Tomo009
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What about Peacock/Big Band/Bella?
What about Peacock/Big Band/Bella?
Maybe it's because I see Peacock more as a setup character than a character who only wants to run away all the time, but I think she benefits from a team of 3 just like everyone else. Her teams of 2 are certainly viable but not better in my opinion. Peacock with LnL has a huuuuuuge deadzone that I wouldn't like dealing with when playing Peacock.
So it functions as a bit of a win more team, I guess if your game plan is to never let them close the team would be quite effective, I prefer a more rounded team though. I do similar full screen shenanigans with HP knuckle + teleport. HP knuckle also fills up so much screen space. Argus > SSJ also works from significantly further ranges than Dynamo meaning you can guarantee kills from more situations.Peacock doesn't only want to run away though. She can get set-up with bombs or LnL and go in using that. Force you to block something and stay grounded, then teleport in backed by a bomb or LnL. She also gets full screen cross-ups with H LnL thanks to the screen dragging assists, so it really doesn't take much to get started.
Then you have Argus xx Dynamo to get Bella in, and Peacock builds meter very quickly so it's a threat sooner than you think. Basically, you have to be weary of the chip and the fact that she can put you in a bad spot while you chase her, all while dealing with duo damage output (possibly chip damage into a one combo death for a trio).
The only real weakness I see with this team is that the defense is pretty weak (H LnL isn't that great as a defensive tool).
Yeah, trick 'em into thinking she's bottom.Shoutouts to double jump + airdash (which sends her up higher) + calling assist.
Also, I'm beginning to think that Fortune is probably on the bottom end of the better half of the cast now. Dealing with the head is much easier, loss of invincible Fiber Upper when headless is huge, she still loses to basically everyone air-to-air in a game full of aerial footsies (and now headless can't really anti-air... Sneeze is not a reliable option), and all of her matchups got worse. Especially against Peacock and /sorta/ Bella.
She still has great mobility, offensive pressure, and corner carry, though. Headless slide is extremely underused, and getting an opponent sandwiched in the corner is scary.
Yeah, Val basically makes zoning irrelevant, and it doesn't help that she excels in the throw game which is Fukua's weakness.Valentine struggles against Fukua? Valentine is one of her worst matchups. (Unless you mean you play Fukua too)
Painwheel doesn't win the matchup against Val. Val can outspace PW with defensive air mobility all the time and stay inside the range that stingers aren't a viable threat. Painwheel doesn't really have an answer for a Valentine making good use of air mobility, j.HK and j.MP other than hatred install which is 2 meters just to be able to play neutral with Val. It certainly isn't a hopeless matchup, but Painwheel doesn't like it, the only matchup I can think of that Painwheel kinda does like is Fortune.
It's difficult to land a hit as Painwheel and its difficult to land it as val. Both of these become much easier with assists. These are point characters in design.
Painwheel Most definitely fights val the easiest of the crew. Quick backward momentum to bait air to air attempts which place her directly below painwheel. This also allows good painwheels to 'walk' her to the corner. Armored air nomal to contest air to air attempts with flight cancels so multiple uses. Seriously if that is how the painwheels you play against are approaching that then they are doing it wrong.
Squigly does not need two charges to be good. That's mean hurtful and unfair to her.
I have played all of these characters against competent valentines and as a generalized thing I don't see people really taking advantage of their tools. I don't know if It is a lack of knowlege of the particular players or what but answers are there.
You realise everything you just mentioned as a strength for Painwheel applies to Valentine but tenfold?Okay from reading this post it has become painfully obvious you guys don't encounter painhweels that feint. Jumping and dashing sacrifices that dash that you need to convert to a meaningful hit outside of ekg which means no corner pressure. I never liked the arguement of ease being a balancing mechanic because it isn't, impossibility is. Regardless of if you have had it done to you or not Val can absolutely overextend. there is a close-mid range where she does not want to be and the best thing to put her in that range is the have her attempt the tactics you have above. You also have to take into account which assists we are talking about here because that changes the ranges also. IS PW running walking walking george? Beat Extend? Pillar? updo? Which version? A train? she can call assists from flight you know.
J.hk is great if you play against a PW that doesn't know her spacing. But who is baiting out who's assist also falls under which assist, counter calling is a thing and it happens along with assist matchups.
for real though guys harder = not as good this mindset will limit everyone as a player and should be abandoned.
I feel we need to clarify as the comments have gotten cloudy. Are we debating the matchup Solo v solo. With assist, which assist. Or a stat page of pro's and cons?