed since vanilla. Why has no one ever used this? lol
Confused what you mean by this? MrPeck used Peacock with Copter in SDE (and later), if that's what you were asking.

Comboing into Peacock Tag proper is difficult (and perhaps impossible depending on your character). I know, because I do it. Few moves have sufficient hitstun, and even fewer of these moves have almost 0 pushback while being possible to do from point blank (which is necessary, else the Pea tag just whiffs).

A thing to consider would be just whiffing the tag rather than really comboing into it; I don't know if Beo has a sliding knockdown / similar that would allow such things, though (eg if you haven't used up OTG, Parasoul can sHK xx Tag, and the combination of opponent flying to wall + red bounce + tech time means it's unpunishable; a more classic thing would be Peacock Throw > Tag to Filia, and Filia still has time to dashup oki due to the duration of the slid kd).
.. But another thing to remember here is that "Unpunishable" isn't necessarily the same as "Something I'm fine with" - If the opponent teching forwards leaves you at -2, that means not even wakeup SSJ will be able to punish your tag; but it also means that you're a Peacock which is -2 in the opponent's face.. AS PART OF YOUR CORE GAMEPLAN. Doesn't really look like it has a future.

Did you think about adding an "Anti-Peacock assist" rather than switching BE to Brass and adding a BE substitute?
Eg you could just stick with Pea/BExtend, but toss Cerebella with H.LnL in the middle - that would allow you to still do all your Pea/BE Stuff while also providing access to a strong anti-zoning assist (and Bella works quite nicely with BE!).
If it's really strictly an anti-peacock-assist with Beat Extend in the back, there's probably more stuff one could come up with (Para Egret Charge, Eliza chair, Squigly CenterStage, Filia H Ringlet, Eliza boat, ..)
 
Confused what you mean by this? MrPeck used Peacock with Copter in SDE (and later), if that's what you were asking.
Specifically I mean why did no one ever do s.LP s.MP c.HP s.HK + M item + call cerecopter into 3 way mixup. Cause it's really good.

Comboing into Peacock Tag proper is difficult (and perhaps impossible depending on your character). I know, because I do it. Few moves have sufficient hitstun, and even fewer of these moves have almost 0 pushback while being possible to do from point blank (which is necessary, else the Pea tag just whiffs).

A thing to consider would be just whiffing the tag rather than really comboing into it; I don't know if Beo has a sliding knockdown / similar that would allow such things, though (eg if you haven't used up OTG, Parasoul can sHK xx Tag, and the combination of opponent flying to wall + red bounce + tech time means it's unpunishable; a more classic thing would be Peacock Throw > Tag to Filia, and Filia still has time to dashup oki due to the duration of the slid kd).
.. But another thing to remember here is that "Unpunishable" isn't necessarily the same as "Something I'm fine with" - If the opponent teching forwards leaves you at -2, that means not even wakeup SSJ will be able to punish your tag; but it also means that you're a Peacock which is -2 in the opponent's face.. AS PART OF YOUR CORE GAMEPLAN. Doesn't really look like it has a future.
Thanks for this. I did actually find a couple things. If Beowulf's s.HK hits airborne, it causes a knockback instead of a stagger, and they go like flying. You can cancel that into tag which is a bit negative, but seems safe, and even if they ground tech forward I mean the s.HK for reals knocked them to the other side of the screen, you're still fine. I'll have to play around with it to see how good it is but I think that has legs. Only issue is that I couldn't find a way to combo into s.HK while they're airborne against heavies, but for them I can do c.HP xx H Chair, then tag. That one's a bit more minus but still seems safe and they don't even get to ground tech.

