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Mr Peck's Comical Character Crisis

Out of curiosity, why'd you stop playing the peacock/filia/cerebella team?
Excuse me, but how about Fukua?
Different people are good at different characters, and I kind of naturally suck at Filia and Cerebella (and Fukua and Big Band and Beowulf). I managed to get my Filia to a decent level by putting a ridiculous amount of time and effort into her compared to my other characters, but my Peacock was still 100x better than her. And my Cerebella was always just filler. So after Combo Breaker, I stopped playing those two characters to see if I could find a team I enjoyed that was made solely of characters that suit me. I haven't managed to do so yet :c

This week I've played loads of Robo and Painwheel, and a bit of Valentine too. Robo Fortune doesn't feel like what I want at all; I want mixups and ways to cover my approach, not runaway tools and ways to force them to approach me. I get that it's possible to play her as rushdown but she feels even less built for it than Peacock, and I'm much more of a slow projectile person than a beams and mines person. I'm still on the fence about Painwheel, and my Valentine is too new to tell what I'll think of her.

To be honest, the main thing I miss is having a big lockdown assist for Peacock that lets her continue pressure up close and get bombs out while also working as a zoning tool to control space and deal chip damage, like cerecopter or hairball. I played a few sets with those assists last night and despite my Cerebella being awful and my Filia being rusty as hell, I had so much fun playing Peacock with those assists that I'm going to see if I can find an equivalent that's attached to a character I'd be good at. The main characters I'm looking at are Parasoul, Ms Fortune, Valentine, Painwheel and maybe Double, so I'm sure I'll find something that I like in that list.

Edit: Come to think of it, this is pretty much exactly what rushdown Parasoul players want in an assist. If I find an assist that does this well for me, I could throw Parasoul in there and make it a trio.
 
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I'll keep saying soul would prolly work for you.
The other character i would suggest would be fortune or double, making either

Fortune/cock/soul or cock/fortune/soul
Using fiber or cat slide/boxcar/l shot
or box car or flying george/catslide/pillar

The former with head on or headless is a rushdown team with projectile doing additonal pressure and possible frame traps.

The latter allows peacock point with a meter builder in the middle and an anchor that uses all of it. Also peacock would be point and thus gives you a good advantage on the majority of the cast.

Or you could run

Soul/peacock/double.

L shot or pillar/boxcar/m bomber or l bomber or cilia slide.

This team allows soul to set up tears and uses the tears to perform various safe pressure as well as doing frame traps. Peacock being the meter builder and double being a very good anchor. Also snipe to lenny is safe on most of the cast so you should be fine. I wish you luck
 
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I've moved on from robo as well. The one thing that I couldn't deal with was my lasers being minus from fullscreen. I can understand why, but I didn't like it. That and I sucked at her BnB and am to lazy to grind that shit out.

Parasoul loves lk bomber, peacock not so much. Mk bomber is a shadow of its former self :(
Unfortunately none of those characters your mention have particularly good lockdown besides painwheel cr.mp. And that has no range and bad vertical range.

I've decided to pick up Fukua and right away it was a breath of fresh air. I personally use m shadow assist cause of vortex and because it covers my stinger play very well by covering jumpins.
But Fukua has imho one of the best lockdown assists in the game in h drill. It doesn't knock down which is a godsend for painwheel and WILL synergize well with peacock because it will push people away on block and hit, but not cause the opponent to be able to ground tech towards peacock (something that copter and hairball allow that is very annoying)

With Fukua I had to learn not to try and spam fireball m shadow pattern all day and instead to work on just hitting people with my fireballs so that they cool down quicker and I can actually start to rushdown with fireballs. But she isn't a super go in character by any means so... Yeah :( but m shadow could also work very well for peacock and might synergize really well with item drop... Biggest problem is that shadow hits people towards you... But I've learned very quickly to use that to confirm into offensive pressure with pw.


