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I'm McPeanuts I made a thread

Personally, the stuff I was trying was with sMK, yeah. And I don't remember either off the top of my head but I might be able to go through replays (if I have them) or ask since I talked with him about this.

The heavy flaws is specific since I was trying with various assists and things I was looking for for my own specific criteria, like "with X setup, I used OTG/soundstun [which I don't like]" or "With Y setup, it's really hard to convert" or "With Z setup, it doesn't work on Valentine", or most often the case "Doesn't actually work cause you can hold back to walk out of it [rip me using osiris spiral :( ], so I can't remember everything that applied to everything. I tried out several assists but it was mostly just with Eliza/Parasoul/some random other team ideas of mine's assists and I never tried Double's options myself, and I saw heropon using a similar setup so I figured it probably works?
 
Personally, the stuff I was trying was with sMK, yeah. And I don't remember either off the top of my head but I might be able to go through replays (if I have them) or ask since I talked with him about this.

The heavy flaws is specific since I was trying with various assists and things I was looking for for my own specific criteria, like "with X setup, I used OTG/soundstun [which I don't like]" or "With Y setup, it's really hard to convert" or "With Z setup, it doesn't work on Valentine", or most often the case "Doesn't actually work cause you can hold back to walk out of it [rip me using osiris spiral :( ], so I can't remember everything that applied to everything. I tried out several assists but it was mostly just with Eliza/Parasoul/some random other team ideas of mine's assists and I never tried Double's options myself, and I saw heropon using a similar setup so I figured it probably works?
Wait does Heropon play Double now? Last I checked he was still running Peacock/Big Band/Eliza; when you were talking about Heropon's setups I just assumed he was doing them with Butcher's Blade.
 
He's been rockin' your team in your old order (db/pea/bb) for the past couple of months lol, though he's been using brass and not BE. Or at least that's what he does when he plays me which isn't terribly infrequent.

And he did used to run Pea/Double/Band for long while as his main team too, so he's been playing double for a while.
 
He's been rockin' your team in your old order (db/pea/bb) for the past couple of months lol, though he's been using brass and not BE. Or at least that's what he does when he plays me which isn't terribly infrequent.

And he did used to run Pea/Double/Band for long while as his main team too, so he's been playing double for a while.
Months?! Man I've been out of the loop, shameful. Alright I'll try to hit him up and ask what setup he's doing, thanks for the heads up!
 
Won Skullbats last night. Never won one of those before, so I'm feeling pretty good about that. One of the things I've been focusing on lately is reacting on defense, try to see the overhead and switch to upback rather than just guessing upback. I'm still not very good at it yet but I think I'm getting better, I had a series of good blocks in one game against mpgame that I was pretty proud of.

Something Sage pointed out to me recently is that when I do the Peacock left/right/air grab mixup, I almost never go air grab. There's a few reasons for that. One of the reasons is that I'm not very good at the follow up combo and it's likely to drop. I came up with another conversion off the air grab that's a bit more consistent and does around the same damage, then spent like an hour Sunday doing nothing but practicing it. Managed to pull it off against Josh so I guess it's tournament ready. The new combo goes like this:

Air throw, release level 3 item,
OTG j.MK j.HK, land,
j.MP j.HK + call Big Band, charge M item,
j.LK j.HK, release level 2 item,
s.LPx2 c.MP c.MK c.HP s.HK xx charge H item xx Argus Agony,
release level 2 item
 
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Woah I got top 16 at Combo Breaker that's c r a z y. At Combo Breaker 2015, EVO 2014, and EVO 2013 I got 17th (as well as a 25th at EVO 2012), so it feels good to finally break top 16 at the biggest tournament of the year. As usual I had felt pretty burnt out on practicing the last week before the tournament, but now that it's over I have all these ideas on how to improve so I just want to keep playing.

One good tip I got was like, I did pretty well against 159man, right? That may be in part because I know all his setups. I scout everybody of course but 159man is the only player I've studied to the extent that I can do all his setups myself. It may help to do the same thing with other players who I struggle against. Got a few ideas on which teams I'll start working on first.