Did you think about adding an "Anti-Peacock assist" rather than switching BE to Brass and adding a BE substitute?
Eg you could just stick with Pea/BExtend, but toss Cerebella with H.LnL in the middle - that would allow you to still do all your Pea/BE Stuff while also providing access to a strong anti-zoning assist (and Bella works quite nicely with BE!).
If it's really strictly an anti-peacock-assist with Beat Extend in the back, there's probably more stuff one could come up with (Para Egret Charge, Eliza chair, Squigly CenterStage, Filia H Ringlet, Eliza boat, ..)
Well "anti Peacock and anti Fukua", but no, I actually didn't consider that. That's a good idea. There's a few anti-Peacock things that would work and you listed a lot of good ones, but something that also works against Fukua is tricky for two reasons:

1) If she's trying to counter zone me with air fireballs, I would like something that hits airborne opponents, or at least is hard to jump over.
2) I don't actually want Fukua near me, since she's hard to fight from that range as Peacock too. So something like Center Stage wouldn't really work.

Of course I could also have different assists for these matchups, since people don't tend to play Peacock and Fukua together. Even you don't do that anymore. Still not sure what would be tough for Fukua to deal with, though.
 
That's everything I found. Maybe someone else could find something I missed, but I tried everything that even looked like it could potentially work

I tested this out with Eliza H Osiris Spiral assist and it works with that assist as well, though the timing is slightly different (you have to slightly delay after the cHP, then call the assist and immediately do the sHK). At least I think it does? Not sure what you mean by looping the reset, but I could at least get the sameside/crossup reset there to work (I don't actually know what your third option is there). Doesn't cost any meter and has a taller hitbox and does more chip which is cool for peacock. Just throwing that out there.
 
I tested this out with Eliza H Osiris Spiral assist and it works with that assist as well, though the timing is slightly different (you have to slightly delay after the cHP, then call the assist and immediately do the sHK). At least I think it does? Not sure what you mean by looping the reset, but I could at least get the sameside/crossup reset there to work (I don't actually know what your third option is there). Doesn't cost any meter and has a taller hitbox and does more chip which is cool for peacock. Just throwing that out there.
Basically I mean after the reset you can combo into the reset again. As in like, by the time you hit them with the crazy reset, the assist's cooldown is over and you can call it to set up the reset again. I checked and that aspect of it does in fact work with Spiral. Good find, thanks!
 
I have another match analysis to post. I'm trying a different format here, instead of having a bunch of timestamps I just recorded a video where I talk over this match. Let me know if this is better or worse than the timestamps thing, these are kinda only useful if people watch and comment on them so I wanna put them in the format that's best for people watching and commenting. Thank.

 
The video is definitely much easier to digest than the other format. Though ideally, whats most important is what benefits you? Like, if these are harder to do than the other format, you should do what's easiest for yourself, cause whats most important is what helps you the best. No one wants you to commit yourself to commentaries you don't want to do.

For something in the video, when you get to the section about running away from parasoul Jump fierce, what about just air backdash? I just assume Peacock air backdashing has faster startup/moves her fast than jHP, so maybe you could runaway in time. EDIT: Besides that though, in general yeah just blocking Parasoul jHP, especially if she is solo like there, is a good thing to do, cause if you chicken block it, you land faster than she does and have a lot of time to punish her when you hit the ground first.
 
The video is definitely much easier to digest than the other format. Though ideally, whats most important is what benefits you? Like, if these are harder to do than the other format, you should do what's easiest for yourself, cause whats most important is what helps you the best. No one wants you to commit yourself to commentaries you don't want to do.

For something in the video, when you get to the section about running away from parasoul Jump fierce, what about just air backdash? I just assume Peacock air backdashing has faster startup/moves her fast than jHP.
The only thing less convenient about this format is I can't do it from work. But otherwise I think I prefer it.

Backdashing there might work, I'll lab that and see. Thanks.
 

I forgot to upload the set we ran last week. I just saw it in my OBS recordings folder so I've uploaded it.
 