The other characters that could do well for you with lockdown would be squiggly with drag and bite and Eliza with butchers blade. He'll even the overhead axe might be decent as it has a decent vertical hitbox.

But you don't like either of them. I didn't like Fukua at first months ago either. Just putting it out there :) hope you find what you are looking for :)

(Seriously though peacock Fukua synergy is TOO REAL)
 
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Fortune/cock/soul or cock/fortune/soul
Using fiber or cat slide/boxcar/l shot
or box car or flying george/catslide/pillar

Or you could run

Soul/peacock/double.

L shot or pillar/boxcar/m bomber or l bomber or cilia slide.
Those Ms Fortune teams were the first ones I tried after combo breaker. Having two different low damage projectile assists with point Fortune felt really underwhelming when it came to countercalls and defensive options, and the lack of anti-air tools (even with plane instead of boxcar) was enough for me to not like the team. The second team that you listed doesn't work, because you need to take off Ms Fortune's head before she uses cat slide assist. I'd consider using that team if it wasn't for that.

The Parasoul/Peacock/Double team is probably what I'm most likely to run at the moment. Bomber isn't exactly hairball or cerecopter when it comes to tearing through armor or locking people down up close while I get bombs out, but it's much closer to those two assists than anything else I can think of in the list of characters I mentioned.
 
As a fukua/filia main
Once i picked soul up i thought she was boring as shit until i figured out how to use her tears in conjunction with assist calls. The only thing that sucks about her is that she's in a game full of double jump girls. I would argue about soul needing l bomber or w.e. imo she needs an assist to cover areas that she may not be able to because she has to commit to a certain area using certain normals.

C.mp with m bomber is GOOD. Peacock with l shot/m shot and pillar is decent. I imagine h bang with bomber nets decent damage and puts them away. I really hope you give soul another try. I' will be picking up double tomorrow to see what she has to offer to any of my teams
 
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Fukua has imho one of the best lockdown assists in the game in h drill.

The other characters that could do well for you with lockdown would be squiggly with drag and bite and Eliza with butchers blade. He'll even the overhead axe might be decent as it has a decent vertical hitbox.

But you don't like either of them. I didn't like Fukua at first months ago either. Just putting it out there :) hope you find what you are looking for :))
Fukua drill is pretty much perfect for me, for all the reasons you mentioned. If I can't find a strong assist on one of the characters I want to use, I'll probably go with drill or hairball.

I really can't stand Squigly in the slightest, but I might be able to put up with Eliza if there aren't any other options. Butcher's blade and osiris spiral are both great assists for how I want to play. I'll try L and M bomber first, as well as seeing just how bad Painwheel's c.MP is for what I want to do.
 
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If you decide to run h drill assist with pw and cock. You can as a reset with pw do st.hp xx fly plus drill 6 j.mk. This is a safe jump and then the assist locks them down. It's absolutely free openings until your opponent learns to AG it.
 
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A lot of replies happened before I got to write mine, and I was busy, and now I'm slightly sad I didn't come write it earlier, and I'm also tired, but I'm also happy to see now information, so here comes the blunt/tldr/not very nicely written version (gllt style, so, thats probably a lie on the tldr part, or at least some of you will think that)

Peacock/Hairball/X
Peacock/Copter or w/e/X
Peacock/Drill/x

and you substitute the x and the rest of this post is about what i think the x is supposed to be

the point (all written from the standpoint of not knowing you would use drill yet):
even if bella/filia are not natural to you, if they make peacock work for you by enabling you to engage in a playstyle you prefer via their assist offerings, then i really want to know, aside from, 'I kind of naturally suck at Filia and Cerebella', if that weren't a problem, would you play them? is there anything else to this/behind this? what led you to this? and, as a side question, for weighting reasons, is it as bad as 'i'd sooner quit the game than play big band'. are filia and bella at that point for you? or is this just a journey because you want to do better because you think you can? which is 100% fine, i'm not in any way stunting that or ever trying to convince you to play bb, as a disclaimer.

