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what I love about playing rushdown Peacock is darting about all over the place and keeping myself safe with projectiles
Replace "Peacock" with anyone and "projectiles" with "assists" and you've described the (as it appears, anyway) playstyle of most top players. If you didn't already play it before this character crisis of sorts I'd have suggested Filia/Bella/Peacock, but as it stands I don't really have a lot of specific character recommendations. Just wanted to kind of point out that you can probably achieve that playstyle you want with mobile character + good assist.
I think I know what you are getting at peck. I mean you like a trappy style of play, so peacock is great for you, but you want another trappy style projectile user.
I think the problem here is that you are looking for lockdown? Like more like spiral with sent assist and strider with doom assist...
The problem there is that lockdown is almost unilaterally despised as any kind of an archetype so it isn't something that you are going to be able to easily replicate on a well made game.
The other type of projectile user I can think of that you really want to play is something like blackheart (my mvc2 "main" blackheart has kinda what you seem to be looking for. He has mobility via airfares and he really just runs around throwing shit out and protecting himself with gobs of projectiles. I liked him for his simplicity, but he could get as complicated as you wanted him to be.
There are no BH style characters in sg unfortunately (fortunately!)
But my only suggestion is that if you are looking for lockdown trapping styles... Something like peacock/double/bella with copter could be good for you. I know you've played peacock with copter before. But double with copter or h twirl is as close as you will get to strider doom style lockdown.
Parasoul actually has the style you seem to be talking about as well. But asking sev and the other guy aren't good goes because neither of them actually play parasoul in that style. The only people that really do are woofly (he's the God of projectile parasoul, as you know) and his understudy, vulpes. They would be the ones to ask about how to play projectile based para. Though it seems you may have difficulty on that front... Also know that even though you called parasoul slow, she does have options to be a much faster character, if you use button dash she becomes exceptionally quick on the ground. It's enough that I actually contemplated changing my macros to have a dash in them for the 6 months or so that I used her. Parasoul with copter is also a thing that could see action in your playstyle.
But enough about her, you've moved on.
Val seems like she could definitely fit some of the criteria that you seem to want. Val is mobile and has a good aerial projectile. If you were to team that with say, peacocks st.hp you get a lockdown assist for mixups as well as a projectile assist from afar. If you aren't averse to playing trio you could play something like val/peacock/dp assist.
Or simply playing a val/peacock duo seems very good as well. Val can cover the vertical axis with her movement and air projectiles, peacock can cover the ground axis with her projectile. You also still have a lockdown assist since peacocks st.hp is lockdown. And you get a safe dhc into bombs. For peacock val can give the obvious ranged assists like hk bypass or h shuriken toss if you want range. Or you can go cr.mk 2 hit lockdown assist if you want offensive possibilities from peacock. Contrary to what people say I think peacock is a VERY viable anchor. And even with an assist like val cr.mk I think peacock can definitely work. Just use peacock like she's solo till you get close then you can go for peacock iad and low assist mixups or lockdown into low /throw mixup.
From far cr.mk assist can be used while running away as a very obvious meatshield so that the opponent can't run in on peacock.
Just some thing I be thinking about. I recently got advice that the thing I'm looking for in fighting games is:
"Easy, potent, high priority that isn't one dimensional"
And that made perfect sense to me and its lead to me picking up characters I would never have given a second glance before. I used to look at characters that had those characteristics and just think "boring" but now that I know that that's what I'm actually looking for I know also that I can simply pick up said characters and play them in slightly unconventional ways and voila... I've got exactly what I've always been looking for.
I explain this as the reason why I'm interested in helping you find your own true team. It's a great thing once you do :)
Thanks for all the suggestions! I'm trying to find 3 characters that suit me, not just strong assists, so I'm going to continue to stay away from Cerebella. Aside from that, I'll give everything else a try at some point.
Edit: As for the MvC2 analogy, I wouldn't want to play Spiral/Sentinel at all. Strider/Doom has always looked interesting to me but a large part of that is Strider's general gameplay with his animal summons and things, not "oh man I can't wait to run Ouroboros/Rock traps all day". Then again, I've barely played MvC2 maybe I'd love landing Strider/Doom traps or maybe I wouldn't even like Strider at all. Anyway, I know I was planning on playing a lockdown Peacock/Copter team a couple of months ago but that was because I was trying to make a viable rushdown Peacock team, not because I particularly love lockdown or anything like that.
