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Peacock Neutral Game Thread: Tips and Strategies

My neutral game with Peacock is pretty focused on getting lots of projectiles on screen. It's not particularly safe, but it does make it a hassle for them to approach. The basic pattern is alternating between hp qcf+hk and hp qcb+hp. You can mix stuff up by doing a double george pattern, or going straight from qcf+hk to qcb+hp, or call out a dash with hp bang.

After playing Mao and paying attention to his patterns, I switched from my old j.hp air dash back j.hk land qcf+lk qcf+hk pattern to doing the airshow first, and that alone doubled how effective my zoning was.

I think there's 3 big parts of Peacock's neutral;
-fullscreen pressure
-corner management
-transitioning safely from zoning to your up close strategy and vice versa
 
My neutral game with Peacock is pretty focused on getting lots of projectiles on screen. It's not particularly safe, but it does make it a hassle for them to approach. The basic pattern is alternating between hp qcf+hk and hp qcb+hp. You can mix stuff up by doing a double george pattern, or going straight from qcf+hk to qcb+hp, or call out a dash with hp bang.

After playing Mao and paying attention to his patterns, I switched from my old j.hp air dash back j.hk land qcf+lk qcf+hk pattern to doing the airshow first, and that alone doubled how effective my zoning was.

I think there's 3 big parts of Peacock's neutral;
-fullscreen pressure
-corner management
-transitioning safely from zoning to your up close strategy and vice versa


This is funny cause i find it much easier to get through Maos zoning than through your zoning... So i dont know why you would switch... I guess you are just great at beating me and im good at beating everyone else...
 
If you feel like you need to cover a gap quickly during all of that, you can throw Lenny for a meter and work with that. I haven't really made a lot of use for it yet, but it's pretty good as a big obstacle that the opponent has to deal with; also craps on assist if the opponent still wants to throw them out.
 
I just want to put a few patterns out there and give ideas for how to navigate through them.


These are all based on getting them to block a HP cannonball at long range. The neat thing about these patterns is that if they end up blocking one of your followup bombs/shadows, you get to run the same thing again since it's way tougher to jump HP if they're coming out of blockstun. Also, since you can call an assist during HP, you can cover that area where they might otherwise jump and get the ball rolling with repeated patterns.

1. First pattern is [HP qcf+HK qcf+LK HP qcb+HP]
-I forgot to show it till later on in the video, but it's pretty easy to navigate if the HP projectile whiffs, so it's better off as a followup pattern or backed by an assist
-Against it, the way I found to somewhat mitigate it was to neutral jump the qcf+HK. If you have air movement options, you may then be able to close space and maybe avoid blocking the ground bomb, otherwise you at least gained some ground.
-Note that this pattern trains people to jump after [HP qcf+HK ...]

2. The super basic pattern [HP qcb+HP HP qcf+HK]
-The gap between the shadow and the next cannonball is enough to jump through this one. It's still handy since you're not committing to special moves as much while still pumping out projectiles.
-Since you're not committed as much, you're free to change up your positioning, add in air footsies, use assists and teleports etc.

3. Just remembered to show that jumping the first HP makes it way easier to get through that pattern

4. Catch jumps with this pattern [HP qcf+HK qcf+LK qcb+HP HP qcf+HK]
-while it will make the airshow much harder to avoid, using both in succession means you're opening up the air for the opponent until item drop and airshow recover
-If you have an assist that covers the air, now can be a good time to move forward (corner management) or you can rely on air footsies to keep them from gaining too much time to move around freely

There's a whole other set of patterns that don't start with blocked HP, but I'll see if I can do those later. Also, I'm no peacock expert, these are just my opinions based on what I've played with so far.
 
Do any american peacock players abuse shadow+fake teleport? It's ridiculously good. I've been playing against Mulnim (korean solo peacock) and he uses it a lot, but never tried it out myself till today.

Holy crap, it's basically a dp that's + on block and leads to a meterless combo. Add in copter assist and I almost always get a mixup any time someone comes at me.

