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Mr Peck's Comical Character Crisis

Parasoul's L Shot assist sounds like the perfect annoying assist to use while staying at your preferred mid range.

But I think you said you were not feeling Parasoul right?
 
L shot assist is cool but I prefer lockdown. I tried really hard to like Parasoul, to the point where I feel guilty for not liking her because of the amount of help you guys gave me with her and how confident Mike was that she would suit me, but I can't get over the lack of double jump and airdash. She feels like a fast character built for people who like staying in place all match, or a Faust or Venom when I'd rather be playing Dizzy or Bridget. It's hard to explain.

I guess I'd be happy to use her as my anchor if I found two characters that I loved using with L shot assist. Kinda like how I don't love Double but I'm fine keeping her as my anchor if Peacock is strong with M bomber.
 
This may be a controversial opinion. But imho, and I've seen it in vulpes opinion as well as woofly opinions...

H shot is better than L.

The going thinking that L shot is better than H shot because L shot moves slower and thusly controls space for a longer period of time, thusly being a much better obstacle than H shot.


But I posit you guys a point that woofly and vulpes may or may not have made a long time ago:

Controlling space is all good and stuff. But the thing that really makes either shot GOOD, is its dual action properties. That fact that it hits, and then leaves a tear to control space with and generally be mighty annoying AFTER having done its primary job of making contact with the point.


And in my play at least, it is MUCH EASIER to make contact with H shot, because of its speed, than it is to make contact with L shot, at distance.

So I would posit that H shot is the superior choice, unless you think that making the enemy jump over L shot at a distance is a good use of L shot... Me personally I'd rather my shot make actual contact, which is difficult with L shot anywhere outside half screen range.
 
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I'm running Peacock/Painwheel/Robo because they're three characters that I enjoy, but I'm still kinda stuck in a catch-22 when it comes to Peacock. She's by far my favourite character to play and her incoming is awful so it feels unnecessarily risky to run her anywhere other than on point, but it can be extremely hard to get her rushdown started against a strong team, even with the right assists to help her out.

I'm keeping her on point for now but it doesn't feel particularly strong. I guess this is just what happens when you try to run the zoning character as rushdown, but I can't find anyone else I enjoy in the same way. Maybe I should consider putting a real rushdown character on point after NEC, or I could just accept that I'm trying to play Peacock wrong and see if I can make the bad matchups work.
 
I don't personally think that by attacking you are trying to play peacock "wrong" on the contrary it's plainly obvious that she's got some good attacking skills.

However, she also plainly has serious issues attacking:


No great jumpin (jlk is a poor substitute for what other characters have)
Poor excuse for a dash/run when compared to everyone else.
Generally bad low attack when compared to everyone else (slow/no range)
Throw doesn't directly go into combo (both bad and good since it sets up up scaled 50/50... But 50/50 ain't 100/100...)
Poor mixups without an assist/someone willing to approach you when you obviously want to approach them etc etc


I feel like she's just like robo. A keepaway character that uses her keepaway to take advantage of predictable approaches so that she can go on offense.

I personally think one of the best peacock teams out there is:

Peacock/filia/bella

Filia gets updo and bella gets LNL... What could be better? Filia is crazy with LNL as is peacock, and peacock can really take advantage of filias updo by confirming into argus then dhc into into Gregor into filia cray cray... Add in a peacock cr.hp to go low while filia goes high and the world is your oyster.




That team gives you attack and defense, crazy shit, and uses characters you don't (hate)
 
you know thats his old team right
different assists but those are the characters he was moving away from lmao
 
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Hmmm... Can't remember everyone's teams, but different assists different team. If he was using hairball and copter or something... That just isn't as good IMHO. Updo for peacock over hairball. Bella can go either assist as they are both good for filia as well... But peacock doesnt get easy tp shenanigans with copter like she does with h LNL.
 
I used to run Filia/Peacock/Bella but peacock always got wrecked on incoming if I ever lost filia so I set Peacock to point which worked way better. Gives you 2 assists for mixups/neutral and builds good meter for possible alpha counter > super when Peacock starts to get pinned.

