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Skullgirls PC Beta Updates Discussion

I was actually just hoping for a damage nerf too. Why the best zoner in the game with the best neutral in the game with just about one of everything in the game, with the most meter gain in the game also has some of the highest combo damage in the game has always confused me.

I called it a while back, and though this may now be different with these changes, I speculate that Peacock is the character that scales the best over the life of this game. She's shown herself to be top tier in most aspects, and she's even solid in places she's ostensibly supposed to be weak (her close game).

I'm glad to see where these changes take her.

Also, @ninja-nutria

Do the frame changes on tele fake affect your 3 meter ToD?


its not actually a tod though, its just like 12k damage to solo, it does tod team characters.

OH WAIT THERE ARE PEACOCK CHANGES lol i didnt realize... let me test that @Spencer

@Spencer i think i can tod now lol.
 
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Even adding an @Person after your edit will still notify them.
 
Argus ItemFalls Lenny Argus, Lenny Argus

Or something similar, probably.
I thought he was referring to a 3 bar 1v1 TOD, from how their discussion went, but what you said sounds more likely.
 
I thought he was referring to a 3 bar 1v1 TOD, from how their discussion went, but what you said sounds more likely.

His old one was something like [stuff] > bomb super > tele fake (causes bomb super to whiff Peacock)> stuff > double argus ender. It may have decombo'ed after tele fake, but I'm fairly sure it was a full combo. @ninja-nutria ?

I was complete Anchorman "I'm not angry; I'm impressed" when it happened.

@Jason
Dropping combo into a block is hardly a decent bait. It works if you know they are mashing (thought it can easily get you hurt vs throw supers), but to effectively give up all of the momentum you have on the off chance that they might be happening... Not to mention that good "mashing" is typically just a few fast motions during really common resets/drops. It is not mashing super from the moment you get hit until the moment you stop getting hit. That shit will get you killed in a hurry. I almost never get caught out on mashing. Add to that, many teams running safe DHC options, and there is very, very, very little risk to a lot of mashing.

@dekillsage
I think there are good and bad times to mash. If you are just spinning the stick from the moment you get touched, you will get crushed. But say cycling two Thresher movements when a double goes for a super basic j.hp > dash. If you're in the air vs a Parasoul, you're often pretty well served trying out a Thresher as well since much of her air game is a throw reset. It isn't the right thing to do in every situation, but it is the right thing to do more often than we give it credit for. We continue to act like mashing is an effective part of this game, but it is... at all levels. Good players are just smarter about it.

Anecdote time: I was bitching and moaning about something to @Elda Taluda and his advice was almost verbatim "You're not going to want to hear this, but you should have been trying to get Thresher.".
 
Hey, can I make a small suggestion?

When someone tags out, can you make it so that corpses stay on the layer behind them during their tag out animation? This is no big deal on most characters, but Big Band's corpse frame is really tall, and tagging out some characters (like Peacock) can vanish behind him, making it easy to get smacked by the character tagging in.

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Can I suggest this again, cause It happened again and I was smacked in the face with a raw Double tag and I'm super salty this would help with visual clarity.
 
@ninja-nutria

That's different than I remember, but I was stunned enough that my memory is probably for shit.

Anyway, impressive for sure.
 
No

We weren't talking about hitstop at all and btw you are again plain wrong, as you're looking at Frame Advantage

It doesn't really surprise me that you are unable to read as well, though.
Seems to me you're not much better at reading.

Considering that post you quoted wasn't about your conversation.
 
I don't like peacocks j.mk hitting overhead ;__;
 
Just imagine if it hit low tho
 
Would be just as dumb

edit: I got to play 39 games with TJ and 20 + with peanuts. I'll give my thoughts on peacocks changes in a moment.
 
I don't like peacocks j.mk hitting overhead ;__;
I actually don't think it should be hitting overhead either
 
Welp after playing some games with random people like Fenster there and then a FT20 with Sage I suppose I should make some remarks.

The argus nerf isn't that bad, I was still able to DHC from or into it and deal some heavy damaging combos that got me important kills. However it was quite noticable how many times the opponent lived because of the nerf, allowing them to tag/dhc out or such. But overall she still does good damage.

The H teleport one however is a bit trickier to go into. I did have to manage my teleports better and as Sage told me ; I put myself in less risk. ( Like putting myself close up against an opponent in the neutral and happy birthdays) Even though in the end I somehow barely won, I still feel like it's a bit of a harsh change.