I also need to keep practicing the situational combos. My BNBs with each character I'm pretty good at, but with the situational stuff I'm not as consistent. For example I need to keep working on monster > Peacock tag > j.LP because that's a really good way to get Peacock in when I normally can't but I dropped it every time it came up. I also got a good suggestion from Caio which was to drop my level 3 item earlier after Lenny explodes to make the followup easier. I sort of like dropping it at the peak of the explosion so they fly all the way to the moon.... buuuuuut I GUESS I shouldn't do that if it makes it harder to keep the combo going.

I also need to get better at reading ads cause goddam that shit was free that's like a 10-0 matchup

edit:

Oh I forgot to mention. I didn't listen to chiptunes in tournament this time. I've started listening to ambient music instead. For all my tournament matches I had this song going on loop:


I like this more because it still fulfills the original goal of music which was to drown out surrounding noise, but it also doesn't hype me up as much. It's easier to stay calm listening to this sort of thing. My heartrate didn't feel as high as usual during my matches this time - still elevated of course, but not as much as I'm used to. Seems optimal. If anyone has any suggestions for ambient music please let me know cause I don't know which bands create this sort of thing.
 
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My suggestion was actually to pick up the opponent as they're coming down for the first time after the item hits them, so instead of them being able to tech if you miss it you get another chance after they come down from the ground bounce into the moon. I'd link a video showing that but I'm on a hotel pc right now so youtube is blocked, but I think there's a recent video I posted on the peacock thread that does that if you wanna check it out.
 
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One good tip I got was like, I did pretty well against 159man, right? That may be in part because I know all his setups. I scout everybody of course but 159man is the only player I've studied to the extent that I can do all his setups myself. It may help to do the same thing with other players who I struggle against. Got a few ideas on which teams I'll start working on first.
Following up on this. I'm in a conference call that I don't need to be on and I was bored so I went over my tournament losses from the past year (between CB 2015 and CB 2016) including all the local and online tournaments that I could remember, and organized my losses by the point character of the player who beat me. These are the results:

Parasoul 8
Fortune 7
Valentine 4
Squigly 2
Fukua 2
Peacock 1
Double 1
Cerebella 1
Robo Fortune 0.5
Filia 0
Painwheel 0
Big Band 0
Eliza 0
Beowulf 0

There is um. A bit of a correlation there. Over half my losses are to either Fortune and Parasoul. Those are also the two characters I have spent the least amount of time learning how to play myself which is prrrrrrrrrrrrrobably not a coincidence. I should aim to improve against those two characters specifically. I was already working on Fortune the past few days since I felt like that was a character I needed improvement against. The Parasoul number is pretty crazy given that I play a "hard counter" to that character, I'll put some work into that matchup once I feel ok about Fortune.
 
FUCK IS A HALF ROBO? A TOASTER?
SIG beat me one game with his point Robo team then switched to point Fukua. I wasn't sure how to count that.
 
Got a new analysis video up. It's my set against 159man from Saturday Night Salt at Combo Breaker. Broken Loose suggested that I should do an analysis video of a set I actually won; this seemed like it would be a good one.

 
Got a new analysis video up. It's my set against 159man from Saturday Night Salt at Combo Breaker. Broken Loose suggested that I should do an analysis video of a set I actually won; this seemed like it would be a good one.
I have a bit of feedback too. I'll of course avoid things you already cover if I don't have anything else to add.

How come you don't like leaving Big Band in? You've got a pretty good one. There are instances where you mop Squigly with a Double dhc to Big Band, then immediately tag out. He seems like he'd have a lot of space control with a Bomb and Double assist backing him up. Is it cause you're scared of him dying without getting to get Peacock in safely/not backed up in a corner? Also, if your ultimate goal is getting Peacock in immediately, have you ever tried doing reverse car and dhc into lenny as soon as possible when you're backed into the corner (you can't with this team setup of course, but if Peacock was second)? Is that a thing?