I try to play Peacock in a rushdown style as well but its really hard against certain characters with good assists. I think you need to play her in a manor where you sorta keepaway and make them block stuff until they get into MP SoiD range, where you then make them block bombs/assist and mixup with SoiD and such. If they pushblock you out of the mixup just give yourself a little more room and try again. I'm kind of bad at putting stuff into words but I hope that made sense lol.
 
I can't get over the lack of double jump and airdash
You just haven't found the glory of j.2MK and bomb jumps. :^)

Also, you can call L Shot more often than H shot because of less recovery.
 
NEC is in just over a week and the only characters I can really play to a tournament level right now are Peacock and kinda sorta almost Painwheel. I don't think I'd be able to quite get my Robo up to speed in time, unfortunately. I'm not sure if I'm going to go with solo Peacock or Painwheel/Peacock duo and I really don't feel like I'm going to do great at the tournament either way, but I've already paid for my flight and booked my room so I'll be there anyway.

You just haven't found the glory of j.2MK and bomb jumps. :^)
It's more that I love the ability to change direction in mid air. Jump back to make them overextend then airdash forward and j.MP them in the face, and so on. Parasoul can cover a lot of distance with her float and make a big obnoxious wall of hitbox in front of her with air tear toss normals, but that's not what I enjoy.
 
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Posting from the airport, I've been there for over 5 hours and my flight is delayed, get hype.

Finally figured out how to get over tournament nerves during my set with shade, so that's great news. It also seems like I play much better while being as aggressive as possible and giving my opponent no room to breathe, so that's the peacock playstyle I'm going to work on.

I spent a week practising double so i'd have a decent assist for peacock in the tournament, but I don't think I'm going to stick with the character. On the bright side, playing point peacock was a lot of fun and I'm going to stick with a peacock/painwheel/X trio. The lack of anti-air assist coverage was a much bigger deal than I expected this weekend, so an assist that deals with those things would be fantastic. I'm interested in valentine and robo (normal robo, not rushdown robo), but I'll fall back to parasoul or even fortune or eliza if I feel like I'm handicapping myself with the other anchors.
 
I played around with solo Robo for a few days and I'm happy with her as an anchor now that I'm not trying to play her as rushdown or semi-rushdown or anything like that. Beam assist is ridiculous too, for both Peacock and Painwheel. So because of that, and because I'm much more confident in my point Peacock than I was a week or two ago, my final team is:

Peacock (boxcar) / Painwheel (s.MK) / Robo Fortune (H beam)

I might switch out s.MK for H pinion dash if it feels like my Peacock has enough lockdown from H beam, so I can get those sweet sweet meterless throw/zoning conversions for Peacock and Robo. But that's the only change I'll be making. Now all I need to do is practice! and finish my combo video
 
my final team: Peacock(boxcar)/Painwheel(s.MK)/Robo(H beam)
...I might change the order a bit, after using this for a while. Peacock on point with Painwheel s.MK and Robo Fortune H beam seems to struggle against jump ins and heavily aggressive play. The lack of an armored or invincible assist hurts a lot, especially because I'm already dealing less damage by playing Peacock on a trio. My first urge was to drop Painwheel and replace her with a character I half-like that has a DP assist (e.g. Ms Fortune or Parasoul) but I've been switching out characters for well over six months at this point, so I might keep the team and put Painwheel or Robo on point instead. Robo/Peacock/Painwheel lets me keep my Lenny>Install shell, but Peacock's incoming kinda sucks and Robo>Peacock doesn't have any good 2 meter combo ender DHCs thanks to neither beam nor magnet comboing into the initial argus laser. Does anyone have any suggestions?
 
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I think everyone has given you the correct suggestions already. Your team is weak to jumpins because you don't have an AA assist. The easy answer is to get an AA assist. The NOT so easy answer is to get an assist that makes your AA safe on block... So like fortune with Eliza Butchers blade assist... But you need this for peacock not fortune.

You already know all the AA assists out there... You just gotta pick one. I don't LOVE BB as an example, but the character grew on me and makes my pw game so strong. You won't use him... Or other dp assists, but that's basically the problem.. You want good AA ability without an AA...


