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Peacock Gameplay General

For spaced tag punishes I usually do Lk George XX Argus I either double Argus because George hit at the end or item call and Argus as many times as possible
 
I just realized I never really put too much thought into this because I have argus > gregor dhc lol.
 
Usually, if I predict they are going to tag out, I'll charge H item drop and then do an Argus as late as possible during the incoming character's tag in so I get level 3 item ground bounce. Follow it up with H teleport and you get a full combo.
 
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Is there an input pattern I have to use when I do zoning?
 
Is there an input pattern I have to use when I do zoning?
Not really. It's more about putting projectiles where you think you're opponent's going to be.

That said, just doing this over and over beats most people: HK Bomb xx MK Bomb, s.HP xx H item, repeat
 
Is there an input pattern I have to use when I do zoning?
Patterns that you memorize to zone are also patterns the opponent pick up on to move through the gaps and holes in the zoning.
If you use HK Bomb xx MK Bomb, s.HP xx H item, repeat, all the time, it's a lot easier to get in and kill those Peacocks compared to Peacocks who are smart and always placing projectiles dynamically where the opponent is moving.
 
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Patterns that you memorize to zone are also patterns the opponent pick up on to move through the gaps and holes in the zoning.
If you use HK Bomb xx MK Bomb, s.HP xx H item, repeat, all the time, it's a lot easier to get in and kill those Peacocks compared to Peacocks who are smart and always placing projectiles dynamically where the opponent is moving.

I feel that Peacock's benefit both from Zoning Patterns along with Freestyle, just as she does from Rushdown and Zoning. Rigid patterns have more visible holes, but build plenty of meter and can sustain a fairly good duration of constant chip damage pegging on your opponent, and it still sets the neutral in your favor. Dynamic Freestyle is less predictable and not as readable as rigid Patterns for your opponent, usable at all distances but mostly used in medium to close ranges (arm's reach), and their are less holes because you are actively controlling and paying attention to the whole playing field, closing holes your opponent is trying to use while also aiming to open up your opponent. Zoning builds lots of meter and can set the neutral for you, great for her and team. You can use all zoning to set up and to make a successful rushdown attempt/mixup to confirm into a combo, allowing you to spend hella meter for hella damage. That's personally what I try to do, what TJ does, McPeanuts, Dhoppler and, well, a fair amount of great and good Peacock players, really. Combo Damage > Zoning Damage, usually. Confirming stray hits into CH Argus and using Argus on assists, even if not on the point character, exactly, in a SAFE manner/spacing/fullscreen is still good, does great damage and stuffs assist abuse. 2-3 stray Argus' on an assist is enough to beat within an inch of their life or kill.
 
Awesome! I did the same with Filia last year; she has enough time to confirm from the bomb hit with a fullscreen air gregor. I didn't realise that Painwheel could do it meterless!
 
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That's OD actually. Those characters could work real well together as long as you have a third character with an invincible or armored assist. Use that other assist for neutral and use Painwheel for ridiculous mixups.

Here's a question though. If you hit them with your Painwheel assisted mixup, is the assist off cooldown by the time you want to do your next mixup? If I do something like

M item drop,
c.LP c.MK c.HP s.HK + call Beat Extend xx M Item (hold),
j.LK j.HK,
delay release item

I can just keep doing that same series as much as I want (as long as it keeps hitting) because by the time I get to the part where I call Big Band, the assist cooldown is over. Can you do the same thing using Painwheel?
 
So I'm seeing this chain a lot both in the combo thread and in the compendium thread:
s.MK > j.MP > j.HP > ADC > j.LP > j.MP

And I can't for the life of me ever get the part after the ADC to connect. The training dummy is always too low to be hit by the j.MP after the air dash. Peacock's ADC in general is something I'm having trouble with, since the timing is weird if you want the dash to actually go forward. Any tips on practicing this?
 
So I'm seeing this chain a lot both in the combo thread and in the compendium thread:
s.MK > j.MP > j.HP > ADC > j.LP > j.MP

And I can't for the life of me ever get the part after the ADC to connect. The training dummy is always too low to be hit by the j.MP after the air dash. Peacock's ADC in general is something I'm having trouble with, since the timing is weird if you want the dash to actually go forward. Any tips on practicing this?
Delay the first j.MP as much as possible, and delay the j.HP as much as possible. If you do it right the j.HP should hit them in the toes.
 