I don't understand headless Fortune yet but I have a feeling I'll like her so I'm sticking with her for now. I'm having fun with the basics of head-on too, despite having no clue how to approach Peacock with her yet.
If you ever want to practice the Peacock matchup with any character I can help :D
...and my first impressions of Robo Fortune aren't so great either.
I'm surprised by this, I feel like this is a Mr Peck character. "Run away until you have heads then go in" seems a lot like "run away until you have M item then go in". Granted it's harder to get heads than M item but I also feel like Robo's runaway is better and her mixups are probably better too (well her high low mixup anyways).
As you said, getting out heads in neutral when you're not in det mode seems much harder than getting out bombs or item drops and they don't seem to provide as much cover for her rushdown either. You might be right about her high/low mixups; Peacock and Robo both have 22f comboable overheads (IAD j.LP and s.HK) but Peacock's is safe on block without assist cover and can lead to a combo without meter, whereas Robo's is harder to see and can be cancelled into from other ground normals. Robo also has a much faster low than Peacock, of course, which makes a huge difference.
I haven't written her off completely but I didn't see any obvious signs that I could make her work as a tournament viable character by doing my standard rushdown Peacock things. I could be wrong!
I also think fuzzy guard setups are really good with Robo, I was testing out stuff like jump in j.MK double jump j.LP j.MK compared to like j.LP land c.LK and I don't feel like that's reactable or easy to pushblock the first hit of on reaction.
getting heads out in neutral with robo is definitely tough, and the only way I can really think to do it safely is with an assist, or if you're full-screen again certain characters and they have no meter. In combos, If you land a hit, I think in a lot of cases its better to end your combo with st.HK -> cr.HK rather than going for a reset/mixup. Sort of ironic, but once you have a head out I feel you gain the option of getting more heads, at least it seems that way currently, it may not be the case once more people learn robo. It's sort of a trade off though, for example once you have one head out, if you can plant a mine or do head RAM ( or level 2/3 missiles), you should have enough time/room to get push out another head. Depending on your playstyle, you may prefer to go in rather than push out another head, but it grants robo some more leeway. Of course this won't be safe against the entire cast in all scenarios ( argus punish, robo beams, fukua fireball super, sniper shot, etc... )
regardless of robo's tier-status, she's super fun to play too
Hey, it's a month since I last updated this. I've been trying to stick with Parasoul and Ms Fortune after all because I couldn't find any other characters that I preferred and I was having fun using them against other low level players, despite getting frustrated using them against anyone else. Unfortunately I still suck with both of them, especially Ms Fortune.
21:55 - Mr Peck: hey dekillsage, youve learned new characters before
21:56 - Mr Peck: it's almost 2 months since combo breaker and i switched out filia and cerebella for headless fortune and parasoul and I'm still *awful* with them. I still lose 10-2 to people who I can easily OCV with Filia, never mind Peacock. is this normal? ;_;
21:57 - dekillsage is now Online.
21:57 - dekillsage: no
So that kinda sucks. I still don't understand what my headless Fortune's gameplan is or how she deals with a lot of situations, so I guess I should work on that first.
I'm still working on my headless Fortune, using a Ms Fortune (H fiber) / Peacock (plane) duo for the time being. I haven't necessarily given up on Parasoul, but I'm finding it easier to work on one character at once.
The main thing that I realised today after playing sets with Izzmo, Dekillsage and Grodie is just how bad of a situation headless Fortune is in as soon as she blocks any hit from a rushdown team. I've been trying to play her the same way I play Peacock, where I can make myself safe from pressure by putting out a bomb or two and blocking a jump in. However, because Zoom instantly gets cancelled the moment Ms Fortune's body enters blockstun, you can't really use the head in the same way unless it's close enough for headbutt, sneeze or nom without being so close that it gets hit by the opponent's pressure.
So now that I know my gameplan as headless Fortune is to never put myself in a situation where I have to block anything with the body unless I'm being kept safe by a plane assist, I'm going to work on my movement and my assist timings with that goal in mind.
I've been working on it but I'm still having serious trouble keeping myself safe with plane assist.