im going to pretend you come up with an answer where you would be okay with, for example, running peacock/hairball/x, aka, you'd be okay with picking up ONE of those two characters that provides the assist you need even though you don't think that character suits you because it makes it so you can play peacock how you want

so, in my mind, i want you to understand how i see that then, is, mr peck is good at/likes to play [peacock 'having a big lockdown assist ... that lets her continue pressure up close and get bombs out while also working as a zoning tool to control space and deal chip damage'] not mr peck likes to play peacock. i think this is two different things. that last statement is not 100% absolute, its for comparison reasons. nothing is black and white, etc, but this is to make it clear where im standing

with this in mind, are you bad/not natural at filia and/or bella, or are you bad/not natural at filia and/or bella with peacock and boxcar and that whole team together the way you had it?

what im getting at is, you want to play peacock a certain way, that she can be played alone, sort of, but is played properly with a certain type of assist, and the issue is that you had two characters that offered those assists, but the way you played them was not natural to you or you could not find a way to play them that was or you felt it wasn't natural or good because of the work you put into them (playing them that way) and or pea/filia worked and pea/bella worked but filia/bella didn't work, etc

sorry for bold/mess, but do you.. sort of see what i'm getting at, in that?
I wonder, is there a way for you to play

pea/one of those two (three?) characters/x

and instead of worrying about pea/the assist i want to make pea work/whatever this is
you are now worrying about
pea/this assist makes pea work/an assist to make filia or bella (or now fukua?) work in a way that is more appealing to me and bonus points if its cool for peacock too

my initial suggestion therefore ISSSS based on you thinking any of this is a good idea at all if that happens

pea/hairball/lbomber

while double isn't high on your list..

fortune assists never impressed me for filia or peacock except the ones that you have to set up, meaning you have to play point fortune and do head toss air super dhc combos to get your cat slide, basically.

sorry. i dont like hfiber. unless you play painwheel or something. or rather, perhaps, i do like hfiber, a lot, except the conversions im not getting off it very easily compared to pretty much any other dp assist, except this one DOES break armor sometimes and blah tangent. pea/fortune here/or there/just feels no (for me. if its hfiber.) and sHK is cool and sMK is cool and all these are silly because you have hairball. i think headless fortune with hairball is dope, but i can't tell you what to do if you run pea/filia/fortune except it has to be point fortune for the assist setup funtimes. but if you're not using hfiber, you're not having a dp.

val, everyone will remind you to play point val. i like val assists. i like cmk for filia. i dont like cmk for peacock. maybe? maybe i do. it is a low. its a mini lockdown. you have hairball. i like val and hairball! i like val and pea sHP. i dont know about val and bombs. you don't get a DP assist unless you mbang.

parasoul, whom i love, and para/hairball is cool, and para/peacock is a team i love, and im biased to parasoul, and i've not really gotten the impression you have ever enjoyed her much at all. anyways. you get pillar. filia/pillar and pea/pillar works and so theres your DP. im pushing DP assist here. you've been upset about teams where 'you get touched and die' and DP assist isn't the solution to that, but it helps you not get touched and die a bit more, and thankfully, i feel like a lot of these characters in the x/hairball shell can survive is peacock died.

Double/hairball could totally do fine and Filia/LBomber is sustainable
Para/hairball and filia/pillar will make it
Val/hairball and filia/cMK are scary, but this team might be val/filia/pea, and you might end up as.. hairball/MBang? if you really wanted some sort of DP-y thing. Not sure Filia/MBang is desirable.