@mcpeanuts After the cross up reset both PW and item drop recover fast enough for more resets also what third character/assist could I use for neutral and should it be an assist for both pea and PW or just pea
 
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Also how much damage is the combo with beat extend assist when your done resetting
10k
@mcpeanuts After the cross up reset both PW and item drop recover fast enough for more resets
Nice!
also what third character/assist could I use for neutral and should it be an assist for both pea and PW or just pea
Man idk. All sorts of characters. I wouldn't really recommend Beat Extend just cause like, if you already have Beat Extend, Painwheel assist isn't offering you something you don't already have. But like, Brass, Robo H Beam, Napalm Pillar, Updo, LnL, H Chair, Hornet Bomber, etc etc. One of the good assists basically. Maybe an assist that's attached to a good anchor, cause a 3 character team wants a good anchor and I guarantee you Peacock is not that character, and I don't think Painwheel is either. So maybe Double or Bella or Big Band (or Beowulf? Is Beowulf a good anchor on a 3 character team? Has literally anyone tried this)
 
(or Beowulf? Is Beowulf a good anchor on a 3 character team? Has literally anyone tried this)
Me. Yes, he is. He has VERY good solo meter use with CH Arm, a decently safe get-outta-there super, and hop mixups and hard knockdowns.
 
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Me. Yes, he is. He has VERY good solo meter use with CH Arm, a decently safe get-outta-there super, and hop mixups and hard knockdowns.
Word. If Beowulf can work on anchor I think H Chair is the best assist to finish the team.
 
I've been working on Peacock assists that don't require my assist for those times when Big Band is on cooldown or dead. I haven't really found anything I like yet. This is what I got, lemmie know what you think:

j.LK (1 hit) j.HK ADC grab / j.LK (1 hit) j.HK ADC j.MK
This is the only non-assist reset I've tried in real matches. In practice everyone gets hit by the throw (except Worldjem) so I never go for the other option. Something I only just realized is that there are weird timing differences if you start from an OTG c.LP s.MK. On most characters the timing is the same but on a few it's weird:
-Bella, Big Band: Needs to be done at the peak of your jump
-Robo: Needs to be done at the peak of your jump and do 2 hits of j.LK instead of one
-Painwheel, Peacock: Needs to be done as early as possible after the launch
-Double: Doesn't work R.I.P.

j.LP j.LK (1 hit) j.MP land c.MK / j.LP j.LK (1 hit) j.MP late ADC j.LP
You're at like +20 after this air series but they actually recover on the ground so they could reversal you that would SUCK. I feel like this is probably seeable too.

c.HP s.HK dash c.LP c.LK delay c.MK / c.HP s.HK dash c.LP c.LK throw
I think they recover in the air for this one so it's a bit more reversal safe but I feel like everyone would just take the grab

j.HK crossunders????
There's a lot of ways to suspend someone in mid air using j.HK then dash under them, but I haven't found one that's safe from falling jabs or that they can't double jump out of. There should be some way to dash under jump and j.HP to beat jabs but it's either not possible or it's fucking hard to time

idk that's all I got
 
Wish I had some input, but my Peacock is in a slump since I put Fortune on point.
 
Fuzzy J.lk works I made a setup after S.hk > item call > any crouch attack > S.hk > L George fuzzy j.lk > item drop = combo
This work on everyone regardless of holding crouch j.lk will still hit overhead if timed right I think because of landing frames or something idk
 
Fuzzy J.lk works I made a setup after S.hk > item call > any crouch attack > S.hk > L George fuzzy j.lk > item drop = combo
This work on everyone regardless of holding crouch j.lk will still hit overhead if timed right I think because of landing frames or something idk
This is corner only, I'm guessing?
 
Could I post some videos here and get my play critiqued?
 
Could I post some videos here and get my play critiqued?
I think here might be better for that sort of thing if you'd like to make it an on going thing.
Otherwise here or the video section should be fine.
 
I don't think its a crossup, since you still have to block away from the point character. And doesn't item drop on block pushes you towards the opponent anyways? I don't see what effect the sHK has.
 
Unless you mean to cross under someone with the momentum from the s.hk it's as broseidon said, and still, if you do want to cross under c.hk is a better move for that.
 
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Obviously not a crossup but potentially still useful if they're just outside the max range of M item and you wanna kara into that range. Although I'd use c.HK for that, probably.
 
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