I have some match analyses from Frosty Faustings on my computer, I need to edit them together and even after that I might not post them right away because of Reasons, but here's the tl;dr version for now:

-Gotta practice my Peacock combos more, which is to say at all lmao. Lately I've only been practicing my Big Band stuff because I figure "I'm godlike at Peacock, I never drop anything" which is clearly not actually true. However for what it's worth I don't think I dropped a Big Band combo. Nice
-Really need to get out of the habit of doing c.LP throw. It's really good but when people catch on that I'm doing it they can just jump after the c.LP, or worse they can call their DP assist and I could almost lose the game but then not because FuLLBLeeD doesn't snap
-I'm thinking now that MK bomb might sometimes be better than LK bomb even at close range. Going over my matches I kept noticing situations where LK bomb whiffed but MK bomb would have hit.
-I wanna figure out where good points to alpha counter are. If they have no meter to super on reaction I think there's all sorts of normals that are free to alpha counter, but I need to actually put the time into training mode. It's sort of an annoying thing to test just because there isn't really an "alpha counter after X blocked attacks" or anything (maybe I should request one in the training mode requests thread? Would anyone else use this?) but I still need to do it.
-Gotta learn how to block. I should talk to Sage and Sonic about this since they seem to have the best blocks that I've seen.
 
OK I made the videos. Lemmie know if you got any hot pro SG player tips for me to do better next time at video game. I guess you can reasonably assume that if I don't mention something at all, then it didn't occur to me even after the fact.

 
Thanks for making these videos, they're pretty neat!

I just watched the first set against Duckator and you were throwing out bombs from a really unsafe distance against Filia, so she would jump over them and get in your face. Your analysis was "I guess I should use a different pattern with the medium bomb instead" but if Filia isn't scared of jumping at you from that distance I'd start throwing out j.HP to keep her in check instead. Especially with the improved beta hitbox.

At 1:28 in the Duckator analysis video he was already in by the time you threw bombs and I think you'd be better off just blocking, jumping back or using a c.LK to stuff any approaches, but at 5:53 you could have done something like jump back j.HP and reacted depending on the situation: adc j.HP if you know it's going to hit, or airdash back and maybe do j.HK or j.MK if it's safe to do so.

Also jump back IAD j.MP and j.HP are both great at counterhitting IAD approaches from that sort of range and you can link them into argus on hit. Just remember to IAD using your forward dash instead of your backdash if you're using j.HP, so it kills your upward momentum and you can land fast enough to link it into argus.
 
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Thanks for making these videos, they're pretty neat!

I just watched the first set against Duckator and you were throwing out bombs from a really unsafe distance against Filia, so she would jump over them and get in your face. Your analysis was "I guess I should use a different pattern with the medium bomb instead" but if Filia isn't scared of jumping at you from that distance I'd start throwing out j.HP to keep her in check instead. Especially with the improved beta hitbox.

At 1:28 in the Duckator analysis video he was already in by the time you threw bombs and I think you'd be better off just blocking, jumping back or using a c.LK to stuff any approaches, but at 5:53 you could have done something like jump back j.HP and reacted depending on the situation: adc j.HP if you know it's going to hit, or airdash back and maybe do j.HK or j.MK if it's safe to do so.

Also jump back IAD j.MP and j.HP are both great at counterhitting IAD approaches from that sort of range and you can link them into argus on hit. Just remember to IAD using your forward dash instead of your backdash if you're using j.HP, so it kills your upward momentum and you can land fast enough to link it into argus.
Thanks for the advice. I really don't use my jumping normals for zoning enough other than j.HK, it probably would have helped out in this matchup. I may ask to play a few games against your Filia to try some of this stuff out if you're up for it.
 
I haven't played Filia for a while now, but I could use her in a few games against you to help out? I'll be super rusty though, because I haven't touched her recently and I have no plans on picking her up again.

And yeah, j.MP and j.HP are both great defensive normals and you should totally use them more. They even both lead to combos on hit if you use an assist or item drop to convert them, and counterhit j.HP adc j.HP does 3k damage without a combo anyway.
 
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I'm starting to feel like when I go into training mode I spend too much time working on set play. I think my set play is pretty good right now (anyone who's played me recently feel free to correct me if that's not true). I should grind out the stuff I've already found so that I don't e.g. fuck up my Bella-tag-safe setups and get hit by Bella tag, but I don't think I need to spend as much time coming up with new stuff, because I don't think bad set play is the primary reason I lose games. I should spend more time on defense and neutral.

