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Peacock Gameplay General

27f is about half a second. So it means you have a ton of time to input the Roflstomp after scoring a throw. And since Peacock doesn't have another QCB+PP super, you can't accidentally input something awful if you miss the throw. One second is 60 frames.
 
27f is about half a second. So it means you have a ton of time to input the Roflstomp after scoring a throw. And since Peacock doesn't have another QCB+PP super, you can't accidentally input something awful if you miss the throw. One second is 60 frames.

Half a second really doesn't feel like a ton of time to me.
 
I don't know, I've never had too much trouble doing the super. It's just a matter of grinding it out if you do, I believe.
 
You have a half a second after getting the throw to input level 3. Git gud.

If that's too hard, you can just do the input after pushing throw and if you get the throw, you'll get the level 3.

Mike is considering making it a DHC.

/translation
 
Either you're underestimating how long half a second is, or you're doing some extremely slow inputs. Take a look at a stopwatch (e.g. http://www.online-stopwatch.com/) and if you honestly don't think you could two fireball motions per second, I'd suggest practicing them until you can because otherwise you're not going to be able to do special moves in any fighting game. I'm bad at giving advice on how to do that without being able to see your hands, but there's a beginner section here that's full of helpful people: http://skullgirls.com/forums/index.php?forums/beginner-forum.30/
 
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Half a second really doesn't feel like a ton of time to me.
I think that depends heavily on the context.

If someone is playing music and plays a note half a second too late, that's a ton of time too late and it will probably not sound very good.

Maybe you input the super too late ? Have you tried doing the motion as soon as possible ? By that, I mean right after the throw input, don't bother to make sure that you landed the throw. That's what I do.

Maybe the input isn't the right one ? Are you sure you are not pressing down -> backwards instead of down -> down backwards -> backwards ? (I ask that because that's an error I do very often when I try to do a super (two quarter circles) in Street Fighter 4) You can display your input in the training mode to verify that.
 
half a second is a huge amount of time in a fighting game honestly. . .
 
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TBH it actually is a lot of time when you think about it. I mean characters have jabs that come out in only 1/10 of a second, and we have about that much time to react and tech throws among other things.
As for Peacock's Level 3 it's like how others have said ; just throw and input the level 3, if you grab it'll work, otherwise it's just a whiff. I've never had any trouble doing the level 3 and I actually input the motion after I see the grab connect.
 
I think that depends heavily on the context.

If someone is playing music and plays a note half a second too late, that's a ton of time too late and it will probably not sound very good.

Maybe you input the super too late ? Have you tried doing the motion as soon as possible ? By that, I mean right after the throw input, don't bother to make sure that you landed the throw. That's what I do.

Maybe the input isn't the right one ? Are you sure you are not pressing down -> backwards instead of down -> down backwards -> backwards ? (I ask that because that's an error I do very often when I try to do a super (two quarter circles) in Street Fighter 4) You can display your input in the training mode to verify that.

I understand that the input must occur almost immediately and yes I'm using the right input. Moving my fingers from the throw command, to a super command is horribly awkward with a game pad. I'll try to demonstrate what I mean.

This is the controller that I own, I am well aware that it is NOT ideal for this game, but I can't afford a fight stick.
(I could barely afford this thing.)

880006b.jpg


My current set up is LP on 4, MP on 3, LK on 1, MK on 2 and my heavy attacks are on the trigger buttons.

1+4 is essentially the throw command and to do "Goodfellows" I have to reposition my thumb to go to 3+4 to perform the input. Since I have large hands that process is slow and awkward and I am almost assured to input it incorrectly. So rather than do it that way I essentially have to switch to an extended finger position with not only forces me to take my hand off the HK button and it's still awkward because of the finger positioning with the index finger on 4. The soft and sluggish nature of the thumbstick only makes this worse. I've noted to several people that one of the problems I have in this game is that the controller only registered an input when it feels like it.

To reiterate, I have only managed to get this move to work on a training dummy with the AI off. (I.E. A dead stick.) It usually takes about 6 or 7 tries before it actually works. Against the actual AI, I have never gotten this to work. I wouldn't dare try it against a human opponent.