It has a couple of weaknesses that I can think of;
-mp shadow does not track very well if they get behind you fast enough
-there are vulnerable frames as peacock rises from the teleport, if someone can throw her or do something with enough invincibility/armor to get through 2 projectiles then she's in trouble.
-assists may eat the item drop, which would let the point character punish with a throw
-if they get hit while very high up, the fake teleport bomb may mess up your combo

Even so, I think it's super good, given that in a lot of matchups you're going to want to set up mp item drop anyway.
 
There was a UK player whose SDE Peacock gameplan revolved almost entirely around shadow + fake teleport. It's really annoying to deal with.
 
I think it would be even better now since you can still use HP, georges, j.hp and avery while setting up the item drop, plus it tracks behind you now.
 
I use it from time to time if people don't get in on me too fast. If your opponent is fast, it might be hard to time the item drop to hit them or make them block during teleport recovery, but it's awesome against people you can't keep out. They usually forget it's a thing.

BTW, I learned one bomb strats when Squigly edition dropped what are the old two bomb strats I see people mentioning?
 
Are there peacock players that combo -> intentional ips trigger burst just to get to get that full screen spacing?
Or did I just give a monstrous idea and I'm sorry for even bringing it up?
 
It's been brought up before. I personally rather just finish a combo into argus.
 
Also does anyone use L item for anything?

Never.

The problem with peacock's neutral is that she has that blind spot between air bomb startup and ground bombs. You absolutely need an assist or item drop to help cover that dead zone ESPECIALLY vs Filia.

My peacock patterns
5HP~assist > bomb 1 > bomb 2 > Item > ...
5HP~assist > item > bomb 1 > bomb 2 > ...
5HP~assst > bomb 1 > item > bomb 2 > ...

with assist, bomb 1, and bomb 2 being whatever I think would be good to stop them, for bombs it's usually H and L. Sometimes I use M for the mirror in case I think they'll teleport and I use M when I know they'll be on the ground like on oki, and you can use it for that one combo (5HP > M bomb > L bomb > stuff) but I generally don't use M bomb.

I pretty much never charge H item unless they decide to not run in for whatever reason or vs Big Band.

If they decide to try and jump over everything, just run under them and continue the pew pew.
 
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Wow this thread is WAY too shot and doesn't seem to have much information.

I have a specific question, what do you like to do immediately after an argus? Seems 5HP or any bomb is basically a liability, I like charging MP item but that seems a bit obvious when it is the only thing I do.

I'm trying to get the character to a decent level as I plan on running a completely different team to my usual; using Peacock, at the Melbourne major in 2 weeks time.

Patterns are nice and all, but how do you deal with Peacock's blind spot and the relative ease with which most characters can dash past items, do you just run away until you get advantage? j.HK? I need to figure out a few major holes in my Peacock pretty quick haha.
 
After Argus (without SOID charged) - 5P into SOID or a Bomb is usually good. Obvious M SOID is fine as long as you don't get punished by Car\Scalpels\Sniper Shot\etc (5P into reaction teleport is a good bait and punish for this). Bonus if you can get some bombs out, realize the opponent isn't going to run into M SOID range, then drop it at level 1 (or just rush forward to gain space). Against a Filia, I would just go for the obvious M SOID.

Dealing with the blind spot - AA assist, j.lp\j.mp\j.hp, air grab, IAD j.hk (if you have some space), M SOID.

I consider the blind spot to be the zone where you should be looking to anti-air, honestly.
 
Wow this thread is WAY too shot and doesn't seem to have much information.

I have a specific question, what do you like to do immediately after an argus? Seems 5HP or any bomb is basically a liability, I like charging MP item but that seems a bit obvious when it is the only thing I do.

I'm trying to get the character to a decent level as I plan on running a completely different team to my usual; using Peacock, at the Melbourne major in 2 weeks time.

