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Peacock Gameplay General

Haha wild. I wouldn't block that

edit: well tbh I probably wouldn't tech the throw

i've just been experimenting with throw assist, you can peek in other char threads and see. or check this spoiler. you can apply similar concepts to a lot of teams.

 
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I was almost cool
Anyone been able to do cool backwards jhp stuff?
I can only get it to hit Peacock, at least in this example.
 
Anyone been able to do cool backwards jhp stuff?

@Mr Peck should have a cute combo with backwards jHP?
 
I've just found a "certainly well known but still funny" thing about Peacock. With 5 Drama levels, you can put the big bomb, do the super grab, and in the end shot with the other super in order to get 12001 damage. In practice, you can link Lonesome Lenny, Goodfellas and Argus Agony in sequence.

2015-10-25_00001.jpg
 
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Don't forget that you can tech the grab, so it's not a combo and most people will avoid it.
 
Don't forget that you can tech the grab, so it's not a combo and most people will avoid it.
Thanks for the comment. You're right: it is not a combo, but still I found it to be really funny.
 
It's possible to make it a combo with lp Bang xx Lenny > Super grab since stagger moves allow you to combo into grabs.
 
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Hey, I know this isn't about gameplay per se, but I didnt know where else to ask. Is there a list / video of all the things Peacock drops with Shadow? I've been doing it in training mode over and over but I feel like I'm still missing some
 
Can someone explain why this happens?
Hitstop from Lenny, presumably. Hitstop doesn't affect characters other than the attacker and the main victim, so I guess it doesn't affect item drops either. I feel like I should really know whether or not it usually affects projectiles. I'll have to load up XvSF and step through it frame by frame later.
 
Can someone explain why this happens?
On block it pulls them in, on hit it pushes them away, with Lenny the super's hitstop allows the item to combo off the launcher because it only affects the opponent, thus you get the on-hit reaction.
Not sure which bit you're asking about, but that's all of them. :^P Nothing particularly odd.

(In case you are curious, they pull in on block because they are a very strong zoning tool that is hard to avoid, so having the pull in on block makes it slightly weaker. They pull in on OTG because of a bug, but I left it because it's cool.)

I feel like I should really know whether or not it [hitstop] usually affects projectiles.
Hitstop from hits in most well-made fighting game only affects the two objects involved in the hit.
Superflash hitstop only affects the opponent (not projectiles) in ST, COTA-MSH-XSF up to MvC2, the SFA series, 3s, etc. You can, for example, do a fullscreen Sentinel cr.Fierce xx HSF which will not combo, but if you DHC the HSF to any other super, the DHC adds like 2-3f more hitstop and the drones will combo off the cr.Fierce.
Superflash pause does not affect certain projectiles in Guilty Gear, like May's dolphin hoop.
You can also use this to set up post-flash unblockables in all the listed Capcom games by having a projectile that makes contact with the opponent during the hitstop period - if they were not blocking preflash they can't block. The does not work in GG.

Interestingly, hitstop from projectile impacts affects EVERYTHING in Killer Instinct 1, which makes the game feel really damn weird. And in some cases it affects everything in KI3, too.
 
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Yeah I was talking about the hitstop part. I wasn't sure at first but after more messing around I got a bunch of other projectiles to combo that normally wouldn't.
 
this is a lot better than the other H Pin mixup videos ive done simpler too


not sure tho how to combo of air throw + lvl3 item :(
 
this is a lot better than the other H Pin mixup videos ive done simpler too

not sure tho how to combo of air throw + lvl3 item :(
This is what I do using Beat Extend. Maybe there's some way you can modify it to work with H Pinion.

Air throw,
release level 3 item,
j.HP ADC
j.LK j.HK, land, call Beat Extend + charge M item,
j.LP j.LK j.HK,
release level 2 item,
c.LP c.LK c.MP c.MK c.HP s.HK xx Argus Agony,
release level 3 item
 
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Hey uh guys, would this be considered off-topic if I linked to this:

EDIT: Removed cuz OT.
 
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I would say it's off topic, yeah. This is a subforum of gameplay general, it should be about gameplay.
 
Alright I'll take this elsewhere. The term General kinda is a misnomer.
 
In case this isn't known, Peacock can do self-unblockables with a meaty mid projectile(like george), her c.MK, and a level 3 item drop.

Order of events:
Test his on double.
In the corner, call item drop then immediately throw.
Time a george to meaty double on wakeup. c.MK meaty double on wakeup.
Level 3 item drop will hit 1~2? frames after.

The c.MK and the item drop hit on the same frame, and the mid-hitstop property takes priority over the low-hitstop proprety, so the level 3 Item drop hits high right after what the game thinks was a blocked mid attack.

Even if this wasn't what has happened, this is what it felt like, and even if it was a same-frame c.MK/mid projectile thing, it still wouldn't fix c.MK

no video proof because all of my computers have exploded

---

pea bomb/robo H beam/band L Extend is the best front stacked peacock team, treat peacock's zoning like footsie tools instead of "just do these patterns until your opponent loses" and it's contender for #1 team in the game. All potential neutral hard counters to peacock in this team just force peacock to make actual decisions in neutral instead of *sloppy fart noises*, while anything that doesn't hard counter peacock you can *sloppy fart noises* to victory if you keep up with matchup knowledge.
 
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Nothing can hit on the same frame.