I was messing around with Double in Training mode for a little bit after seeing a few situations that you had trouble controlling. At the start of the third game he calls Big Band and you're making Squigly block c.lk, s.mp, then you stop and back off. You acknowledged that you could have done something else, but I wanted to see what else you could have done so I was testing some stuff with that situation.

If the opponent doesn't pushblock, you can do c.lk, s.mp, c.hp, flash step+beat extend call for a crossup. In that situation, that would have given you a happy birthday from the start. idk if you can carry to the corner if you get a round opening birthday, but still a bunch of damage. You can also call Big Band before or after c.hp to make the string longer if you wanted and use gun shot instead, and against a character like Squigly who literally has no reversals that Double can't punish, you could have made all of it a frame trap as well in case he stopped blocking or hit a button. So, c.lk, s.mp, frame trap assist, frame trap c.hp, frame trap gunshot. All of it would have led to a happy birthday in this instance, and you lose nothing by going for it against characters like Squigly. If you're expecting a pushblock, you can also swap out c.hp for s.hp, which will reach after pushblock and keep them blocking.

Another thing I'm noticing, and you point it out yourself, is that if Double dies then your zoning game isn't as strong. Your whole team revolves around getting Peacock in safely and starting up your zoning game, so I think it's pretty dangerous to leave her on point like that. Is L bomber/Brass/Peacock not a good combination for assists? I think either that or using your current assists and having Big Band/Peacock/Double (for early SSJ xx Lenny) or Big Band/Double/Peacock (for more chances to mess up before bringing in Peacock) would be good to try.
 
How come you don't like leaving Big Band in? You've got a pretty good one. There are instances where you mop Squigly with a Double dhc to Big Band, then immediately tag out. He seems like he'd have a lot of space control with a Bomb and Double assist backing him up. Is it cause you're scared of him dying without getting to get Peacock in safely/not backed up in a corner? Also, if your ultimate goal is getting Peacock in immediately, have you ever tried doing reverse car and dhc into lenny as soon as possible when you're backed into the corner (you can't with this team setup of course, but if Peacock was second)? Is that a thing?
If I kill with Car DHC SSJ I have to tag. After the DHC my team order is Big Band/Double/Peacock. I of course have no issue playing Big Band, but I'm not getting the best utility out of my characters by having the character with the best assist on point. Also, the only reason anchor Peacock "works" is because I tag to her when I can get her in at advantage; if I have opportunities to do that and don't take them I may as well be playing her on point. If I tag the order becomes Peacock/Big Band/Double which is one of the best team orders possible for these 3 characters; Peacock is on point at frame advantage so I get my best incoming setup which is just "zone with Peacock", and the other two characters are in the right order for a safe DHC if Peacock goes down. Having Peacock out also helps me recoup from being down two bars by getting by best battery out and letting her go nuts. If I can set this up it's actually pretty difficult for the opponent to recover.

This is also the reason you'll see me do Car -> SSJ (3 hits) -> Argus in one game. If I DHC to Big Band's level 3 I don't have the frames to tag safely, so I try to avoid doing that if possible. You do lose some damage doing this though.

If it comes up I will do Car out of the corner and then full screen Lenny. When I played Double/Peacock/Big Band I did this a lot. It doesn't come up as often with my current order but if the team happens to be in that order I'll use that option, for sure.

I was messing around with Double in Training mode for a little bit after seeing a few situations that you had trouble controlling. At the start of the third game he calls Big Band and you're making Squigly block c.lk, s.mp, then you stop and back off. You acknowledged that you could have done something else, but I wanted to see what else you could have done so I was testing some stuff with that situation.