Patterns are nice and all, but how do you deal with Peacock's blind spot and the relative ease with which most characters can dash past items, do you just run away until you get advantage? j.HK? I need to figure out a few major holes in my Peacock pretty quick haha.
I normally H item + call Big Band after an Argus. I've noticed @TJGamer likes to jump forward j.HK air dash back after Argus hits or H gun is blocked.

As far as the blind spot goes I guess I just try to run away until I get to a spacing where they can't easily get between the bombs, and if I find myself at that spacing where they could easily jump between the bombs then I block (or M gun). If you have an anti air assist, that's the best option in that situation.
 
If a high mobility character gets into that blind spot and I don't have an assist ready, I like to super jump and double jump to either do j.mk if they're on the ground, or j.hk if they try to reach me in the air. Depending on how close they get I air dash cancel it. The direction depends on if they anticipate a back dash and run past me or if they hang back.

If you're in the corner or they run past you, go forward and don't commit to another normal until they start to close in on you, don't use a second j.hk if they get behind you so the first one doesn't disappear. If you land w/o using another normal, keep running until you have your space and start looking to instant air back dash j.hp, call an assist + teleport, or anti air.

If you back dash, use j.hp, land and call a medium shadow. From there decide what to do with it. I still like to super jump and j.mk so once they deal with that, I drop the shadow and get out of there or pressure them for a bit.

Post argus, use s.hp to bait anything and be ready to teleport or fake teleport. If they don't do anything threatening, start a pattern.
 
My own question. Opening the round against Parasoul, what can I do against her doing a dash j.lp. I can't get away or challenge it straight up. Especially if she calls an assist behind it to keep me from teleporting. Fake teleport has gotten me mixed results.
 
My own question. Opening the round against Parasoul, what can I do against her doing a dash j.lp. I can't get away or challenge it straight up. Especially if she calls an assist behind it to keep me from teleporting. Fake teleport has gotten me mixed results.

Dash back, call AA assist. Or M Bang as AA to punish. Here's a question, when do you guys make use of j.mk in your zoning? I'm thinking after j.hk air dash to cover the ground as well.
 
I use j.MK while zoning if I think my opponent wants to run up to me and low/throw when I land.

It's also useful for changing your falling speed, interrupting anti-air setups and so on.
 
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My own question. Opening the round against Parasoul, what can I do against her doing a dash j.lp. I can't get away or challenge it straight up. Especially if she calls an assist behind it to keep me from teleporting. Fake teleport has gotten me mixed results.
L bomb xx H bomb.
 
L bomb xx H bomb.
So is this pretty much the ideal way to start a match against her?
 
Unless she just jumps forward and hits you with j.hp right between the dead zone of the two bombs? Honestly, just get out of her range ASAP.
 
Unless she just jumps forward and hits you with j.hp right between the dead zone of the two bombs? Honestly, just get out of her range ASAP.
From match start I don't think L bomb xx H bomb has a dead zone against Parasoul. Against other characters yeah probably, but she's too tall.
 
Well, at the very least it's something else I can try other than just desperately backdashing.
 
Dash back, call AA assist. Or M Bang as AA to punish. Here's a question, when do you guys make use of j.mk in your zoning? I'm thinking after j.hk air dash to cover the ground as well.
i've actually found it pretty effective to keep them locked to the ground if they dash into an uncomfortable range.

I like to jump back j.MK and call Cerecopter, it has been working our well for me, I can air dash back in for a confirm or just land / air dash back to regain my spacing on block.

EDIT: Does jump back j.HP get bopped by Parasoul at round start? I've only played one Prasoul player but that was working pretty well for me, it is possible he was too afraid to immediately dash at me though as I'm not sure how much Peacock experience he has.
 
I think it loses to dash, j.lk. I usually catch Peacocks who try that.
 
Wow this thread is WAY too shot and doesn't seem to have much information.

I have a specific question, what do you like to do immediately after an argus? Seems 5HP or any bomb is basically a liability, I like charging MP item but that seems a bit obvious when it is the only thing I do.

