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Oh. Solos can't counter call to beat Brass assist. Why didn't I realize this before? lol
Oh. Solos can't counter call to beat Brass assist. Why didn't I realize this before? lol
Absolutely would agree with this. Dropping the items even when they are smaller make for good defensive walls and were something I didn't figure out how to deal with last time I played TJ. I would not be surprised if upping your peacock play not only involved the general active neutral (that you're already exploring) but also using items a little differently too.
As much as anyone would like the feel themselves after praise, I think this video actually shows the opposite and I think playing dhoppler at CB we both agree'd that Brass worked much better than BE. Just looking at the video, I think most of the times I get in were because of some error Peacock did on defense or me grabbing through a lot of DP assist calls, but almost every brass worked in his favor here. Admittedly no assist to counter call with, sure, but I think that even then there are a couple of times you see in the video where dhoppler covers the brass well with item drops. I'd just say that Peacock (on top of needing to be a little more active on defense) needs to be a little more active in trying to counter assist-punishes , but thats true for most non-Robo/Squigly characters I think.
idk. Normally I would drop an item in between the two parts of the super, but if I'm doing it to punish an assist, a lot of the time that assist takes the item drop and the point character is unaffected. You can throw L Bomb just before Argus which will beat some things like Gregor but a lot of stuff can still punish your Argus.
Shit i wrote argus instead of brass. My bad.idk. Normally I would drop an item in between the two parts of the super, but if I'm doing it to punish an assist, a lot of the time that assist takes the item drop and the point character is unaffected. You can throw L Bomb just before Argus which will beat some things like Gregor but a lot of stuff can still punish your Argus.
@dekillsage I see you reading this thread, are you allowed to post yet
Oh haha ok. Well it's a related answer, since they're gonna punish Brass with downback + call LnL/Bomber/w/e, and then I can Argus their assist but then [all that stuff I just said]
Shiiiiiiiit oh well. Thanks for checking. So yeah it seems like point Robo is the better order.
Lenny->Cannon, Cannon works though. Or Lenny->Cannon, Magnet as OTG.
Oh that's sick, ty
-Talking with @dekillsage after TSB he mentioned that jump back push something is generally better than jump back push nothing. Got me thinking about ways I can combo while jumping back with buttons. I think with Peacock, jump back j.LP j.MP is hit confirmable into j.HP + call Beat Extend. With Big Band maybe I can push one of his terrible air punches and confirm into drop kick. I'll need to spend some time in training mode with it.
Hmmmmmmmmmmmmmmm. Yeah that may be a better idea. Or even like jump back j.LP buffer j.LK confirm into Cymbals, or jump back tap forward j.LK. Hmm, yes.
This shit's godlike btw I've started using it
That shits godlike How I do it?Played a couple tournaments over the weekend. Friday at GU we did a $1 tournament where I went Peacock/Robo/Big Band the whole way. Not sure how I feel about this team. It is very strong until Peacock gets hit and then it really feels like a struggle. I was considering just abandoning working Robo onto my team, but then I remembered Masta CJ plays Peacock/Robo/x, and he seems to make it work. Maybe I should just ask him for tips. Hopefully the tip is not "do Robo s.HP and call Eliza" cause I can't do that =/
Saturday was the Hitbox Arena monthly. I need to rewatch my sets with Temple Nut from that one. I don't remember the games super well (I never do, this is why going over the videos is always so helpful) but I remember him getting happy birthday combos in situations where I wouldn't have thought he should have been able to. I need to figure out where the problems with my assist calls were in that set.
This shit's godlike btw I've started using it
Well it was as Big Band but my understanding is that anyone can do it. Just launch, j.LP, wait, LP~LK. The thing that was throwing me off with this for a long time was I didn't understand the timing for it. I thought what was happening was you were abusing input leniency on throws by pressing LK during the animation for the LP. But actually it's more like you do LP, then you let the LP recover completely, then you input throw, except you have to input throw as a LP~LK plink, because of, I don't know, programming magic? I just know that it works.
Going off of what Mike said, what is described here is throwing after j.LP recovers, which still works without plink throwing. Plink throwing allows you to make the reset a lot faster though (j.LP is -5, so you go from a 12-frame reset to a potential 1-frame reset if your timing is good).