If the opponent doesn't pushblock, you can do c.lk, s.mp, c.hp, flash step+beat extend call for a crossup. In that situation, that would have given you a happy birthday from the start. idk if you can carry to the corner if you get a round opening birthday, but still a bunch of damage. You can also call Big Band before or after c.hp to make the string longer if you wanted and use gun shot instead, and against a character like Squigly who literally has no reversals that Double can't punish, you could have made all of it a frame trap as well in case he stopped blocking or hit a button. So, c.lk, s.mp, frame trap assist, frame trap c.hp, frame trap gunshot. All of it would have led to a happy birthday in this instance, and you lose nothing by going for it against characters like Squigly. If you're expecting a pushblock, you can also swap out c.hp for s.hp, which will reach after pushblock and keep them blocking.
Yep, these are all good suggestions. I really do need to spend some time practicing blockstrings against random pushblock. I guess I'm so used to people mashing pushblock the first opportunity they get that when 159man didn't pushblock at all, it caught me off guard.

Another thing I'm noticing, and you point it out yourself, is that if Double dies then your zoning game isn't as strong. Your whole team revolves around getting Peacock in safely and starting up your zoning game, so I think it's pretty dangerous to leave her on point like that. Is L bomber/Brass/Peacock not a good combination for assists? I think either that or using your current assists and having Big Band/Peacock/Double (for early SSJ xx Lenny) or Big Band/Double/Peacock (for more chances to mess up before bringing in Peacock) would be good to try.
I didn't really think I did so poorly in this set that the advice I would get would be "play a new team", did I? That said, L Bomber/Brass/Peacock is actually Heropon's team which I was already planning on spending some time messing around with.
 
Yep, these are all good suggestions. I really do need to spend some time practicing blockstrings against random pushblock. I guess I'm so used to people mashing pushblock the first opportunity they get that when 159man didn't pushblock at all, it caught me off guard.
The thing about c.lk, s.mp, s.hp is that it'll work as a blockstring unless they pushblock on the very first frame most of the time. If they reaction pushblock c.lk it'll all hit, even most instances where they're predicting the c.lk.

I didn't really think I did so poorly in this set that the advice I would get would be "play a new team", did I?
Sorry, I didn't mean it like that. I've been super focused on team orders with my own team and finding the best configuration for different situations. I've noticed that most people just stick with the same team order no matter what, maybe changing an assist here or there, but I think being more fluid in your team configuration can help out in general. I would also say, not that you played the team badly, but 3 out of 4 of the games you lose you lose after Double dies right away and you're unable to setup Peacock zoning. Maybe you would have lost those games anyway if Big Band was point and he died right away instead, or maybe you would have won if you didn't go in with Peacock, idk, but Double dying has a big impact on the rest of your gameplan.
 
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Sorry, I didn't mean it like that. I've been super focused on team orders with my own team and finding the best configuration for different situations. I've noticed that most people just stick with the same team order no matter what, maybe changing an assist here or there, but I think being more fluid in your team configuration can help out in general. I would also say, not that you played the team badly, but 3 out of 4 of the games you lose you lose after Double dies right away and you're unable to setup Peacock zoning. Maybe you would have lost those games anyway if Big Band was point and he died right away instead, or maybe you would have won if you didn't go in with Peacock, idk, but Double dying has a big impact on the rest of your gameplan.
I see. Yeah I may mess around with other orders. Something I've been thinking about is this order has problems against duos that have high damage (like 159man's team, come to think of it). The flowsheet strategy of

1. Tag to Peacock from Double
2. If Double dies, super with Big Band and DHC to Peacock

doesn't work if Double dies and they do a Timpani-safe incoming mixup that kills Big Band in one combo (this happened in a Skullbats against Fizzxwizz). So I may not want to run Peacock/Big Band/Double against a team like that. I'm not sure what I should run though.

That said, I want to say that in some of the games in the above set I lost, I didn't stick to the gameplan. 159man gave me opportunities to SSJ and I either didn't take them or I fucked up the input and got counter hit. I know reversalling is something I need to get better at because the team synergy relies on it. This wasn't ready for Combo Breaker, but I do want to practice more with a LP+LK+MP+MK macro so that I can do Mike's Timpani/SSJ option select.
 