The only way to solve this problem without an AA assist is to pump up your own AA game, or get a team that can avoid the situation very well.


Perhaps h beam plus teleport or fake teleport is an option...perhaps not.


I do think that you won't ever have a final team if you continue to find problem with your teams. No team in this game is perfect, far from it and you will always have issues with your teams, I still have issues with my main team, but it's the best team for me and the one I feel most confident with... So I roll with the struggles and try to come up with the best solutions i can :)

Your problem has a VERY easy solution though, you just won't use it.
 
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Perhaps h beam plus teleport or fake teleport is an option...perhaps not.
It's not, unfortunately. Anyway, thanks for the suggestion! It's a pity the three characters I like might not work as a team, but I guess I'll have to find a compromise.
 
It's not, unfortunately. Anyway, thanks for the suggestion! It's a pity the three characters I like might not work as a team, but I guess I'll have to find a compromise.
Np

For whatever it's worth I think your team can work. But I think it would be hard. Peacock imo HAS to work with 98% h beam on your team. And that makes her very susceptible to being jumped at. You would have to learn to use ALOT of jhp and jhk to solve this problem.

Basically, whatever your team is good at or bad at, is the thing your team is going to have to deal with.

Only have an AA assist on a duo? Prepare to be kept out. Only have a beam or projectile assist on duo? Prepare to be rushed down. Clarencemage did basically NOTHING BUT super jump when I ran beam assist on my team. Made the assist feel useless. The assist isn't useless, but that's how it felt. It was up to me to punish him for staying off the ground so predictably, but I didn't. I just switched to a different character.

Point being that people will take advantage of whatever your teams perceived weakness is. These are things you will just have to adjust to with hard work and thinking outside the box or not being there. One of the great things about the game being like this is that it forces skill upon everyone. As an example, if you run a dp assist on a duo, but you yourself are good at zone busting... You have a perfect team. Weakness be damned, but that requires SKILL, from you, not relying on your team to win games for you (sucks I know, having a retarded cheap team is something I was trying to make for a long time, but Mike seems to have done his job of balancing quite well)

And the other end of the spectrum, if you have a projectile assist only team, but you yourself have great zoning ability and they can never get in, then the dp assist isn't needed.

Of course things rarely turn out perfectly, but that's the rub.

If you are unwilling to get a dp assist for an all around team, perhaps it's best to go team synergy... All out keepaway and zoning. Something like Fukua h fireball with robo h beam.

Lol... I know you won't do that, but I think that if you don't want a good dp assist, that this is the way to go... Pump up that zoning cheese.
 
Painwheel (H pinion), Robo (Mine/H laser), Peacock (H bomb/L bomb) sounds pretty solid Imo.

H pinion gives you: situational confirms off of assist call + l laser, has good blockstun, can be used to bait an approach from the opponent, on hit robo and peacock have literal YEARS (multiple seconds lol) to confirm off of a random non combo hit, and peacock and robo can safely protect the assist from afar.

Mine gives you the ground control of l bomb, except its stationary. This allows you to focus active thought on air to air or anti-air, or if they go to chicken block the bomb, you can throw them before the block, bc its not in their interests to push buttons right above the mine. H laser gives PW an assist restricted free ticket at neutral if they block, bc of the block/hitstun and how active it is, and a good high throw mixup, bc standing will make them block/get hit.

H bomb gives Pw opponents mainly one way to approach, the ground. With practice, spacing with PW will make this very scary, bc of how good the active hitboxes of her j.mp, j.hk, and j.hp. it also never trades in the opponents favor, so it is always good during a midrange fly and jump lasers. L bomb in certain matchups guarantees the opponent will have to block, or jump over it, making your opponents options limited, making it easier to react and read to the option they choose.

This order also keeps in mind DHC synergy. While not outright amazing, this gives you options such as Hatred install- Laser dhc, to punish whiff normals at midrange. Laser/magnet - HI is amazing, combined with peacock and robo assists. Option to go into Lenny is extremely beneficial for robo and painwheel can amass CRAZY damage if people will take the time to learn Lenny/Hatred Guard combos. The team can meter dump amazingly, has safe/safish dhcs (great for a team with lacking defense), and can also punish mid/long range whiffs, which is crazy good.