I'm used to keeping myself safe with boxcar, lock n load and L napalm shot assists, all of which are pretty damn reliable at breaking you out of most combos if you call it at the right time and don't get thrown. Plane assist, on the other hand, seems to have a habit of whiffing completely if my opponent moves slightly or starts their combo with something that moves forward. It could be that I'm still calling it way too late and I shouldn't put it in the same category as any of the 'combo breaker' assists above, but I'm still a hundred times more effective with any of those than I am with plane. Maybe I should record a set where I use plane and another set where I use napalm shot or boxcar, and someone could point out what I'm doing wrong.
In case anyone's curious about why I don't just use boxcar assist instead of plane, Ms Fortune's head has a habit of getting in the way and making it blow up. I'm considering using it anyway despite this, but that seems kinda silly. Item drop assist is an option too, and the fact that you can hold the appropriate punch button to carry on charging the item when you bring her in with an alpha counter is awesome (thanks so much for including this Mike!!!). I love using Peacock assists that let me alpha counter in after blocking a fullscreen projectile and immediately set up my zoning game, so those will still kinda let me do that. Same with s.HP assist for that matter.
I actually recently started using George's day out and has been pretty nice for starting offense from a distance. Could be troublesome to use with headless fortune though.
I'd probably use SoiD with fortune for some reset shenanigans with its ability to hit opponents towards you.
Boxcar update: I'm using it with headless Fortune and the floor is lava. It's disgusting. I need to see how well it works against characters who stay in the air all day, but if that works out then this team is ridiculous.
Edit: It stops being ridiculous if your opponent jumps
Another post, another character. I've dropped Ms Fortune because her head is nowhere enough of a puppet or projectile for me to find it interesting, and I still feel like I'm just using her because I should like her instead of because I actually do like her. Maybe I'll come back to her some other time if I can't find a third character for my team, with more of a focus on only taking off the head for pressure instead of trying to use her like a true puppet character.
So instead of Ms Fortune, I'm going back to someone I actually enjoy and putting Painwheel back on my team. The last time I tried Painwheel/Peacock I was using Peacock's s.HP assist for resets by calling it with Painwheel's f+HK (thanks zeknife!), but I'm switching over to plane to help Painwheel approach and pressure people.
It kinda feels like one of those "don't ever get hit or you lose" teams, but aside from that it's really fun. I could see it working well as a Painwheel/X/Peacock trio with a DP assist in the middle slot for defence and alpha counters, but I won't worry about that until I've improved with Painwheel.
Maaaan just play trio with two characters you like and then Big Band. If you're winning you'll never have to actually play Big Band, and if you're losing, well, you probably weren't having that much fun anyways, so whatever.
You've seen the setups Chuck N Plasma posted using Painwheel with Peacock assist and Peacock with Painwheel assist, right? It's in the Peacock subforum somewhere, it's good stuff
Maaaan just play trio with two characters you like and then Big Band. If you're winning you'll never have to actually play Big Band, and if you're losing, well, you probably weren't having that much fun anyways, so whatever.
You've seen the setups Chuck N Plasma posted using Painwheel with Peacock assist and Peacock with Painwheel assist, right? It's in the Peacock subforum somewhere, it's good stuff
Yeah I saw those setups. I'd rather quit the game than play Big Band but thanks for the suggestion regardless! I know you mean well.
Hmm... It's kinda hard to understand what you want peck :(
There are 4 heavy projectile users in the game, and around 3 more with ok projectiles that aren't necessarily spammed that much.
I'm still not understanding why you don't like robo. She's stellar with peacock if you use H beam. You can use H beam for crazy zoning, as a way to clear the way in for offense or to lock people down that stand up, or to pre-emptively counter assist calls, or to force people to crouch under it for its duration. And you get robo with it as well... Win/win? A character that can play run away, or keepaway, or go offensive, or setup traps... A character that is extremely competent at super jump height play, and has good anti pushblock setups.
You can run a team you totally don't HATE via something like peacock with st.hp (great for robo and filia) then robo with beam (patterns like L bomb plus h beam assist xx h bomb cover the entire screen and give peacock the choice of going in or setting up more zoning) then maybe put filia with updo at the back. Or put robo at the back so you get silly offensive patterns with filia like L airball plus H beam assist. Airball covers the air and H beam covers the ground.