I dunno how much longer I'm gonna keep focusing on Fortune/Eliza so I'm dropping this in here so I don't forget about it. I found an EVEN MORE optimized version of the Double vortex, and a more damaging combo. I already knew a more damaging combo than what I do, it was Caio's corner carry one, but I have trouble doing that consistently. This is only a little less damage than that and I can do it consistently.

c.LK s.MP c.HP xx Cilia Slide,
dash c.HP xx Cilia Slide + Beat Extend assist,
s.HK,
j.MP j.HK, land, rejump,
j.MK j.HK xx Barrel,
s.LPx2 s.MKx2 c.HP xx H Hornet Bomber xx Car

To do the vortex it's
c.LK s.MP c.HP xx Cilia Slide,
dash c.HP xx Cilia Slide + Beat Extend assist,
j.LK j.MK j.HK

This is the same undizzy as what I was doing before but it's nearly 500 more damage per rep. One thing I like about this is that you neutral jump after the assist call, unlike my current vortex where you have to jump forward but not too far forward or it doesn't work!!! I feel like this should make it more consistent. The only weird thing about it is you have to macro call the assist using back+LK+HK+HP, which is sort of awkward to hit on a stick. This may actually be worth setting up a macro for. If my assists get swapped around the input becomes back+LK+MK+MP, which is actually very easy to hit on a stick.
 
Can't you replace the cr.HP after Cilia slide with cr.HK? Sweep does more damage but it is a bit slower. I tried cilia slide, dash, cr.HK in training mode (vs Squigly) and managed to get it to work.
 
Can't you replace the cr.HP after Cilia slide with cr.HK? Sweep does more damage but it is a bit slower. I tried cilia slide, dash, cr.HK in training mode (vs Squigly) and managed to get it to work.
No because the combo has a raw s.HK in the third chain, so that would trigger undizzy. It does work if I'm just going for the vortex though.
 
can you not do:

c.LK s.MP c.HP xx Cilia Slide,
dash c.HP xx Cilia Slide + Beat Extend assist,
j.MP j.HK, land, rejump,
j.MK j.HK xx Barrel,
s.LK s.HK H luger**
dash s.LPx2 s.MKx2 c.HP xx H Hornet Bomber xx Car

Assuming it's the same principal because double can do that off of robo beam assist and fukua m shadow assist.
 
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can you not do:

c.LK s.MP c.HP xx Cilia Slide,
dash c.HP xx Cilia Slide + Beat Extend assist,
j.MP j.HK, land, rejump,
j.MK j.HK xx Barrel,
s.LK s.HK
dash s.LPx2 s.MKx2 c.HP xx H Hornet Bomber xx Car

Assuming it's the same principal because double can do that off of robo beam assist and fukua m shadow assist.
How are you doing s.LK s.HK > s.LPx2? Is there supposed to be an H Luger after the s.HK? If so that should totally work and I will give it a shot and thank you. If not then what are you talking about!!!!!!!!!!
 
If there's a H Luger after the HK then it is at 255 undizzy before the final chain.
 
There's a luger whoops my typing slipped** also how does it activate undizzy? Does Band assist magically add undizzy that neither of the other assists do?
 
There's a luger whoops my typing slipped** also how does it activate undizzy? Does Band assist magically add undizzy that neither of the other assists do?
Yes actually, projectile assists don't add undizzy.
 
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Yes actually, projectile assists don't add undizzy.
thank you, i wasn't actually aware of that! sorry for intruding in with bad combo theory.
 
thank you, i wasn't actually aware of that! sorry for intruding in with bad combo theory.
Not a problem my dude
 
Been trying Fortune/Eliza for about about two weeks now. I think I'm getting a handle on Fortune. I like how fast she is and how far her c.LK goes. I thought I would hate this character cause she's like Filia and I don't like Filia, but the range of that c.LK changes everything, even though it's not disjointed or anything. I've been able to get a ton of hits by just waiting for someone to land from a whiffed jump attack and trip guard them with c.LK as they land. Playing the character is definitely giving me more of an appreciation of how dangerous it is to whiff anything right in front of her. If people don't whiff buttons, though, I have more trouble getting in.