How does skullgirls resolve visually simultaneous hits, then, like with the c.MK/George hitting the opponent meaty simultaneously? Is it like GG where there's a priority order where if attack+projectile hit on same frame the projectile is advanced one frame?

Edit: The unblockable tech also applies for any other character that can get a projectile hitting meaty on a guaranteed opponent timing wakeup, but will require a high or low assist. ie double s.HP, monster, j.HP + low assist would be the same kind of unblockable setup. Same with a theoretical Parasoul sniper shot->meaty tearshot explosion-> high+low attack unblockable. Just in case you thought it might be a George-only thing.
 
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How does skullgirls resolve visually simultaneous hits, then, like with the c.MK/George hitting the opponent meaty simultaneously? Is it like GG where there's a priority order where if attack+projectile hit on same frame the projectile is advanced one frame?
Nothing can be hit twice on the same frame in SG, MvC2 or all old Versus games, or GG (the ones before Xrd, anyway). Once you are hit by anything during a hit-check pass, the game stops checking.
SG checks (attacks from) point->assists->projectiles -> (throws from) point->assists->projectiles, which resolves potential hit+throw unblockables. So if point+projectile overlap, you get the c.MK then next frame George, which is this bit.
GG checks characters -> projectiles. These together are why Eddie's "humanly unblockables" are frame-perfect blockable if you switch from B to DB or DB to B.
MvC3 and SF4 (and older SF2 games, no idea about SF5) do allow simultaneous hits on the same frame. This is the cause of lots of bugs. :^P
 
pea bomb/robo H beam/band L Extend is the best front stacked peacock team, treat peacock's zoning like footsie tools instead of "just do these patterns until your opponent loses" and it's contender for #1 team in the game. All potential neutral hard counters to peacock in this team just force peacock to make actual decisions in neutral instead of *sloppy fart noises*, while anything that doesn't hard counter peacock you can *sloppy fart noises* to victory if you keep up with matchup knowledge.
Hm, I don't agree.
 
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you dont agree that Peacock/beam/extend is the best team or dont agree with how it is played?
The first one. I ran it for a while and ultimately didn't like it. It's a great team until you get hit, I will give it that.
 
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can someone explain why when you try to hit Lenny and peacock you sometimes whiff and only hit Lenny? This setup on Filia is safe against Updo and all her supers but if you fake crossup and do S.mp she Updo through you and Gregor super hits only Lenny and passively pushes you back only damaging Lenny. Looks funny when you taunt.
 
Lenny takes the hit before peacock so there's no hit box anymore, just a body pushing peacock. That's why so many characters fall out of happy birthdays with big band. His hit box is so wide that it takes the hit before attacks reach the other character.
 
If you can charge an item mid combo, you can set up a three way mixup by launching the opponent, getting them to bounce on a j.HK projectile, then dropping the item or air grabbing them. Normally you need an assist to charge an item in the middle of a combo but I found two other ways to do so.

The first is to do L gun xx Lenny, which gives you just enough frames to charge an item then link a c.LP, even if they shake the stagger. However this does not work on Double or Beowulf. The only way I could find to combo into the bomb explosion if you drop the item same side is to backdash then Argus (you can sometimes do a string into Argus or just raw Argus but that doesn't always works, it depends on the character and what random pattern you get). I could not find a way to combo into the explosion if you air grab them.

The other way to charge an item mid combo is to sandwich the opponent between you and a L bomb, then charge an item just as the L bomb hits them. This second way is harder to set up but I demonstrated one way you can always do it, which is after Lenny + Argus.

 
Aha yes, the three and a half week apart double post. I've heard of this technique.

I just found something that I thought might be useful to my fellow Peacock players. Say you're zoning, and you do plane xx boxcar followed by H item drop. If you time this such that the item drop hits after the plane but before the boxcar, you can make it so all three projectiles combo. If you do this, you can actually hit confirm the plane into Lenny > Argus.
 
Item drop hits after the plane but before the boxcar, you can make it so all three projectiles combo. If you do this, you can actually hit confirm the plane into Lenny > Argus.
You can also fit in an assist call before the item drop for even more time to react:

[av]http://puu.sh/mRjQC/53881ca9c4.webm[/av]

Cool!

Also you're permanently banned for 10 days for double posting.
 
Hey guys, question. Any quick tips you can give on beginning to utilize Item Hold M?

I'm just starting to learn headless Fortune with all its micromanagement, but now I'm having problems with my Peacock being almost dead weight when I get closed in on, so I looked some stuff up and it seems that Item Hold M is an essential part of Peacock's game. I'm also still not sure what to start doing in the various situations where my normals won't hit them but they're close (first time I'm playing a character with really awkward movement), but I think I can handle that one with research and experience maybe, it's mostly just being able to hold Item M while also chucking projectiles or continuing pressure and then releasing it at the right time.

Also, I seem to always forget that Bomb M is a thing, what are the distinct advantages of it from her other normal projectiles (s.HP, Bang H) that would make me want to use it over Bomb L when planting the screen?
 
M bomb is useful when the opponent is full screen and you're sure you can keep them locked down with H bomb and H item.
There's less commitment to doing M bomb compared to H bang, you can cancel 5HP into your bombs to give you more angles of coverage faster, there's some instances like the peacock mirror where M bomb coming from behind you can be useful to hit the teleport.
I use L bomb if they're trying to move in on me, because L bomb lingers longer, but at full screen it gives them easier chances to move forward.
Hopefully that makes sense, I'm not too good at explaining things.
 
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