Defense is easy enough to work on in training mode: set up some common mixups or resets and try to block them. A lot of stuff in this game is like true unseeable 50/50 stuff, but I'm getting hit by the seeable stuff (Inevitable Snuggle, etc) so I should work on that. Neutral's kinda tricky though. How would you work on neutral in training mode? For a while I've felt like you can't, you just have to play the game to work on neutral, but I guess I'm reevaluating that. One idea I have is to watch my old matches, specifically find points where I lose neutral, and recreate that situation in training mode and figure out what options I have. My other idea is to watch TJ's matches and copy everything he does. That's all I got, open to other suggestions.
 
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One idea I have is to watch my old matches, specifically find points where I lose neutral, and recreate that situation in training mode and figure out what options I have.
Do that. It's one of my favourite things to do in training mode and it's incredibly useful.
 
*pops in*

Hello hi I am also interested in playing Peacock/BB (maybe switch it for my current main team too IDK I like Peacock and there aren't too many in my online group).

I'll be gladly stealing all the strats I can find in this thread.

kthnxbai
 
I'm starting to feel like when I go into training mode I spend too much time working on set play. I think my set play is pretty good right now (anyone who's played me recently feel free to correct me if that's not true). I should grind out the stuff I've already found so that I don't e.g. fuck up my Bella-tag-safe setups and get hit by Bella tag, but I don't think I need to spend as much time coming up with new stuff, because I don't think bad set play is the primary reason I lose games. I should spend more time on defense and neutral.

Defense is easy enough to work on in training mode: set up some common mixups or resets and try to block them. A lot of stuff in this game is like true unseeable 50/50 stuff, but I'm getting hit by the seeable stuff (Inevitable Snuggle, etc) so I should work on that. Neutral's kinda tricky though. How would you work on neutral in training mode? For a while I've felt like you can't, you just have to play the game to work on neutral, but I guess I'm reevaluating that. One idea I have is to watch my old matches, specifically find points where I lose neutral, and recreate that situation in training mode and figure out what options I have. My other idea is to watch TJ's matches and copy everything he does. That's all I got, open to other suggestions.
Set your opponent to do something that happened to you in a real match that you had trouble dealing with. See what you can do to get around it. That'd the only way to "train neutral" eg. See what you can low profile, use movement options to get around, use pushblock in the air after chicken blocking something to stay in the air longer and interrupt their regular pressure. SG training mode best training mode. Set multiple coverage options your opponent has in neutral and set playback to random to get used to reacting to followup "neutral." It's a lot of work, but worth it.
 
Thanks to @Negus Eyoel for bringing to my attention that off of Lenny DHC Super Sonic Jazz, I can poke the bomb with a c.HK and it will explode and hit OTG. Tested it on everyone and it only works on the lights but shit I didn't have something that worked on anyone so I will take that. Seems to work both midscreen and corner but certain medium distances from the corner don't work, that's fine tho. I guess I could post this outside my training thread but like 2 people would find it useful and well those people should be reading my training thread honestly.

Video analyseseses from Winter Brawl coming at some point when I feel more motivated to do it; I've been in a car all day today so I kinda just wanna chill. The raw footage is all downloaded on my computer in case KPB decides not to archive it. But from what I can remember offhand it's like, don't drop stuff and stop playing sloppy (the usual stuff), stop blowing myself up with my own bombs (Negus's thing should help with this), and get enough sleep the night before the tournament (@dMags you know I love you bb but I don't think we can room together again :( )
 
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hater, you suck your peacock sucks your big band sucks i hate you, i didnt wanna room with you anyway.......................jk im sorry plz take me back
 
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Still haven't done the match analysis from Winter Brawl, maaaaaaaaaybe that happens tonight. I just wanna get some notes down so I don't forget. Now that Winter Brawl is over and the next big tournament I go to should (hopefully) have the Beowulf patch, I wanna switch my focus from retail to beta. That means finally getting around to learning all the beta stuff, which includes:

-Air throw combo as Peacock (both when I have a level 3 item and when I don't)
-Optimized midscreen and corner combos (need to start caring about this what with the Peacock damage nerfs and the health increase)
-Optimized reset routes (using the optimized combos will change the amount of undizzy I have at different points so I need to account for that)
-Lenny combos
-Figure out some applications for new Peacock c.HK
-Setups on incoming midscreen and corner (not beta specific, but I never practice this and probably lose a lot of games for it)
 
Probably not much help or relevant, but I recorded undizzy specific combos based on what reset point I did rather than the specific value, and made a flowchart out of it. Might be something you want to do? Mine looks like the three images I have there. (Please forgive the messy flowcharts and the bad handwriting, yes I'm a disappointment to my fellow alpacas). IMAG0001.jpg IMAG0003.jpg IMAG0004.jpg

I still need to fill up some stuff for my team (especially find resets for BB since I don't do that at all welp), but yeah.

Be sure that whatever you post I will shamelessly steal and then not use because I feel ashamed at playing my godawful, calling-bad-specials-at-bad-times Peacock.

Actually, I did want to ask, but feel free to not answer since this isn't Peacock strat thread (or I could have posted this in my own training thread and @'d you), but how did you get used to knowing what special to use at what time (not necessarily just application but with prediction)? I often have problems with calling items at wrong times because I'll call SoID and not follow up because I want the charged SoID to hit them (I guess the answer to this is call running George and air George while charging SoID so that causes a lot of blockstun and item cool down runs out?) or I'll be too busy calling ground George and not realise that they were airdashing beforehand and I get hit and blown up, or often trying to start the round with upback j.HK~air backdash and call BB but often that gets blown up (I should go watch my replays and see how that happens). Is calling items just a matter of situational awareness and prediction?
 
Probably not much help or relevant, but I recorded undizzy specific combos based on what reset point I did rather than the specific value, and made a flowchart out of it. Might be something you want to do? Mine looks like the three images I have there. (Please forgive the messy flowcharts and the bad handwriting, yes I'm a disappointment to my fellow alpacas).View attachment 8434 View attachment 8435 View attachment 8436

I still need to fill up some stuff for my team (especially find resets for BB since I don't do that at all welp), but yeah.
0_0 goddam son, you are putting in some work.

Actually, I did want to ask, but feel free to not answer since this isn't Peacock strat thread (or I could have posted this in my own training thread and @'d you), but how did you get used to knowing what special to use at what time (not necessarily just application but with prediction)? I often have problems with calling items at wrong times because I'll call SoID and not follow up because I want the charged SoID to hit them (I guess the answer to this is call running George and air George while charging SoID so that causes a lot of blockstun and item cool down runs out?) or I'll be too busy calling ground George and not realise that they were airdashing beforehand and I get hit and blown up, or often trying to start the round with upback j.HK~air backdash and call BB but often that gets blown up (I should go watch my replays and see how that happens). Is calling items just a matter of situational awareness and prediction?
Your font changed wow what happened

There's a lot of question here, I will try to do my best... I think in general, most of the zoning I do is on prediction and not on reaction. By default my prediction is that people will jump because jumping is an option to get in with like every character, so I try to make sure plane and item are not on cooldown at the same time. The reacting I do is mostly reacting to them getting from full screen to like half screen, at that point I go ok bombs are not as good but j.HK, j.HP and Big Band assist are better. Normally I do like M bomb H bomb, if I notice they're starting to dash jump past that I will do H bomb first (I've only really started doing this recently, I have a pretty bad habit of always doing the bombs in that order). If I can manage to charge M item to level 2 I'll dash in with it but that's really more because I want to avoid getting cornered, I have no real mixup game with Peacock.

Actually fuck that reminds me. I realized this at Winter Brawl then forgot it then writing this post reminded me. I wanted to tag @Mr Peck and ask how do I mix people up when I'm dashing at them with a level 2 M item? It's real hard to do mixups when my fastest low is 14 frames. Right now my mixups in this situation are like
-Drop the item, and hope they pressed a button
-Throw?
-

I could use a third and maybe even fourth thing. Thank
 
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Remember that c.hk hits low peanuts, you don't even have to cancel into L george if you have a M item, you can frame trap them or get an oki situation if they get hit by c.hk.