Eliza I don't feel as comfortable with. I'm sort of just doing things I see Eliza players do (s.MP, Dive of Horus, j.MK, c.HK xx H Upper Khat, turn into a skeleton and go nuts, etc) without any real intent or strategy behind any of those things. Kinda just doing things to do them. I guess the basic strategy is that if you're at the spacing where your jumpins win, you jump in, and if you're not you wait for them to jump in and try to anti air? Unless they try to zone you in which case I'm really not sure what you do (c.HK and hope for the best?) I also have no good pressure once I actually get them to block something. I may need to try playing this character on point since she's not getting better at the same rate that Fortune is.

I'm also getting super bad whiplash from playing these two characters together. Fortune is so fast and has such a small hitbox, then Eliza comes in and she is... not those things.
 
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I spent some time playing Big Band/Double/Peacock last night. I kinda like this order. Big Band isn't such a struggle when he has not one but two assists to make his nonsense safe, and you have safe DHCs from both point to middle and middle to anchor. I'm not planning on changing my main team but this might be an interesting sub team for certain matchups (Beowulf maybe, since Big Band wins that matchup).
 
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Yeeeesss more Point Big Band Players :3

Disagree about Beowulf though. Or at least, the MU favorability doesn't apply to Beo/Brass or Beo/H Beam or Beo/Cilia Slide. Any other assists, or just Solo Beo, yeah.
 
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thats an interesting thing id like to try with my team because SSJ on hit or block is good because the frame advantage from Hatred Install DHC is nice and on hit i get (H)Step + (H)Pinion combos and the PW/Pea mix is better than the Pea/PW one
 
Yeeeesss more Point Big Band Players :3

Disagree about Beowulf though. Or at least, the MU favorability doesn't apply to Beo/Brass or Beo/H Beam or Beo/Cilia Slide. Any other assists, or just Solo Beo, yeah.
What do you think BB/Double/Peacock would be a useful counterpick against?
 
Uh, well I don't think Double loses any MUs and can basically be on point for everything lol, but if you didn't like point double? I'd rather have Point BB for Point Val, Point Filia, maybe other Point BB teams (I never liked played Peacock vs those), Point Robo (but we already disagree'd about robo and peacock, and I think Point BB teams are okay vs robo), Point Eliza, maybe point Painwheel but that one could just be on my team being different. Peacock teams idk because I'd factor in the assists hard on that one.

For a lot of these I'm just thinking "would I rather point peacock or point BB". If I were to be more fair to double and put her into the mix, the only ones especially that would be better point BB would imo be the Robo/Filia/maybe PW.
 
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Dropping this in here so I don't forget to work on it later. Assistless Peacock resets have been on my to-do list since the dawn of time, and now that I play Peacock on anchor it's more common that I actually need them. I went through the VODs for Combo Breaker and found a few resets I might be able to use:

air throw
j.MK ADC
j.HK
j.MP j.HK
IAD j.LP
grab
OR IAD j.LK
OR c.MK

grab xx L bomb,
dash, jump, airdash j.MK (straight down)
s.LP on the other side somehow???

grab xx L bomb,
dash j.HK ADC j.MK (straight down)

(corner burst bait)
c.LK/c.MP s.MK
j.MP ADC j.MP
repeat forever

s.LP s.MK
j.MP j.HK
j.HP ADC
j.LP j.LK,
land, IAD j.LK

OTG c.LP s.MK,
j.LK (1 hit) j.MP j.HP ADC,
j.LP j.MP j.MK,
dash c.MK
OR air grab (corner only?)