Lots of offensive patterns with that team or any team with beam assist tbqh. You can kinda sort of pressure people for free as they land into your meaty beam assist, doing good chip and giving yourself pressure opportunities. And robo gets some of the same stuff that peacock gets. Robo can fire a projectile at the opponent and then follow it in, or she can set traps and make her defense much better. Such as putting traps on the ground, then firing air lasers... If they try to go under the air laser they deal with the ground trap.. Etc etc etc
Robo with boxcar is good. Honestly if i had suggest any team that you may like. Peacock/pw/fukua. The problem is that you like that traps and peacock does that well. But robo can do that with mine assist.
filia/pea/robo is a team im screwing with actually, i decided on this
HUpdo/MItem/sHP
I like HBeam too though, I don't (know how to properly) zone with peacock, so I don't do it, so I don't really know how to use HBeam in my patterns, since I don't have any, so I don't use HBeam. I think Filia/HBeam is hilarious though.
Thanks for all the suggestions! I know I'm being kinda awkward so I really appreciate that people are still trying to help.
It's not really that I don't like Robo, it's that I had two problems with her heads. I really struggled to find ways to safely get them out during neutral against people who understood the matchup. I couldn't even Theory Fighter a way to make it work that didn't involve something like a lockdown assist. The other issue was that I played a couple of sets where my opponent agreed to let me summon three heads for free at the start of each round, and I still wasn't finding anything with them that covered her rushdown to a similar degree as L george or M item drop. Probably for good reason, as those two moves are ridiculous.
Despite that, she was still kinda fun. I like her forward dash and j.MP and double jump pressure. I was kinda scared off by her lack of defence, but maybe I should just run a trio with a DP assist in the back and accept that my anchor isn't my favourite character in the whole wide world.
You can totally theory fighter it bro. (as a theory fighter I know how to do this!)
Beams cover the ground and normal jump levels extremely well, between Ground L Beam, Ground M Beam, and j.HP air M Beam or air H Beam depending on where they are in their jump arc. The opponent's only real way to avoid smart usage of you shooting them in the face is to super jump, and no character can come down fast enough to punish a c.HK if they are in the upward arc of their super jump (maybe Robo with air L Beam). Of course they can have specific assists to counter this, like H Brass assist, but if you j.HK up or super jump up and shoot the assist, you've put it in cooldown and then you can look to gain heads. Also, if you have assists that somewhat cover the beam's recovery, depending on the situation, you might be able to gain a head there too.
As soon as you gain one head, you've gained access to kamikaze or RAM or head-that-flies-at-the-opponent or whatever else people call it, and it doesn't go away if the opponent hits you, making it a tool that people have to deal with if you call it from decently far and chase after it. It is decently hard to beat in the sense that they can't really just do whatever they want and beat it because it's a relatively low risk option - you can always just block if they choose to use something to stop you from moving forward, whether it may be calling an assist and downbacking, calling an assist and upbacking, running at you first with normals, etc, and if you choose to do, say, call head and run up air throw to stop them from just upbacking, they pretty much have to tech the throw which puts you close at the cost of a head, or of course you could bait it by running up, waiting for them to whiff their air throw, and then jabbing them out of the air and punishing them, if the head didn't hit the recovery of their air throw. This is no M Item - I think M Item is like the best move in the game - but it's pretty useful. It's almost a pseudo assist. Of course you can break it up by doing RAM and then just chilling and calling a head instead if you've trained the opponent to expect you running after RAM.
If you have two heads, missiles becomes a very viable option that are pretty useful to get people to move out of wherever they currently are. They're coming down from the air so they can't super jump to avoid it, so they pretty much have two options - either run forward towards you and force you to do something, which depending on the matchup can be a good or a bad thing, or move backwards, which helps you put them in the corner. If they do decide to come towards you, you now have excellent ways to stop them from approaching you - if they want to jump you have your gdlk air throw that has a pretty ok hitbox and allows for nice damage, or you can j.LK them out of the air if they choose to stick out a button in the air, or you could use s.MP, jump back HP, s.LP (works on occasions - would not recommend as a first order strategy, however) or beams to shoot them out of their ground approach. If they read you calling missiles, they might be able to get close to you and force you to deal with a mixup, but that's reads etc. Don't forget that missiles on block pretty much allow for a free head summon!
