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Peacock Gameplay General

Do you guys think there is great utility to using fake teleports? As I'm playing peacock, I usually overlook this move and am never sure about when I should use it, so I'm wondering if there are any cool things it does that I'm missing. The only thing I can think of right now is using it when you think a bella is going to reflect, since it's an easy way to dodge the projectile + still have something else for cover.
 
I find it best as anti projectile tech. Especially with shadows of assists. It's a decent block check with shadows/assists too. Otherwise just use it to fake out opponents that seem to be waiting on a teleport.
Also good for anti reflect.
 
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Using fake teleport to beat Bella's reflect is a good idea, I hadn't really thought of that. If she reflects the fake teleport, can you recover in time to block? That's the only thing I would be worried about.

My normal strategy against Bella is to do something like L bomb xx H bomb, charge H item, drop H item, H gun while they're in blockstun from the item drop, repeat. Which is not the most amazing zoning pattern ever, but you're pretty safe from reflects at every part of it.
 
You'll recover in time. Even point blank, where she should just grab you anyways.
 
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Do you jump over them with j.hk?
 
I use it in a grab setup: Grab , M item, j.hk fake or real teleport. If they choose to reversal the fake teleport they will always lose even with super armor.

I understand the fake teleport baiting out a reversal, but whats this with the real teleport? Do you release the item at some point, cause I thought you couldn't teleport with an item? Unless you mean just inputing the teleport to get the fake one anyways.
 
I'd like that clarified too.
 
Hmm. I'll just have to practice the timing. I've never been able to do that.
 
If it's just a timing thing I think we can figure it out. But a video is also good either way.
 
Ah that makes more sense. I thought you were saying that you could drop the shadow and teleport at the same time and have the shadow itself be a crossup, not the j.HK part.
 
Ah that makes more sense. I thought you were saying that you could drop the shadow and teleport at the same time and have the shadow itself be a crossup, not the j.HK part.
yea i didnt want people to think that item crossups off teleport were possible.
 

I found this by accident in quick match. I just wanted to dash out of the corner and call Hornet Bomber to force them to block something on incoming. Apparently that's a cross under.
 
I found this by accident in quick match. I just wanted to dash out of the corner and call Hornet Bomber to force them to block something on incoming. Apparently that's a cross under.
Been around since vanilla sg when Hornet Bomber was pretty much uncontested so you kinda just had to take it. Can do it with SoiD too.
 
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corner stuff
["a fuzzy"]
Hate to break it to ya, but that's not a fuzzy guard setup.
Fuzzy guard only works if the opponent is already in standing blockstun, you can't do it from hitstun to blockstun.
If they are holding down-back, they will be instantly in crouch-preblock as soon as they recover, and will not get touched by j.LK at all unless they are a character it can instant-overhead. Even if j.LK goes active on the frame they recover, they can duck it with down-back.
 
So, for a while now I've sort of felt like j.HK left right resets with Peacock were kind of not that great, because the opponent can easily avoid having to guess by double jumping out or mashing jab or something. However I found out last night by accident that if you hit a grounded opponent with a deep j.HK, they recover in the air at a height where you can dash under and immediately hit them with a s.LP without waiting for them to drop. This is huge because it means they can't escape it with a double jump, and if they try to press a button you will counter hit them on the startup frames. They basically have no option but to hold the mixup (or use an air super). They're also at a height where air grab is an option.

So far I've found two consistent ways to get them at this height. The first is pretty simple: against a grounded opponent just do j.MK j.HK and delay the j.HK a little bit. The other one is s.MK > j.MP j.HP ADC j.LP j.HK. For that second one you need to delay the j.LP as much as possible; it should hit them after they land on the ground.

I am currently trying to figure out a way to get this reset to work off an OTG hit. Neither of the above setups work starting from an OTG hit. It would be really cool to figure out a way to set it up from an OTG, because then you could go into the reset from a DP assist call, which is the primary reason why I would do a reset that's not just the Beat Extend + Item Drop thing that I always do.

Oh I should also mention that this doesn't work against Fortune. Her jab is just too good! You can adjust it by using c.LK instead of s.LP against her, that seems to work.
 
This is huge because it means they can't escape it with a double jump, and if they try to press a button you will counter hit them on the startup frames. They basically have no option but to hold the mixup (or use an air super).
Super off topic sorry but if you want these for Double in case you don't have them:
Lights: JLP JMP[2] JHP[3] > Left Right sLP Frame Trap
Mids + Heavies: JLP JMK[1] JHP[3] > Left Right sLP Frame Trap

Unreactable, and if you do it with perfect timing it will just barely combo that's how tight it is.
 