I'm trying to get the character to a decent level as I plan on running a completely different team to my usual; using Peacock, at the Melbourne major in 2 weeks time.

Patterns are nice and all, but how do you deal with Peacock's blind spot and the relative ease with which most characters can dash past items, do you just run away until you get advantage? j.HK? I need to figure out a few major holes in my Peacock pretty quick haha.
Quick answers because im about to leave:


After argus... Anything not predictable is your best option... Which means anything you do is good. Peacock is at her preferable range here and has her entire move list available. Any double bomb, any single bomb, mp or hp item hold, hp item poke, run forward and do any of these etc etc etc they are all good.

The best is charging mp item and then daring them to "do something" you have the ball in your court so them rushing you down with a held item is going to be very hard. So you can go towards them and pressure them thus giving you space to run away when you release it... Or throw bombs etc... It does get stale which is why you poke with st.hp or a lk bomb or whatever as a mixup and like i said... Your entire ranged movelist is up to you. If your opponent is happy to keep trying to rush you, you should be happy to keep charging mp items and making them pay for it.
 
I don't think you guys are thinking about what I'm thinking.

You know that trick where you can push two punches to dash, but also jump right after pushing it? That instant dash jump (not to be confused with instant air dash) is what I'm talking about. It catches back dash and jump backs, beats anything Peacock can do jumping forward, and goes over light bomb. I haven't tried heavy bomb at the start of the match, or calling medium or light shadows yet, so those might be something.

But as I reread this and the thread I realize I haven't tried l.bomb~h.bomb together either. So thanks, I'll try it out in training mode after I get my computer up and running again. Or the PS3 if that starts to take too long.

Edit: I'll try all of the suggestions, I didn't mean to be dismissive.


EDIT: Does jump back j.HP get bopped by Parasoul at round start? I've only played one Prasoul player but that was working pretty well for me, it is possible he was too afraid to immediately dash at me though as I'm not sure how much Peacock experience he has.

It gets stuffed so hard it's not even funny. All of her air moves get stuffed by Parasoul in the face. I can't even jump up and grab her unless she comes in starting a j.hp in my face. But if she starts j.hp early it will easily beat any of Peacock's air attacks.
 
Parasoul can pretty much do what she wants, at the start of the match. The only things I've had recent success with are assist+c.mp whiff cancelled into mp bang or assist+teleport. Even then it's a crap shoot.
 
Apparently he is afraid of immediate Cerecopter when doing that.

My team I am going to be running is: Peacock (HK bomb) / Big Band (HP brass) / Bella (Cerecopter)


It doesn't feel right to me that I am wining round start so much, when if he is ever at that space again during the game, I seem to be pretty much dead (although usually I just get him fullscreen and autopilot poor Parasoul to death)
 
Make sure he knows about parasouls bike xx sniper strat... It works very well cause it cuts through bombs with bike and becomes invincible with sniper. This way if sniper hits, the bike will combo and scoop peacock up for a full screen confirm. Mike suggested this and I was using it against Ben with really good results (always worked)

As far as round start is concerned I don't have any really god ones with parasoul parasoul versus peacock.... Lk bomb plus copter or dp assist xx hk bomb seems to basically kill just about every para start out there.


I'd like to know what starters people are doing that parasoul wins... The peacocks I play against don't start with jump back j.hp often at all.
 
Never.

The problem with peacock's neutral is that she has that blind spot between air bomb startup and ground bombs. You absolutely need an assist or item drop to help cover that dead zone ESPECIALLY vs Filia.

My peacock patterns
5HP~assist > bomb 1 > bomb 2 > Item > ...
5HP~assist > item > bomb 1 > bomb 2 > ...
5HP~assst > bomb 1 > item > bomb 2 > ...

with assist, bomb 1, and bomb 2 being whatever I think would be good to stop them, for bombs it's usually H and L. Sometimes I use M for the mirror in case I think they'll teleport and I use M when I know they'll be on the ground like on oki, and you can use it for that one combo (5HP > M bomb > L bomb > stuff) but I generally don't use M bomb.