Also any combo you get with Robo that doesn't use OTG allows for two head summons with s.HK (with Filia H Hairball assist you get 3 heads if you make Filia assist hit as OTG), and if you used OTG you get at least one, or two if you have the right assists (ie c.MK call assist to extend combo c.HK c.HK).
Getting head ( ͡° ͜ʖ ͡°) is really not that horribly difficult IMO - it could be that I'm not playing against people who are blowing me up for trying to get heads, but IDK. Also because Robo is new, optimal strategies are still being discovered and matchup nuances are still being figured out.
Re: Robo's lack of defense. I almost feel like people who get in on Robo should deserve to kind of do whatever you want because I envision high level Robo-Fortunes to be EXTREMELY difficult to catch, especially paired up with the right assists. Of course, again she's new etc so people playing her don't really have all of her tools fully understood (I'm a part of that too - I don't think I understand her fully either yet), but as she gets more played and figured out, her run away is going to be really good.
If you want to take this theory fighter with a crate of salt I wouldn't mind since who alpaca this is.
Getting heads out is a real pain at neutral. Now most of the next stuff is theory fighter so take it with a huge grain of salt:
The way I see heads is like:
Summon them like so:
1. At the end of your combo... You get 2 heads for a st.hk wall splat combo.
2. As a mixup, st.hk xx head xx super. Super risky of course. This is SG.
3. When your opponent is waiting for your beam. This is VERY hard to do cause it means your opponent is respecting your space and options. I havent gotten here yet. But it's MUCH easier to do once respect is gained.
4. After you kill a character... You get 2 heads in general.
Once you summon, I see it like this:
Use lk summon to go offensive. Like a peacock item drop. Or L George.
Use m summon to cover the ground while you light up the skies with air lasers.
Use h summon only when you have 3 heads, and consider it highly to use the summon time to call more heads.
Along with taunting for more h summon, that's the primary way I see heads being used. The L summon is only really good if your robo offense is really good. And that probably entails having a lockdown assist or a low assist as well.
M summon makes all your zoning much better. They have to respect the bomb. Think of it like a little beast of Gehenna. It especially gets better once you have 2 or 3 of these babies. Cause that means you can set one and play defense then set another once the other one is about to wear off... Etc etc. also, it can protect you calling out more heads. I personally think m summon is ALL THAT, but that's just preference.
I think maybe you were having trouble with her summons cause perhaps you weren't using them right? Spending all 3 of your summons on missiles is SUPER expensive. It's also really expensive to spend one on L summon if your offense isn't up to snuff.
Robo isn't easy to use by any means but she does have very obvious ways to be used... It's just about gaining the skill to use her how she's supposed to be used imho. Her jhk can function as a divekick. It's actually stellar that way as long as you aren't predictable. It has zero priority, but it isn't a priority move. Sonic fox rushes down with it allllll day. He super jumps forward and then does down forward jhk. And many variants of that. Sonicfox has the best robo neutral imho. He's just extremely varied with the moves he uses and the spacings and timings that he uses them at. I definitely study his robo as much as I can.
Just another small thing:
With peacock and robo h beam assist, if peacock does st.hp plus assist, then teleports, it will be a marvel style teleport crossup and peacock can get a free combo. This is only a small tactic because if the opponent knows it's coming they can duck and punish hard. But it's good when they aren't expecting it and when they are midair and have no choice but to let it make contact (which is why it's good to use the beam to make the opponent land on it on occasion)
Anyways I could be wrong but I think robo will be a very fulfilling character to learn. I personally have had the same problems as you when it comes to how I like or don't like certain characters.
Oh yeah, pw uses H beam assist in stellar fashion as well. Just call the beam then do j.mp. The beam will clean out AA assists and pw can easily confirm. It just works. Also, at fullscreen while flying, pw can call beam then fly forward and get an "invisible" beam call. The opponent won't even see robo come onto the screen. This is super potent against people that runaway from pw :)
I just don't get why an opponent would ever wait for a beam or feel like they were forced to superjump over one when they can block during their forward dash. If I'm far away from Robo and she has no heads out, what reason would I have to not constantly dash+block? If she throws out c.HK it either gives me a punish or puts her in a really bad position depending on how close I was and how fast my dash is, if she goes for a beam it still gets me a bit closer to her before I block it, and if she takes to the air I haven't really committed to anything so I can react appropriately. This all goes out the window once you're half a screen away and have to be scared of Robo sweeping you (if your dash can be crouch cancelled which means you can't block low during it) or jumping at you or superjumping away, and that's obviously the distance at which Robo excels, but it does mean that getting the first head out in neutral without assist cover kinda just isn't happening.