Super off topic sorry but if you want these for Double in case you don't have them:
Lights: JLP JMP[2] JHP[3] > Left Right sLP Frame Trap
Mids + Heavies: JLP JMK[1] JHP[3] > Left Right sLP Frame Trap

Unreactable, and if you do it with perfect timing it will just barely combo that's how tight it is.
Oh wow. I really didn't think you could set up that height with Double without using an assist. This changes everything, thanks!
 
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I guess this is the right place to post this. Dunno how practical they are but they at least looked interesting. I forgot to record it but you can do similar stuff with assists like Updo and Beat Extend
 
Recorded the updo one real quick. Showed that you can get a quick throw reset if you place boxcar under where they land since blockstun goes away. I did the same with beat extend as well but timing is different.

 
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what is each argus pattern based off? Is there an imaginary random number generator that decides which pattern you get? Also how many different arugs patterns are there?
 
what is each argus pattern based off? Is there an imaginary random number generator that decides which pattern you get? Also how many different arugs patterns are there?
They're not really patterns. There's 25 eyes that the shots can come out of. Each time the Argus needs to fire a small shot, it just gets a random number from 1 to 25 and fires a shot out of that eye. So the number of patterns is... man I dunno. Huge.
 
They're not really patterns. There's 25 eyes that the shots can come out of. Each time the Argus needs to fire a small shot, it just gets a random number from 1 to 25 and fires a shot out of that eye. So the number of patterns is... man I dunno. Huge.
The dream is kill.
 
There are roughly 8.67E41 different pattern combinations available if we assume that the 30 shots are entirely random between the 25 shot origins rather than forcing some variance upon them (such as not allowing repeating from the same location or height). For all practical purposes, the only thing that actually matters is the height of where the shot was fired from, as they individually have enough hitstun to link into one another but occasional shots will go under the target.
 
if we assume that the 30 shots are entirely random between the 25 shot origins
Aww man it's statistically impossible, but I want footage of the one person who get all 30 shots outa the same eye...
 
I think I found a decent teleport mixup off throw. You do throw xx L Bomb xx M Bomb*, then either teleport behind or fake teleport then H bang. As long as you fake teleport with HK, Peacock says the same thing when she teleports, so your opponent can't use the audio cue to know which way you're going. For the same side option, the L bomb combos into the fake teleport bomb which combos into H bang and that's all pretty easily hit confirmable into Lenny Argus. The only issue is that because you're so close to them, it's harder to do H Bang xx Lenny > Argus and get it to combo, but I swear it works, I was able to do it a few times.

*(M bomb is optional but I think it makes the timing easier and hey you build some more meter so why not)
 
That setup is cool and I wish I'd thought of it myself, but I had a lot of trouble making it unreactable in training mode. I'll put the boring math at the end but in summary: you have to teleport fairly early to make the L bomb combo into the fake teleport bomb, but if you teleport super early, your opponent has lots of time to block same side by default then block the other way on reaction to seeing the camera move to follow Peacock's crossup teleport. If you do a late teleport, they know you can't combo from a fake teleport so they just have to listen to the voice clip to know which way to block. If you perfectly time your 50/50 teleport so L bomb will link into fake teleport bomb on the very last frame possible (which is character-specific based on how long they take to get up after sliding knockdown), they still have around 25f to react to the camera moving. I'm not saying every player will react to this, especially if they don't expect the setup in the first place, but it's still good to know.

Boring math which will inevitably be off by one frame at some point: the camera starts moving around 22f into H crossup teleport, the fake teleport bomb hits around 78f into a fake teleport, and L bomb has 32f of combined hitstop and hitstun. So the L bomb has to hit your opponent at least (78-(32-1)=)47f into the fake teleport for the hitstuns to overlap, which is 25f after the camera would have started moving if you did a non-fake teleport. If you teleport a frame or two earlier because you're worried about missing the 1 frame character-specific L bomb>teleport bomb link, that gives your opponent even longer to react.
 
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Oh something else I found that I wanted to mention. L Bang is +30 on Big Band and Eliza. On every other character in the game it's +26. I don't know if this is intentional (@Mike_Z is this intentional?) but it means that L Bang > j.MK is a true unshakable combo on those two specific characters.
 
Oh man, that's so weird. It works with other staggers too. Time to go find some character-specific stuff.

Update: I found combo video stuff and forgot to find useful stuff
 
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