If you play painwheel in your x spot, I think pw/hairball is cool, and then its up to you to decide what PW assist is cool for both characters, specifically, hopefully, one that would give your filia a playstyle you enjoy.

i'm all about mid double, but with filia's job, im all about argus > gregor.
i dont know what pea assist.

i agree with dragonos about your bella, i just don't understand who else needs cerecopter, so i cant suggest a pea/copter/x, except also double, because people have been doing double copter a lot too, and it seems strong. but im not a copter player. i'd sooner play hairball.

i think hairball adds to val's game. i think hairball adds to fortune's game, head on and off. i think hairball adds to parasoul's game. i think it adds to painwheel's game. i don't know what it would do for fukua. you already have pea/fukua/copter things, IIRC.
hairball is really good.

but, if you want to appease me a bit, let me have my fun, then just answer this;

as unnatural as filia and bella feel to you, can you tell me why and can you tell me what would fix it, if it could be fixed (by an assist, specifically, but you can answer this however you want)

and feel free, if you want/can, to try to apply this idea to some other characters? not bb or squig, but, look at this list of characters you're considering, look at filia and bella. first off, solve the peacock issue. hairball, copter, drill, butcher. whatever in here works. then if you're feeling that the character that fixes peacock is not right, try fixing them with the last x?

like, would you play pea/drill if pea/drill/stinger made it so drill make peacock work and stinger makes fukua interesting?

also, im not suggesting you're not smart enough to think of any of this, or already aren't. as i said, im tired. but sometimes i think things need to be said so that you can try to.. grasp them more concretely, with words in front of you, because its easy to get lost off in these tangents and disregard simple/obvious options and patterns of thought. i would be very disillusioned from the amount of time you've spent on all these characters with various assists trying to make them work. i know you how hard you worked on headless/plane. but i wonder did you consider headless/plane but not for the thing i was trying to use it for/x doing a thing that does what i wanted plane to do for headless and maybe stumble up on a different sort of synergy.

thanks mr peck, i hope this isn't a bother
 
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Holy crap that's a lot of stuff. I'll try to reply to as much as I can.

My Filia and Bella are both completely terrible compared to my Peacock against strong players who know the matchups, and this can't be solved just by practising those characters for a bit longer or using different assists. I don't hate them in the way that I hate playing Big Band, but I can't compete with them in the way that I can with Peacock. It's seemingly really hard to convince people in this thread that this is the case without sounding rude; there are people who lose to all my characters, people who destroy my Filia and Bella but struggle against my Peacock, and people who can beat all my characters (but my Peacock still stands a chance!). I'm only worried about the latter two groups when it comes to my Filia/Bella skill level. Also, I cannot overemphasise the completely ridiculous amount of time and effort I have put into practising Filia compared to my other characters, Peacock included.

As for teams, the more I think about it the more confident I am that I'll have fun using Parasoul with something like hairball or copter and trying to play her the same way that I play Peacock with those assists. So I'll probably run Parasoul/Peacock/Hairball unless I can find another assist that does the job without being attached to Filia, Bella, Fukua, Beo or Big Band. As everyone else has pointed out, my best bets for hairball replacements are Double's L and M bomber and Eliza's butcher's blade and H spiral, and I'll go back to hairball if those don't work. I understand that Fukua drill is good but I'm fairly certain I'll have the same difficulties with Fukua that I had with Filia and Bella, so at that point I might as well just take the character I already know how to play. I find Filia more interesting than Fukua regardless.

By the way, the reason I'd put Parasoul first in that team instead of Peacock is that it gives me ridiculous Parasoul>Peacock and Peacock>Filia DHCs, as well as Parasoul's strong round start.
 
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Still was one of the better bella EU.
This isn't a good thing.

Edit-to-not-be-complete-jerk - What was wrong with Prenwheel?
 
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There's nothing wrong with Painwheel. If her c.MP assist works as a decent enough hairball/copter alternative for Peacock and Parasoul I'll throw her onto my team as an anchor, otherwise I'll try her out as my first or second character again to see if I like Painwheel + lockdown more than Parasoul + lockdown.

and I totally agree with the first part of your post
 
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Agreed.
I guess I suck at making compliments.

I'm better at one thing than you!

Also, thanks for the reply Mr Peck
L/MBomber and Butcher both work fine for Para in my experience
My issue with butcher was 'there goes my abysmal parasoul damage' but I call assists at the beginning of combos like a nerd.
And Peacock comes in after anything you do and says 'heres your damage' so she can probably fix that, and Peacock pays for the butcher meter.