Anyway, I'll watch some sonicfox matches this weekend and see if I can get some ideas from there.
In that case you also have run up and just throw. Robo's dash is pretty fast. I don't think Painwheel and Peacock have assists that allow for throw conversions meterlessly, I remember testing Filia H Hairball but it felt inconsistent for that purpose. L Extend allows for super easy throw conversions but you're not a Big Band fan.
A little while back I found you can throw with Robo and combo off of it for free with L Pinion, and it's really easy and universal. No idea about a Peacock assist to combo off of throw, though. M or H SoID, maybe?
I just don't get why an opponent would ever wait for a beam or feel like they were forced to superjump over one when they can block during their forward dash. If I'm far away from Robo and she has no heads out, what reason would I have to not constantly dash+block? If she throws out c.HK it either gives me a punish or puts her in a really bad position depending on how close I was and how fast my dash is, if she goes for a beam it still gets me a bit closer to her before I block it, and if she takes to the air I haven't really committed to anything so I can react appropriately. This all goes out the window once you're half a screen away and have to be scared of Robo sweeping you (if your dash can be crouch cancelled which means you can't block low during it) or jumping at you or superjumping away, and that's obviously the distance at which Robo excels, but it does mean that getting the first head out in neutral without assist cover kinda just isn't happening.
Anyway, I'll watch some sonicfox matches this weekend and see if I can get some ideas from there.
Yes it's hard. That's why I haven't gotten to it that easy myself. But there are certain things to consider:
Not every character has a block cancelable dash. Some characters have runs and those iirc can't block cancel.
When a character gets hit by a beam they get knocked backwards, when they block a beam they get pushed backwards.
When they get to half screen or so, robo can start to play jhk/jmp/runaway or go offensive games.
When robo doesn't have a mine on screen I don't think she can REALLY play super good keepaway via lasers, IMO she should be playing keepaway to get the opponent to approach her, so she doesn't have to approach them... It's what I do and I find it very effective in general. Then turn your opponents offense into your own and confirm into a combo, get your wall splat into 1 or 2 heads, place a mine and start to bs them with lasers.
One thing that CAN make the opponent very hesitant to approach is when the opponent expects robo to runaway via jhk over their head. That can be an opportunity to call a head if the opponent isn't sitting near fullscreen waiting for robo to jhk into them.
But it's all really player and matchup specific stuff. Neutral... Bah. It's always theory. But it just takes thought to apply. I don't think robo is the kind of character that you can just put heads on and all of a sudden she becomes good. Or it's a good strategy to always go for heads in the neutral. She's a great character without heads. It's just that she becomes even better with heads... But the heads generally come at a price. You have to combo the opponent, or get a really good hesitation read, or kill the opponent. It's in that way that she really works like a GG character... Have to do weak combos to gain access to greater resources down the line. Like jam in GG. She gets cards for doing weak combos. But once she gets cards she can do STRONG combos. Robo seems kinda like that. Do combos to get heads and then get even better neutral once you have heads. I don't think there's any one answer to how to use her... It's probably preference for the most part. Just play a strong dynamic neutral and the heads tend to come. Is the best I can say. It's what happens for me when I'm doing good neutral.
edit
Going back to what I said at the beginning for instance. If the opponent is approaching you... Then the battle is already half won since they are closing the distance for you. In other words, before bombs, look at her keepaway as a way to goad the opponent into approaching you so you can go on offense. It's not about trying to force keepaway on the opponent so much as telling them that they can't play keepaway against you because your range trumps theirs. So... If they are just dash blocking... That's your cue that you are playing right. If however they are content to just stay far away then you might need to up your ranged game to force their hands... Robo kinda shouldn't be getting outranged by anyone.
She's a dhalsim designed to be offensive once people get close, but not really designed to have the best approach options.