All in all, I feel if you put work into this team, you can do whatever you want in neutral once you put the fear into your opponent. It also sounds fun as hell.

Sorry for crazy long ass post :^)
 
Don't be sorry for a long ass post, that's really helpful! Putting Robo/Peacock as my second and third characters means I'll probably have 3 meters for DHCs into lenny>argus at that point too, so that's nice. It looks like it'll be stronger than Painwheel/Peacock/Robo too, which I played around with in Skullbats yesterday after I had trouble as point Peacock. I'll run that as my main team and see how it goes.
 
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Death Crawl is 6f pre-freeze, Install is 3f, but Crawl has more post-flash hitstop than Install (8f vs 1f) so overall it is easier to catch things with the DHC even though Install's pre-freeze startup is shorter. The minimum total elapsed frames for Death Crawl->Laser is 6f, whereas for Install it's 10f because the hitstop is shorter. Not to mention Crawl->Laser is 2 bars, Install->Laser is 3 bars.

In checking this, I noticed that a frame-perfect DHC to Laser from a super with 8f super-freeze-hitstop is not blockable after the flash, they must have been blocking beforehand*. (8f is the maximum that exists, most are 3-4f.)
This is totally impractical in a match - for comparison MvC2's completely-unblockable DHCs were a 3f window, and those were like a 25% success rate since you are always better off going for it late than early because missing the DHC is much worse. But in practice it means you get a 2-4f post-flash punish on any whiffed action anywhere on screen, as well as interrupting their motion if they were to try to cancel into anything else. That's pretty good!
List of all supers with 8f post-flash hitstop:
Lv1 - Death Crawl (6f preflash startup, all invincible), Argus (6f preflash), Lenny (5f preflash), Silent Scope (19f preflash).
Lv3 - Parasoul, Squigly. And Robo but that's irrelevant for this.

NICE JOB CHOOSING A TEAM, Peck. :^)

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More stuff:
H Pinion gives Robo ground throw conversions: Throw, call Painwheel, wait, OTG L laser, PW hits, full whatever. Plane and Boxcar do not.

H Pinion gives Robo an easy confirm off a close range H beam, as well as a sideswitch combo. Things like s.HP, QCT+MK+HP (Beam+call), full combo; or s.HK~call, c.HK, full combo...you can even get 2 heads if your back is to the wall because of how long Pinion takes.

Robo s.HP combos to PW tag off any hit.



*I'm not sure if I should fix this, since the likelihood of mastery compared to risk is small, but it definitely ain't fixed right now. :^P
 
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All this talk about tech for my team reminded me to make this video public. I recorded it in November when I was playing the PW/Peacock duo and I planned to share it after NEC, but I completely forgot. Don't get overaggressive against Painwheel in the corner if you don't want to lose a character!

 
I finally finished my combo video, so I can start putting more time into playing sets again!
http://skullgirls.com/forums/index.php?threads/bomb-bat-schtick-mr-pecks-peacock-cmv.8581/

The main thing I need to work on right now is meter usage, because I'm not getting anything out of my safe DHCs unless I'm already winning the match. My Painwheel rarely has 3 meters by the time she dies in an even/losing game so she can't safe DHC out of pressure into Robo's det mode, and if my Robo Fortune gets hit on incoming I can rarely find enough space to sneak in a vulnerable super and DHC into Peacock.

Maybe the nature of the team is that I should be incredibly careful because if my Painwheel gets hit I'm often going to lose 2 characters from it and have to deal with anchor Peacock's incoming, but maybe there's something else I'm missing. I'll have to see if I can find a way to build enough meter in neutral that I'm likely to get 3 meters before Painwheel dies. Also, I'm aware that it's perfectly possible to block resets and escape pressure without safe DHCs, but if my team is supposed to have this option I should at least figure out how to use it.
 
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maybe there's something else I'm missing.


... A DP assist.