If you can make Peacock work with bombers that aren't H then go for it!


I don't want to block Mr Peckock calling butcher, also. That's scary. I might actually have to block.

edit:

yeah I don't want to block Pillar/Rushdown Peacock/Butcher
if telepillar still worked and that was your team I would dodge you SO MUCH thats like ultra-retro-spookified-skarmand
 
After playing a bunch of sets, M Hornet Bomber is exactly what my rushdown Peacock needs so I'm sticking with anchor Double. Finally, progress!

I'm still not sure whether I should run Peacock point or mid and whether my other character should be Painwheel or Parasoul, but I feel like I'm finally getting there. It's looking like I'm probably going to NEC in December so I should comfortably be able to get up to speed with a strong team by then. I can't wait!
 
I've been running Parasoul/Peacock/Double for a while and it's going ok. I don't really have the hang of Parasoul yet, but I can see how she might be fun when I improve with her.

My main issue at the moment is armor. I'm not exaggerating when I say that most of the matches I've played in the past week have been against brass knuckle assist, Beowulf, or both, and it feels like my team kinda sucks at dealing with them. Filia had her c.MK, her IAD j.MP and her strong sweep, Cerebella had command grabs and could armor through other armored moves on reaction, but my Parasoul + M hornet bomber assist just kinda gets run over by armor right now. If anyone has any advice I'd love to hear it. Maybe I should use her j.HK more, switch to LK bomber, switch team order, or drop Double for a faster multi-hit lockdown assist?
 
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JHK + Assist is really important for vs Armor and just general movement really.
I use JHK + Assist tons and it should break armor easily.

If you crouch, she flies over you and you can't punish her because the assist should be about to hit you and put you in blockstun.
If you block it high you'll also get hit by the assist.

It's also a really hard hitbox to contest if she has the right momentum because she tucks her legs.
 
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Cilia slide breaks armor assists so you can try that also.

Alternatively though, the way for para to beat brass is to stay out of its range and play assist games aganst it. Stay out of its range by trying to constantly be above it.

Cilia slide is a good assist in general because it knocks backwards towards the zoner for easier conversions and because it hits low so its good for high crossup mixups where the point goes high crossup but the assist goes low front.
 
Do you use much superjump to avoid armoured assists/situations where armoured moves would give you trouble?
 
Oh hey, I haven't posted here in a month or so.

I dropped Parasoul again because I kinda feel the same way about her as I do about Double and Painwheel: I'll run her on my team if I really need the assist and I don't dislike playing her, but she's not a character I'd ever remotely consider picking if it wasn't for the fact that this is a team game. Having one of these characters on my team is a compromise I kinda have to make to get the perfect assists for my weird Peacock playstyle, but having two of them sucks. I thought using M bomber would change the way I felt about Parasoul but it kinda didn't.

Woofly suggested Robo so I gave Robo/Peacock/Double and Valentine/Peacock/Double a try for a couple of weeks, but I hate L bomber for Peacock and both of those teams were extremely fragile with M bomber. Robo's M danger, s.HP and H beam assists didn't cover the area I need a bomber/copter equivalent to cover either, for the record.

So I'm back to Peacock/Double with M bomber again. After experimenting with a bunch of different failed teams at Skullbats tonight, I think I'll stick with point Peacock and see if I can find someone else to go in the middle or anchor slot to make it into a trio. The only character I've found so far who I like enough to run in that slot is Robo Fortune, but it feels like the lack of defense would hurt this team just as much as it hurt the Robo/Peacock/Double order. I'm starting to get a feeling that I should just run duo and accept that I'm super picky about playstyles and won't find a trio that suits me. Either way, there's still another month and a half before NEC.
 