I know I'm not great at this game, but can we hold off on the disparaging remarks, please?
 
For the ideal pad setup (imo) you should use:

lp=4
mp=1
hp=r1
lk=3
mk=2
hk=r2

when using PP or KK always use hp+lp or mp and hk+lk or mk

using your thumb for two buttons is very awkward, so leaving it only for grabs with 4+3 (which is the more natural way to hit two buttons with your thumb) is the best way to go.
 
I use lp=3 and the matching setup. I like having kicks on top.
 
You can super with LP + HP
this omg this

it can be any two punch buttons so you dont have to reposition your thumb at all it is nice as a pad player to be able to do that
 
How silly of me, you seem to have some kind of god given right to treat people like shit at your discretion. My apologies for questioning the ruling casGo fuck yourself.


That's not treating you like shit tho. It's telling you to practice or try an alternative until you do practice.
 
@BlackRoseAngel
You can change what your macro buttons do. Try making one of your macros 2 punch buttons, that way you could do the super with say any shoulder button instead. Or making a macro Throw (LP+LK) so that you can do the throw with a shoulder button.
Or, as has been said, you can super with LP+HP or MP+HP, but since your finger is already over LP, that's easier.
As for the timing, treat it like one motion. It's not LP+LK then separately D,DB,B+PP, it's LP+LK,D,DB,B+PP. If you do that you'll find that half a second is more than enough time to finish it.
 
Thanks for all the input.
The best advice though anyone can give is for all future posts is to refrain from making extreme statements about moves until you have a very deep tournament-esque understanding of the game.
When is "Goodfellows" going to be changed to a standard command throw?
Like everyone knows that Peacock doesn't need a high damage command grab to create 2HP/Goodfella 50/50's.
So it's not the best way to start your post.
As it is, the move is of no use since it's nearly impossible to execute in a fight.
This is a very bold statement and very wrong which was already addressed though.
Saying things like this is why people respond with git gud.
Too awkward a motion and too small a window to get the motion to work.
It's a very simple motion with a very large time frame for execution as far as FG's go (which was already addressed).
So it's another bold and incorrect statement but you're telling both of these points off as facts.

Basically to avoid the git gud, list your problem as a 'personal' problem and ask for help instead of making extreme claims on the game when you've already admitted in other threads you're a very casual player who doesn't take the game seriously.

Ex: "Hey guys I'm really having trouble with goodfellas after a throw! The window seems really short for me, although I know I am not the best player.
Can any of you guys explain how the move activates or give me some tips on how to perform it mid game? I can only do it against the dummy 10% of the time!
Thanks for your time,
-BlackRoseAngel

This is how new players should outline questions.
NOT: this thing is broken please nerf it its so dumb.
[That comes up in a lot of other threads though your post wasn't nearly as bad]

/rant

/advice
 
I'm having trouble with triple Argus, is it dependent on the item that drops or am i just doing it wrong most of the times?
 
I'm having trouble with triple Argus, is it dependent on the item that drops or am i just doing it wrong most of the times?
Level 2 items all have the same hit properties afaik. Level 3 items should all give you plenty of time to work with; Tenrai Ha giving you even more time to work with and Road Roller allowing you to use another item drop immediately instead of relying on George.

I think either your timing is off somewhere or your positioning is a bit too close to a corner.

As far as timing the item drop goes, get a good feel for how much hitstun each argus shot actually gives as well as the delay between releasing a shadow and it connecting. Since argus projectiles have more hitstun than you'd realistically think, I'd suggest you look into that.
 
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Is Goodfellows possible from a reverse Throw? I don't think I've ever gotten one to come out from b.LP+LK.
 
Peacock Compendium is up:

http://skullgirls.com/forums/index.php?threads/peacock-compendium.6063/

Sorry this took so long, I was working through it with Skarmand's help. Uh, there's probably still a lot missing or wrong despite that, so please take a look and let me know of anything that should be changed. The combos section in particular needs a lot of work; all my own combos are done with assists these days so I don't actually know what any of the optimal assistless stuff is.