Also, does instant j.lk hit crouchers? If it does you can do that and probably convert with the item.
 
Remember that c.hk hits low peanuts, you don't even have to cancel into L george if you have a M item, you can frame trap them or get an oki situation if they get hit by c.hk.

Also, does instant j.lk hit crouchers? If it does you can do that and probably convert with the item.
I think j.LK is an instant overhead on some characters but not others. I would have to check. That's pretty good on the characters it works on, for sure.
soid -> dash jump throw + item drop.
Oh, duh. I'll try this, thanks
 
Yeah, do what dekillsage said. Or jump over them and do item drop crossup things, or wait for the item to reach level 3 so you can go for unreactable high/low mixups. Even without a level 3 item, a 15f low and 21-22f overhead isn't that bad for mixups.

That said, if your opponent is midscreen and far away from you they can stay fairly safe by just jumping back and waiting out your item. They have to back themselves towards the corner to do this though, and if you make them block your item just before it reaches level 3 it's easy to run down the cooldown timer with something like s.HP>bomb>bomb and then immediately start charging another one.
 
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I got around to analyzing the Winter Brawl 9 matches, that'll be up on Youtube in a bit, I'm just typing some words here while I'm waiting for that to encode... uh, I've said it before but it's really useful to go back and watch your matches! It really helps to shine a light on all the things you did wrong and need to work on. Actually after this tournament I was under the impression I had played pretty well, but going back and watching it again, I definitely messed a lot of things up. In my defense I hadn't gotten a lot of sleep the night before, which is itself a mistake and I'm not claiming it's not... I'm just saying you gotta take that into consideration when you watch this and are just like "man why'd Peanuts do that?"

Offhand, a few of the things that came up repeatedly in these videos that I should try to work on
-If Beat Extend assist hits and I'm not really in range to convert off it, just Argus. There's a lot of situations where I try to convert off it or go for some sort of setup when I could have just done Argus and been fullscreen throwing bombs and stuff.
-Try (harder) to get in the habit of doing LP c.MK c.HP s.HK as a blockstring with Peacock. I go for LP s.MP s.MK a lot and get no damage then usually drop the combo cause that's not the combo I generally do.
-Actually practice my setups on incoming. Actually I think a lot of the time what I should actually be going for in incoming setups is just taunt; tenreiha is really good and having it is probably better than what I'm trying to do instead. But I should def practice this with Big Band at least.
-Doing rush punch + call Peacock too much at neutral with Big Band. It's one thing if I'm doing that for a reason, like I'm punching their assist and using the plane to make it safe, but I kind of do it all the time for no reason instead of watching my opponent and adjusting to what they're doing.
-Always buffer a quarter circle when I rush punch, cancel to super if the punch misses. Would have kept me safe from some bad punches I did.

e: Wow, they're up! https://www.youtube.com/playlist?list=PL1zkhUuHQm684UBpMVtUvR7pgelpXTcHD
 
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BACK throw sometimes (because of assist positioning from camera), 1 shot into L Beat:
Double, Band
Any throw, 1 shot into H Bypass (dash in combo):
Painwheel, Double, Band, Cerebella, Valentine, Beowulf
 
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Ahhhhhhhh Mao I love u. Mike thanks for checking which characters it works on
 
I tried to do live commentary for my matches from Party Python Festival 3 last weekend. I don't know if this is as helpful as post commentary. I guess it forces me to think about why I'm doing things as I'm doing them, which is useful, there was one point where I was like "wait Big Band is almost dead why am I calling him" for example. But I think the post commentary is more useful ultimately, it helps me catch things I didn't notice at the time. In any case I definitely learned I need to spend more time practicing my Peacock air grab combos since I drop them about 40% of the time in training mode, which in tournament matches translates to dropping them 100% of the time.

Anywho here are matches: https://www.youtube.com/playlist?list=PL1zkhUuHQm68_IKLgoWHMZrGO2-qP_xVZ

Any suggestions would be helpful thank you :)
 
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imo the highlight is game 3 vs Beamsprouts