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I don't get it. What defense does Peacock/Double have that Peacock/Robo/Double doesn't have? You're assists would be the same right? and the difference just seems to be Alpha Counter and DHC where you could go from car into bomb away from the enemy or bomb into cat heads or monster.

EDIT: I guess I'm trying to say if there isn't much of a difference, why does the lack of defense bother you in a trio, but not in a duo?
 
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The lack of defence bothers me less in the duo because the additional health and damage means I can kill people faster and I have more chances to escape once I get hit. I also never have to deal with the situation of Peacock getting hit once then dying in the corner, then Robo coming in and instantly dying too because she has a very hard time escaping pressure if she doesn't have 3 bars for det mode.
 
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After playing a bunch of sets, M Hornet Bomber is exactly what my rushdown Peacock needs so I'm sticking with anchor Double. Finally, progress!
After playing with the duo in a bunch of matchups, this isn't true any more. M bomber is perfect for everything aside from giving me midscreen item drop resets and dealing with armor, but dealing with armor is such a ridiculously important part of this game that I don't want to play Peacock without an assist that does it.

I'm going to try cilia slide for now, but I have a feeling it won't give me what I want because it's easy to jump over when used as a zoning tool and it's not a lockdown assist. I'll probably give Eliza another shot if this doesn't work out, and if I don't get on with her assists I'll either go back to anchor Robo and try really hard to never ever get hit, or I could even bring back one of my old teammates and go with hairball or cerecopter. It doesn't bother me too much if I can't get my new team up to speed for NEC, but it'll be nice if I can!
 
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Idk but as a knee jerk reaction I think it's a mistake to try and get an assist to beat (armor assist?) the way to beat armor is to bait it imho. When I played against anti armor assists when using brass my self, I could always get lots of counterplay by my opponent calling there assist at the wrong time. Or me doing things like against cilia slide, I would call my assist, then run forward and block. This stops cilia from beating my assist.



Personally I think the answer to armor for peacock is to switch up your game. You have to play much more vertically rather than horizontally. Mulnim is the quintessential peacock to watch to see the style in action. He's solo but you can do everything he does, just while using assists.


But hey I could be totally wrong.
 
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You can always try sniping armored assists with supers ala hyper viper beam. If the opponent's point character can threaten you, you can always DHC into catheads/puddle.
 
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Both of those things are true, thank you! I explained things badly in my previous post.

I'm comfortable playing against armor with solo/anchor Peacock, and have done so for a long time. Like you say, it involves a lot of hanging back and jumping over things. I'll be happy to continue doing this if I keep Peacock as an anchor. But if I'm playing her on point with a lockdown assist, especially if I'm against a character such as Eliza or Squigly who you can't afford to give any breathing room whatsoever, I want to be able to lock my opponent down without having to worry about them armoring through it. There are plenty of assists that work for this (e.g. hairball, cerecopter) and it makes a huge difference to the matchup. And frankly, most of the matches I play are against brass knuckle assist or similar, so it's worth worrying about. If you're reading this and it really annoys you that I'm picking a main team just to deal with a small subset of matchups, just imagine that I have two teams and we're talking about my special anti-brass team.

So it's not that I can't play without an assist that does this, but more that I'm better off putting Peacock on anchor or playing solo if my assist doesn't do this.

My current plan (thanks Vulpes!) is to try a trio of Peacock/X/Eliza(spiral), where the X in the middle has an assist that helps me get in. Probably either Double with M bomber or Painwheel with M nail, or maybe even Robo with H beam if I can face the lack of defensive options.
 
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If you want help getting in (lol) try sing. It's actually really good for getting peacock in since you can do stuff like hold item, call sing, toss bombs at sung opponent and go in with item release.

The problem with sing is that even though it does get you in, it can easily be counter called if you are using it offensively, plus you don't actually get any lockdown from it unlike other get in moves like bomber. But peacock is actually one of if not the best in the game at making those weaknesses less weak:

To counter them counter calling you on your offense... Just counter call them with sing instead. Usually when an opponent wiffs an assist they run away till they get the assist again... But sing doesn't allow them to do that.