No, seriously. Your team has no defense. The only solution is to not get hit... But you don't have assists that force respect iirc.

Pw is one of the worst meter builders in the entire game because reasons. So wanting to have 3 meters to safe dhc isn't really much of a realistic goal assuming that you are playing against people of your own calibur.

With your assists they hit your pw once and then run ground resets on you and it's a wrap.
Like, how it will go with your pw is you will either win the neutral and then destroy their entire team, or you will dhc to robo for the kill and she will cleanup...this is assuming SG landslides of course.

I mean you can get a 3 meter safe dhc, but you will need to confirm your opponent to do it. I can near guarantee that if you don't... You won't have enough meter.

Also, 3 meter safe dhc is SUPER expensive. You lose ALOT of killing power on just 2 meter safe dhc. I know, I used to run a team with 3 safe dhcs. You can be safe but the killing power is highly diminished.

One thing I will say though is:


You might want to use the super expensive reversal that you have at your disposal:
Deathcrawl xx beam super. That shit is "0" frames and will destroy stuff lie an mvc2 Storm hail dhc. It can be good for people that think they can just filia crossup pw for free etc etc since deathcrawl is bad.

If you want some good meter gain, the best I know of is pws fully charged stingers in a combo... They give good meter. But you need to hit first. At neutral stingers are pathetic meter builders.

If you want better defense then you will need to make great use of armor. Because that and air reversal and just playing turtly is all you really have. Can't skimp on armor game if you've got no reversal assists.

Don't forget about robos and painwheels armor option selects either:

For robo: upback plus jhp. If they did a ground move you get an armored st.hp. If they did a throw you get a jump back jhp. This is easy to blow up, but if you've got a decent read on a shityy low throw coming it's decent.


For pw: upback plus hold any armored normal xx deathcrawl. If they do some ground shit you get armored move canceled into deathcrawl, if not and they went for a throw all you get is a jump back normal.


There's more to this OS, but I'm sure you can figure it all out yourself if you haven't already. Happy hunting and I look forward to the day you finally start playing real SG and pick a dp assist :)

Hahaha.. Lates.
 
You should look into alpha counters. If you have 2 bars you can safe DHC peacock in depending on what assist you run on her. Correct me if I'm wrong but I think you can do AC, Lenny and be somewhat safe depending on the opponent. ACing is a really strong option that can bypass a bleeding character if need be
 
Boxcar can easily be punished when used as an up close alpha counter unfortunately, even when cancelled into Lenny.
 
Boxcar can easily be punished as an up close alpha counter unfortunately, even when cancelled into Lenny.
You could try running George's day out? I know that it's + on block. But even then you don't have to deal with robo incoming and it can sometimes be to your advantage to take damage to save a character depending on red health and what not. Your team just seems to be dependent on not losing PW. I still think point robo is your best bet because she builds a lot of meter and you can safe DHC to PW then if need be safe DHC to peacock. But that's not my call it's only my opinion :)
 
You could try running George's day out? I know that it's + on block.
This was changed in a patch actually. It used to be +2, now it's -2.
 
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This was changed in a patch actually. It used to be +2, now it's -2.
Oh then disregard. You could always use s.hp assist ;_; then cancel into punch move AC.... Then cancel that into Lenny.... I'm just trying to help ._.
 
... A DP assist.

No, seriously. Your team has no defense. The only solution is to not get hit... But you don't have assists that force respect iirc.

Happy hunting and I look forward to the day you finally start playing real SG and pick a dp assist :)
P-pi-pick a DP assist.

Anyway I agree with you somewhat that I think a DP assist would make defending easier but he doesn't A: Like any of the characters with a DP and B: I don't think it is necessary tbh, so long as you have a team with loaded offensive options and stronger lockdown/control than a DP assist would provide. Such as dragnbite crazy lockdown/control, Htwirl, airplane bomb and other types.

Ultimately in my opinion you can play with no DP assist effectively, and I did for a long time (may even go back to it). It just makes specifically defending yourself harder, not impossible (gitgud).
 
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P-pi-pick a DP assist.