@Mr. X could you please lock and sticky this thread? Thank you.

e: Wow that was fast, thanks Mr X!
 
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Notes on a quick look:
- I dunno any use for s.LP, as c.LP has the same speed+damage, while boasting better range and hits lower to the ground
- c.HP section "so some combos require this move instead of c.HP" <- "instead of s.HP"
- j.MK appears at a set distance when done from afar, but sorta tracks the opponents position, so if you're up close it hits much closer
- Maybe note that the first hit of j.HK causes the opponent to raise in the air?
- Maybe note that Doom Shadow will stay roughly on top of Peacock after you cross the opponent up (rather than tracking position/staying at half screen distance to her)
- The next lv3 Item after Taunt will only be Tenraiha if the next Item Drop gets fully charged and actually falls, else the Tauntcharge is used up (screw retail)
- Maybe note that the lv3 coming from a normal throw means there is no way to whiff it / waste the bar - if it comes out, it is guaranteed to hit
- Bella section: Peacocks j.HK and j.MK are projectiles; Sentence sounds like you're talking about Cerebellas
- Liza c.HK has /infinite/ projectile armor
 
Notes on a quick look:
- c.HP section "so some combos require this move instead of c.HP" <- "instead of s.HP"
- j.MK appears at a set distance when done from afar, but sorta tracks the opponents position, so if you're up close it hits much closer
- Maybe note that the first hit of j.HK causes the opponent to raise in the air?
- The next lv3 Item after Taunt will only be Tenraiha if the next Item Drop gets fully charged and actually falls, else the Tauntcharge is used up (screw retail)
- Maybe note that the lv3 coming from a normal throw means there is no way to whiff it / waste the bar - if it comes out, it is guaranteed to hit
- Bella section: Peacocks j.HK and j.MK are projectiles; Sentence sounds like you're talking about Cerebellas
- Liza c.HK has /infinite/ projectile armor
Changed as suggested, thank you.
- Maybe note that Doom Shadow will stay roughly on top of Peacock after you cross the opponent up (rather than tracking position/staying at half screen distance to her)
Changed but I just wanna verify, is this just true for M item?
- I dunno any use for s.LP, as c.LP has the same speed+damage, while boasting better range and hits lower to the ground
I'd like to check this in training mode, maybe you're right and I've been using s.LP for no good reason. I know @ClarenceMage was saying Peacock's s.LP is hit confirmable by itself and I don't know if that's true for c.LP.
 
I'd like to check this in training mode, maybe you're right and I've been using s.LP for no good reason. I know @ClarenceMage was saying Peacock's s.LP is hit confirmable by itself and I don't know if that's true for c.LP.

Just looking at the frame data, yeah it kind of looks like there is no reason to use sLP. 2 hits (apparently? I didn't even know it did 2 hits till now since no one used it, unless SRK wiki is wrong) so it should be hitconfirmable as well, though the second hit has more startup on cLP so it technically should be slightly harder as a hitconfirm. But pretty much the same frame data, better hitbox, better recovery, it's a wonder I don't see it used more.
 
Hmm I was under the impression s.lp reached just a hair further than c.lp, even checked the hit boxes right now and it seemed like it. Granted on some characters like Parasoul where their lower body sticks out more c.lp would more easily hit them.

Either way I tend to always use s.lp except in some corner situations where, for the sake of undizzy purposes, use c.lp into s.hk and in certain combos lets me get an extra link thanks to cutting a medium. (s.lp into s.hk doesnt seem to work for the most part)
 
Changed but I just wanna verify, is this just true for M item?
M Item stays on Peacock, H Item stays a bit further (is behind her then)
Kinda dumb to explain, best you try it out yourself :P

The main point was that the tracking doesn't switch sides proper, so if I M Doom, jump over, walk back, the Doom isn't staying on the opponent but on me

Hmm I was under the impression s.lp reached just a hair further than c.lp, even checked the hit boxes right now and it seemed like it. Granted on some characters like Parasoul where their lower body sticks out more c.lp would more easily hit them
I just tested it by saving state and walking forward tiny steps, checking when s.LP starts to hit and when c.LP does
c.LP hits earlier on every crouching character I tested, and earlier or at the same time on every standing character I checked, for overall "minimally better range".
No guarantees this is the case for really every character, but .. yeah.