That's all good to know, thanks a lot! I'll give Robo another try and I'll worry less about getting heads out in neutral and keeping people away with beams, and more about going offensive once people get close.
As for the block + dash thing, characters with runs can still block during the initial non-run part of their dash. If you dash with Valentine, Ms Fortune, Filia etc and don't hold forward on the stick, they still move forward a decent distance (especially Ms Fortune!) and that's the part of the run during which you can hold back to block.
I used Painwheel for a few days, the advice I got from most people was that I was going in way too hard and I should sit back and play lame more. This is probably a sign that she's not the character for me after all, because that's not really how I want to play this game. I tried Robo too, but I'm worried that a Robo + Peacock duo is the epitome of "get hit once and lose the round" unless you want to play runaway or keepaway, which isn't my style at all.
I hate to sound melodramatic (really, I do!), but if I can't find someone else who I enjoy soon I might just stop playing competitively. I still enjoy the game, and I like trying to improve with other EU players even though Woofly barely plays any more, but trying to use solo Peacock against an army of armored/invincible assists isn't my idea of fun. Hopefully I find something ASAP! My plan for tomorrow is to try and find something that I can use as a Filia substitute, so I can rush people down and run mixups on them with boxcar assist cover.
You realize how he plays Peacock, right? He goes in. Maybe you should actually know how Mr Peck plays before you make a comment like that?
EDIT:
9:12 PM - Farofa | CaioLugon: it was joke dude
There's more context, but Caio meant no harm and I jumped the gun a bit. Sorry!
I hope I didn't come across as harsh, because I like you all a lot, and both of you in specific quite a lot. (Caio and Mr Peck)
I'm still wondering why not peacock/robo? I thought you were running robo first for the practice...
Hmmm, well yeah. That team is certainly get hit once lose the entire team, but that's sg in a nutshell. You have to have good reads and make good blocks in this game to escape the vortex... With basically anyone. Even characters that have decent reversals they still get baited, while still being able to pressure while baiting. Watching the finals between fox and sage just now, there was some miraculous blocking going on there on both sides.
As far as playing pw, you CAN go in more, but you really need to use her armor in order to do it. CM has taught me that with his pw, and I'm incorporating it. But still, I don't think any character in the game can just go in. There are still footsies to be had, and superjumping away is still a great way to create space and reset spacings.
The way to use armor with pw is just like any other reversal:
When the opponent has a somewhat clear advantage to attack. So after blocking an assist, after landing from a whiffed jump attack, after getting your assist blocked and think the opponent will try for a reversal against your coming attack, As an anti air etc etc.
The best overall armor move is st.lp. I also use a lot of st.hp and cr.hp and st.mp but st.lp by far is the best overall and gives unscaled combos on hit.
Cr.hp is good for doing things like dash up and cr.lk,cr.hp charge through an assist call etc.
Pw is hard to just go in with because, as people don't understand till they play her, she's slow. She has to space her stuff out because it's either slow or abysmal range and needs a dash setup, OR try for hard read stuff like dash airthrow. But, she has armor moves to help blow through shit. Her armor moves if you count them as attacking when the armor becomes active, are the fastest normals in the game. Her st.lp has armor on frame 3 for example and is her fastest armor active. Whereas she has heavys who's armor starts in 7-9 frames or as little as 4 frames.
The armor takes getting used to though and can lose badly to many things if the armor is abused.
It's all a it complicated and nerdy and I can totally see someone thinking it's not worth the effort to learn her, I say that she can go offensive more with armor and its true, but at the end of the day, she's still basically a footsies based character that needs to make things wiff and force the opponent into a more calculated neutral game.
the advice I got from most people was that I was going in way too hard and I should sit back and play lame more. This is probably a sign that she's not the character for me after all
But a lot of people would also like to believe that Peacock is strictly meant to hang back and play lame. I say you should continue to try and find an offensive way to play Painwheel if you really like her. But don't frustrate yourself or make yourself unhappy.
EDIT: And, for the record, I feel Parasoul should be played lame, her tools suit that, and I just go in and go ham. I mean, I pay for it sometimes, but its the way I want to play her, and I'm not stopping anytime soon. I HAVE learned to adjust and play lame for matchups or when the time calls for it in a set, at least a little, but I will ALWAYS be a rushdown Parasoul.
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