And sing doesn't give any lockdown... But since peacock can toss heaps of projectiles, she can sing people into her projectile lockdown patterns... So lockdown problem solved.


I'd use the strat if I liked offensive peacock (or squigly for that matter) but alas, I don't.

To bad you don't like fukua. A team of peacock/fukua/sing assist could be played exceptionally powerfully. Fukua works well with sing assist cause she can use sing to drag people into m shadow, into pressure for free.

Whereas peacock and squigly can make use of fukua L dart to cover ground while they cover air. And since the projectile is slow, peacock can setup crossups with it. Etc etc obvious stuff. It's an offensive team with nice keepaway tactics as well.
 
If Squigly wasn't up there with Big Band on my "I would rather quit the game than pick this character" list, I would run that team in a heartbeat. Sing assist is great with Peacock for the reasons you said, and it used to give her a bunch of long range c.MK conversions back before Peacock c.MK was given a vacuum effect on hit.
 
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Just finished skimming this thread and from what I've seen you're currently trying to find a solid third to make a trio work and/or you're trying to find a solid assist with double to make it work for point peacock. Two questions.

1)Have you considered Point double with Peacock anchor? While it's not as efficient (since Double is really good with meter), Lenny assist on the screen acts as great combo breaker and Double has great neutral control by herself with j.hk, s.hp, etc

2)Are you open to playing any characters other than Squigly/Band?
 
Thanks for the help!

1. I'm mainly playing Double because I like her assist, so I'd rather not use her on point.

2. I'm never going to play Squigly or Big Band whatever happens, and I don't think Beowulf, Cerebella, Filia or Fukua suit my strengths as a player.
 
out of curiosity, why is squigly in "never play" category? I can understand why people dont like big band but what is it about squigly that puts her beyond "she doesn't play the way I want" into "i will never touch this character"
 
It's mainly that I hate level 2 sing, but I probably wouldn't use her even if she didn't have that move because of her lack of mobility.
 
All right, so subtracting the characters you don't prefer, and from my summation from this thread, I imagine you want your other characters to have either 1)great assists that provide Peacock a multitude of options in any situation or 2) high mobility that will allow them to not be a hindarance in the case that Peacock dies. Again, 2 more questions.

1) What is your mindset on meter management? Do you prefer keeping it for Peacock, "I use it when it will kill", are you very open towards using it for anything (whiff punish, chip damage) or a combination of those stated prior?

2) Are you well suited to everyone in the cast? Is there anyone that you would have to spend a large amount of time to feel comfortable with?
 
It's too good.

I believe that is what he means.
I'm just not a fan of it from a design standpoint. I don't like how it almost completely negates space control, gives the Squigly user lots of time to react during the super flash and input the best super accordingly, and even leads to pressure on block with SBO and/or the right assists. I don't think it's unbeatable or single handedly makes Squigly top tier but I wouldn't feel good about myself for using it. Again, just to be clear: I don't think it's too good, just not a fan from a design standpoint.
 
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All right, so subtracting the characters you don't prefer, and from my summation from this thread, I imagine you want your other characters to have either 1)great assists that provide Peacock a multitude of options in any situation or 2) high mobility that will allow them to not be a hindarance in the case that Peacock dies. Again, 2 more questions.

1) What is your mindset on meter management? Do you prefer keeping it for Peacock, "I use it when it will kill", are you very open towards using it for anything (whiff punish, chip damage) or a combination of those stated prior?

2) Are you well suited to everyone in the cast? Is there anyone that you would have to spend a large amount of time to feel comfortable with?
I want my other characters to help Peacock get in on her opponents and stay there when she plays rushdown, and ideally be fun to play too. As for your other questions:

1. I don't care about meter management much, I'll do whatever suits my team.
2. I think I'm well suited to anyone who I didn't already list earlier, but I tend not to have fun with characters who have to play overly defensive or don't move around much.