OTG j.MK j.HK,
left/right/high/low/whatevs
 
A thing I'm doing a lot is after the j.mp j.hp adc j.lp j.mp bnb is s.hp, M bomb, L bomb, dashjump, j.mk, j.hk, dash. From that you can do air grab, crossunder c.mk/iad j.lk/grab, or cancel the dash and do the same things on the same side (this looks a lot like it crosses under twice) you can also just jab to beat ground reversals.
 
A thing I'm doing a lot is after the j.mp j.hp adc j.lp j.mp bnb is s.hp, M bomb, L bomb, dashjump, j.mk, j.hk, dash. From that you can do air grab, crossunder c.mk/iad j.lk/grab, or cancel the dash and do the same things on the same side (this looks a lot like it crosses under twice) you can also just jab to beat ground reversals.
Oh yeah, that reset is the god. That's two links that are both pretty hard for me, though. Honestly I'm still struggling to do s.HK xx item drop > dash j.MK j.HK.
 
I do the M bomb>L bomb cancel visually by looking at Peacock's feet. Front foot goes down, then back foot goes down, then as soon as she lifts her back foot you can cancel M bomb into L or H bomb.
 
Hi I dunno if you take random critiques but I thought of something while watching one of your matches here.


Specifically there, I see you didn't do either of the side switches you can do off of a BE or Alpha counter BE. Is that a thing you've put on your checklist? Cause it's a good thing to have for muscle memory and we need more BBs using this and I don't remember if this was brought up at CB.
 
Hi I dunno if you take random critiques but I thought of something while watching one of your matches here.

Specifically there, I see you didn't do either of the side switches you can do off of a BE or Alpha counter BE. Is that a thing you've put on your checklist? Cause it's a good thing to have for muscle memory and we need more BBs using this and I don't remember if this was brought up at CB.
You're absolutely right, I'm aware of these side switches but I just autopilot don't shake the Beat Extend and by the time I realize what's happening it's too late to get the side switch. I need to get in the habit of it. Off the alpha counter I think I should pretty much always shake, I don't typically alpha counter unless I'm in the corner.
 
So now that Robo got like multiple pages worth of buffs I wanna try playing her again. I already tried making Robo and Peacock work on a team together and couldn't manage it, but maybe with this new Robo it can be done. And I mean Peck already proved you can play Peacock and Robo together and get top 16 in the biggest tournament of the year so clearly it can be done.

The first idea I have is Robo (H Beam)/Big Band (L Beat Extend)/Peacock (L Bomb). Literally the same team I have now but with Robo. The big challenge I'm finding is changing the team order when Robo gets low on health. Double has a ton of ways to do this (combo into s.HP xx tag, gunshot xx puddle > tag at neutral, combo into cilia slide xx monster > tag > Peacock j.LP), but Robo feels more limited. Other than comboing into Magnet > DHCing to SSJ > tagging to Peacock, I'm having trouble finding ways to swap my characters around. A way to swap in Peacock for either 0 or 1 bars would really help but I can't find one. I really thought there would be some way to do a Magnet super and then combo into Peacock's tag but I can't, like, get the right angle for it. One thing I tried that does seem like it would work is actually combo into snapback, then tag to Peacock. That seems like it gives you enough frame advantage to tag in Peacock and set up at least one meaty projectile. Dunno how good that is though. Like what if you don't WANT to snap them. idk.

I've also considered Peacock/Big Band/Robo, but that has some issues too. The only 0/1 bar option I found to swap Peacock with Robo was comboing into a level 3 item drop and then tag to Robo... it's a pretty viable route but I don't play Peacock in a way that makes it easy to get clean hits. I'd rather try point Robo first and see if I can make that work.
 
missiles is a free tag to anyone, and fullscreen you can use a mine to tag to peacock since she appears next to the mine
 
The only 0/1 bar option I found to swap Peacock with Robo was comboing into a level 3 item drop and then tag to Robo

Does L Bang -> tag not work for tag setups?

And as far as tagging out Robo goes, I find it's generally okay to try to lay a mine then tag sometimes. It doesn't work for every tag (like double or Big Band), but a short tag like peacock that stays on top of the mine is probably not too bad.