For example you can test the following on Filia/Fukua:
- s.LP them until it whiffs
- c.LP is usually gonna hit still at this point
Sometimes c.LP whiffs too now, then:
- Take a mini step forward, s.LP (if it hit, s.LP again~); if you really just took a mini-step forward, you should now see s.LP whiffing into her leg with that giant smear frame
- c.LP is usually gonna hit still at this point

It doesn't really matter too much since the difference is miniscule, but with the normal being better in every aspect, it always seemed weird to me that nobody aside from me prefers to use it
Maybe you all got fooled by the s.LP smear~

It has the same or better frame data in every single aspect @mcpeanuts
http://wiki.shoryuken.com/Skullgirls/Frame_Data_Ref#Peacock
Same startup (6f), 1f more active 1f less recovery (same total frame data on whiff), same hitstop, +3f on both hit- and blockstun, making it more positive and giving more time to chain/link out of
c.LP(2) pretty much the same game, except it has more startup than the 2nd s.LP would have.. which is like, completely irrelevant.
If you don't regularly whiff s.LPx2 at midrange (where the higher startup on c.LP(2) would matter), I don't see a reason not to use c.LP instead
 
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St.lp has a higher hitbox than cr.lp which makes it better against slightly airborn opponents like ones that are trying to upback out of a loose mixup or coming out of blockstun.
 
c.LP is confirmable by itself into c.LK(faster than second hit of c.LP) and has better frames than s.LP, BUT s.LP has less blockstun so it is better for mixups/tick throws/pushblock baits.
 
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So I played some Peacock, I use her Air HP > Air Backdash as a getaway tool, though I'm guessing this isn't the best option...
any suggestions?
 
do another heavy punch or heavy kick at the end.
or
j.hk backdash j.hp
 
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I was messing around in training mode the other day trying to figure out why Big Band's H Brass Knuckles sometimes hits from full screen (without a kara) and sometimes doesn't. It's basically because some of Peacock's projectile attacks move her forward enough that full screen Brass will connect. Specifically, s.HP, L George, M George, and H Gun will all get punched if Big Band decides it is time to punch. H George gets punched sometimes but not others; there are some frames where the hurtbox is far enough back that the punch will whiff, and other frames where that's not the case. So basically H George can get punched sometimes. All versions of item drop seem totally safe (unless they kara).

Something that I also think may help is just ground backdashing and waiting to see what Big Band does. If he does nothing, you could also do nothing, or drop an item. If he moves forward or jumps, you know he's not able to Brass for at least a little while, so you can safely throw out a couple bombs. If he does Brass, it'll whiff since you're backdashing, and you can punish with Argus, OR you can go for the gold at the Beijing Olympics and drop a Lenny THEN Argus (this always works on Big Band even in retail because of how big and fat he is).

Giant Step isn't nearly as threatening, you can Argus it on reaction. But if you have no meter I guess watch out.
 
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Giant Step isn't nearly as threatening, you can Argus it on reaction.
Can you?
I don't think I can, at least I remember that from my last time testing.

It used to be really easy, but since Argus lost invinc I've had issues with it..
Retested it at some point and it didn't feel reliable to me anymore. Is there some trick to it?
Raw reactions are not exactly something I'd put in my bin of weaknesses
 
Can you?
I don't think I can, at least I remember that from my last time testing.

It used to be really easy, but since Argus lost invinc I've had issues with it..
Retested it at some point and it didn't feel reliable to me anymore. Is there some trick to it?
Raw reactions are not exactly something I'd put in my bin of weaknesses
I feel like you can. Maybe I'm actually reading it and I just think I'm reacting, though; wouldn't be the first time that was the case. I should double check that when I get a chance.