So far my testing has shown that Painwheel can just fly under it. It tracks a little too high so a lot of stuff whiffs if you approach low or just duck.
Didnt have any time to practice this before SCR but it is at the top of my list for things to work on when i get back home
Does she really suffer on incoming? She doesn't have an air super but she has a double jump and an air dash to mess up some incoming setups. Plus with the specific team we're talking about you also have call Updo + teleport to get out of the corner.There aren't really any good battery's other than peacock though. I've played characters who don't rly spend bar like parasoul or point double and I only build like 1 bar per kill. As opposed to building like 3 bars with peacock for zoning a bit then dying.
Peacock also suffers on incoming and its not really worth putting her second unless you're really confident in your point character or you have to deal with valentine. It's viable but hardly worth it I feel
I see what you're saying, but from my experience the best batteries are those who use a lot of special moves at neutral. Fortune fibers and throws her head around, Peacock bombs all day, even Parasoul and Valentine are pretty good at it when they result to zoning. PW however mostly just flies and correct me if i'm wrong but i'm pretty sure that don't build meter.She functions pretty well without needing to burn meter. You should only see install as a DHC option and air super as a reversal. She has great tools for controlling space, can convert off of everything meter-less, has very strong pressure and resets, and her most damaging combos don't require a bar, which means she generally has a lot of meter to spare. She is a good option as a battery (i.e. played on point). From experience, I have enough meter
I see what you're saying, but from my experience the best batteries are those who use a lot of special moves at neutral. Fortune fibers and throws her head around, Peacock bombs all day, even Parasoul and Valentine are pretty good at it when they result to zoning. PW however mostly just flies and correct me if i'm wrong but i'm pretty sure that don't build meter.
Spacing with Nail-Flight cancels and j.mp. Pretty sure that generates more meter than w.e. Val and Fortune do before landing a hit. Then when she actually lands a hit, she doesn't need to burn any meter to convert, while Fortune and Val have to spend meter before having access to certain options (mainly, conversions off of air throws). Peacock and Parasol are probably best batteries since they have strong projectiles overall, but I would put PW at third for similar reasons.
"I don't wanna have to think hella hard when I reset someone"
Throne of Isis and I think one of my friends said that Eliza's QCBMK is a great lockdown move and they work great together or is that with Big Band?So now that Eliza is mostly done, has anyone tried playing her with Peacock? I was taking a look at her assist options the other day. The one where the bodyguard pushes a bed across the screen (dunno the name of the move sry but you know the one I mean) seems useful as another projectile you can put on the screen, if you're into that sort of thing. Axe assist is maybe useful as a reversal? Haven't really tried it like that but it takes a high arc so maybe it would hit people jumping in at you. I would say it's useful for mixups too but no one blocks low against Peacock (although maybe there are crossups you can do with it).
Peacock can't really take advantage of lockdown assists as well as other characters can. Basically Peacock wants either a) a reversal or b) another projectile or projectile-esque move to make her keepaway even more annoying.