Anyway I agree with you somewhat that I think a DP assist would make defending easier but he doesn't A: Like any of the characters with a DP and B: I don't think it is necessary tbh, so long as you have a team with loaded offensive options and stronger lockdown/control than a DP assist would provide. Such as dragnbite crazy lockdown/control, Htwirl, airplane bomb and other types.

Ultimately in my opinion you can play with no DP assist effectively, and I did for a long time (may even go back to it). It just makes specifically defending yourself harder, not impossible (gitgud).

Agreed, till you play against woofly 2.0 who has a dp assist :)

My thing is that amongst relatively equal skill you are going to need some sort of gtfo to help out. If you go all lockdown/range then IMO you are just putting all your chips in one basket "you block, you die" so to speak. Character concerns come into it of course, fortune can actually get away without a dp assist if she has something like Eliza butchers blade to cover her blocked fiber upper... As an example.

I also think a DP assist is more of a necessary thing on a trio team. On a duo I can see dp assists not being needed as much and in fact sometimes a hindrance, especially when the point is a character that lacks range.

But other than those scenarios I personally think people handicap themselves going without a dp assist on trio, though yes I think it's doable (if you are better than your opponent by a decent margin)

At the end of the day I kind of evaluate it by who I'm most afraid of playing. Oceania has plenty of players that have played non dp assist teams, especially on duos... It's probably just a skill thing but those teams tend to get happy birthdayed more and they use their assists as meatshields or ghetto dps (h twirl). I've also noticed that they tend to like to use their assists after they get in, which actually makes getting in for them harder in general since they aren't using assists for coverage..
But that may just be a bad player kind of thing. I've seen how yourself and zeknife get away without using dp assists on some of your trio teams.. Always found it interesting :)
 
"you block, you die" so to speak.
That's not how this game works - or most games. If you actually block WELL, you don't need an assist to help out; plus, look at the number of setups now that are specifically designed to evade/destroy assist calls. At your level you may think people need a DP, but that isn't true universally.

Watching you tell new players completely backwards crap pains me and I wish you'd stop, but at least have the good sense not to give useless advice in a thread where someone is asking for SPECIFIC HELP. "I want to play this team, help me do better!" "Pick a different team then" is not how this works, either.
 
Boxcar can easily be punished when used as an up close alpha counter unfortunately, even when cancelled into Lenny.
What do you use boxcar for exactly? Any specific setups or neutral?

I've been using george's day out for a while now and haven't looked back. It can be super obnoxious for the opponent to deal with when you follow behind it and lends to some pretty neat setups.
 
I don't mind L George as much as M George, because if you successfully dodge it but keep it onscreen there can't be another one.
 
What do you use boxcar for exactly? Any specific setups or neutral?
Just for neutral. I like how it comes from the back of the screen even if you call it from up close, and how it can be called often enough to be useful for Robo's runaway/chip game.
 
Robots main holes in her zoning come from guessing wrong and doing an air beam when they don't jump or doing a ground beam when they do jump.

The bomb choice should really just come down to which one prevents them from dashing forward more reliably and for a longer time when you go for an air beam.

...

Maybe just switch between both L and M each round and figure out some cool patterns that go well with Robot.
For Painwheel, L Bomb is way more frustrating to get in on as long as you're very patient and approach while sticking to the bomb.

Even if you REALLY like boxcar, it's totally worth it to investigate all your assist options just to make sure you're playing the team the way you want.

FWIW I think L Bomb is way more annoying than Boxcar, because I can't wait out L George, but I can wait out Boxcar since it will move faster than you can, which lets me jump it.
Painwheel is especially annoying to dash airgrab / dash jumpjab with bomb in front of her.

If they do manage to avoid L George assist, then you can just back peddle for a bit until it goes off screen, and they can't keep it on the screen if you're not moving with it.
 
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Maybe just switch between both L and M each round and figure out some cool patterns that go well with Robot.
Huh maybe I should try this too
 
I don't mind L George as much as M George, because if you successfully dodge it but keep it onscreen there can't be another one.
Never felt like this happening was a huge hindrance, especially if you have a second assist available.