Here's a (well overdue) thread for talking about Peacock's neutral game! If you want to talk about general strategies or how to deal with certain characters or situations, this is the thread for it.
I'll start with a couple of fairly specific tips:
Peacock's j.LP is fast, safe, and can be converted into a full combo on hit. It's incredibly useful for beating out big slow air normals like Ms Fortune's j.HK, Cerebella's j.MP, Parasoul's j.HP and Double's j.HP. Here's a video I made for how to turn an air-to-air j.LP into a combo from a normal jump or a super jump:
Also when playing against Filia, I used to have trouble trying to punish random air hairballs. Airballs are safe on block, can be dash cancelled on whiff, and move forward too fast for MP or HP item drops to hit her. After messing around in training mode, here are the best options I found:
I'll start with a couple of fairly specific tips:
Peacock's j.LP is fast, safe, and can be converted into a full combo on hit. It's incredibly useful for beating out big slow air normals like Ms Fortune's j.HK, Cerebella's j.MP, Parasoul's j.HP and Double's j.HP. Here's a video I made for how to turn an air-to-air j.LP into a combo from a normal jump or a super jump:
Also when playing against Filia, I used to have trouble trying to punish random air hairballs. Airballs are safe on block, can be dash cancelled on whiff, and move forward too fast for MP or HP item drops to hit her. After messing around in training mode, here are the best options I found:
- Block it (on the ground or in the air) and call an assist that hits airbourne opponents. This is easy and completely safe, even if Filia cancels the airball into Gregor Samson.
- Use a static LP item drop.
- Counterhit during the hairball's active frames with a well-spaced j.LP or j.HP.
- Dodge the hairball and punish with a fast j.LP.
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