I pretty much never charge H item unless they decide to not run in for whatever reason or vs Big Band.

If they decide to try and jump over everything, just run under them and continue the pew pew.


i use lp item, mostly against wing filia i try predicting his airdash(hairball) if you use mp item and filia is just at the start of mp item range it is to slow to hit her since she will be already pass the SoiD, so i use lp item to predict where she would be.


you can also use lp item for argus chipdamage, if they do gregor you just let go of the item.
 
You can also charge LP SoiD, block the obvious incoming hit, pushblock backwards into it then let go, like Squiggly pushblocking you into her opera.
Semi effective depending on how fast you can get over there to follow up.
Probably better blocking and letting go of MP but the blockstun sometimes doesn't let you drop the item.
 
I think there's 3 big parts of Peacock's neutral;
-fullscreen pressure
-corner management
-transitioning safely from zoning to your up close strategy and vice versa


Those two. HALP

@mcpeanuts
@Swiftfox-Dash
 
I don't know, I just throw bombs and the opponent dies eventually.
 
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Wait a minute. @ninja-nutria you play solo. You have to know how to it. HALP!!

I feel like I'm just doing the same thing over and over until I'm not. Then I go in to do a combo, but it does so little damage that it wasn't worth it. So I try a longer combo, that I haven't been worked on so it doesn't work, so then I give up and do a baby combo. Basically, I suck and I don't want to anymore so I might as well have an edge when I need to approach.
 
Those two. HALP

@mcpeanuts
@Swiftfox-Dash
First off, I'm bad, so you shouldn't take my advice, and if anything you should do the exact opposite of what I do.

That said. Rushdown Peacock starts off the same way as zoning Peacock, you run away and use j.HK and assists to force your opponent to block or at least slow down and stop dead ass pressing you you for a bit until you can can some bombs on the screen. From there it's kind of like, at any point in your zoning where you could do an item drop, you can instead do M item drop and charge it then dash in. As far as whether or not you should do that, it's kind of going to depend on the matchup (I like to rush down Val cause fuck trying to zone her), what you've got on the screen (you may be able to see there's a hole in your zoning that the opponent could take advantage of, that's a good time to abandon zoning and try to rush down) or your assist is locked out (even if you can't get a mixup off the M item drop, forcing your opponent to block for a little bit will give your assist time to recover). Transitioning to zoning is like, if you get pushblocked it's easy, just react to the pushblock animation by cancelling whatever you were doing into two bombs, then go to town. If they don't pushblock, I mean, I guess keep rushing down since if the opponent doesn't pushblock you can just keep doing blockstrings that leave you at plus forever (L bomb is plus on block).

Corner management is what, trying to defend while the opponent has you in the corner? "Hold your ankles" I think is my advice there.
 
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Wait a minute. @ninja-nutria you play solo. You have to know how to it. HALP!!

I feel like I'm just doing the same thing over and over until I'm not. Then I go in to do a combo, but it does so little damage that it wasn't worth it. So I try a longer combo, that I haven't been worked on so it doesn't work, so then I give up and do a baby combo. Basically, I suck and I don't want to anymore so I might as well have an edge when I need to approach.


add me on steam or ps3 ninja-nutria
 
Wait a minute. @ninja-nutria you play solo. You have to know how to it. HALP!!

I feel like I'm just doing the same thing over and over until I'm not. Then I go in to do a combo, but it does so little damage that it wasn't worth it. So I try a longer combo, that I haven't been worked on so it doesn't work, so then I give up and do a baby combo. Basically, I suck and I don't want to anymore so I might as well have an edge when I need to approach.

though what i mostly do is create space with a mp or lp soid so i can get in, if they block you string you go back to george + teleport, until you see a chance to get a soid and get in again.
 
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