My mobility with her was halted a bit, I only seemed to be able to move backwards at times, slowly cornering myself. So I tried to focus on flipping sides in other ways before my back was to the wall, but they always seemed obvious. I would try things like a L george to somewhat protect the teleport (which if it hit I couldn't seem to confirm into combos reliably sadly D: ) or holding M item and trying to dash over the opponents head. I felt these attempts were easier to see through and predict as I had little other options of flipping sides. I honestly think if it wasn't online, Sage would have punished me for those attempts much more often. Also not to mention various assists or characters can make these options less appealing.

When I got cornered as Peacock, without my assist helping me to switch sides, I felt she was quite stuck when against someone who had good offense and knew the matchup; almost as if she had no assists. (This is probably different for Peacocks that use DP assists though). Since LNL was of little use for escaping corner pressure, my best options seemed to be raw H teleport or MP Bang which are both easily baited. I know she's supposed to have bad defensive options but not having teleport with assist makes escaping pressure in quite hard. Even my habit of calling assist and teleporting out of the corner always came with the heavy risk of getting happy birthday'd.(Which happened more often than I'd like to admit.) So while it is a useful too, it wasn't exactly risk-free. Another note, Fenster had me in some strong Parasoul corner pressure that was very hard to escape from and he wasn't even using assists, good on him.

In the end it's not a change that would kill her as a character by any means but she definitely feels more stiff. Also it was clear that my number of mixups and combos I was able to perform with Peacock dropped by a lot. Any Peacock combos I landed on Sage were almost all from sheer M item drops and some airthrows. I understand that assist + teleport is a strong tool, but I feel even if doing it was quite risky at times, not having the option hurts a bit.
 
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i didnt had problems, peacock worked perfectly for me, though my play style is kind different from other peacocks. teleport worked fine to avoid being on corners also lenny+argus now works better since lenny wont protect the opponent from the little lasers.
 
Well to be fair you do run solo Peacock and have quite the fondness for using Lenny bomb in mixups so naturally these changes were only boons for you =p.
 
As a PW player (without even a Bang), my only real advice is don't get cornered... or pick up a DP assist.

But on a more serious note, could it be fixed with better timed lk.bomb and teleport? Having been on the receiving end of those, they are damn hard to punish as bomb knocks you out of anything meaningful. I might get a few hits in, but the Pea generally gets away if she gets a good tele that puts the bomb almost at us when she pops up underneath me.
 
Hard not to get cornered when you're backing up a lot hehe, but yes as I mentioned the lk bomb and teleport was one way I'd try to flip sides a lot. It went over well enough but I think the george bomb setup made it a bit easy to see coming, so a good assist call and/or a jump into an attack would probably punish it frequently enough once the opponent catches on. Even if they can't get a full combo because the lk bomb interrupts, a solid heavy counterhit is a decent enough punish.
 
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Not liking the Filia j.HK not being an overhead change. It also kills some resets like s.HP IAD j.MP j.HK .
 
Hard not to get cornered when you're backing up a lot hehe, but yes as I mentioned the lk bomb and teleport was one way I'd try to flip sides a lot.

Well from a the perspective of somebody who has trouble against Peacock, I never really felt like pushing her towards the corner was ever that big of a deal before this change. She just escaped far too easily for it to make much difference and half the time she got a mixup in the process. Especially when it comes to playing Squigly vs. Peacock, Peacock can move backwards faster than Squigly can move forwards and when you combine that with reliable ways out of the corner.. it just feels impossible to ever catch her.

But then again I'm biased and pretty bad at this game.
 
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I'm sure with time Peacocks will learn how to use all of L.George-Teleport, M.George-Teleport and H.George-Teleport properly,
as well as just randomly teleporting when they expect their opponent to airdash/dashjump/etc in at midrange (or say: PBGC teleport against a Fortune, who you know will Fiber -after your pushblock- to stay in your face).
There are a bunch of solo Peacock players who are quite teleport-happy and have always made it work without the assist cover; EU player RuRi/uRi springs to mind.

Yeah, it's more of a risk and harder to setup than the previous +50-on-block-full-combo-on-hit-fullscreen-mixups-that-get-you-out-of-the-corner, but hey - that was kind of the idea!

I know she's supposed to have bad defensive options but not having teleport with assist makes escaping pressure in quite hard.
"I know she's supposed to have bad defensive options, but(?) now she actually does, and I don't like it"?

Even if they can't get a full combo because the lk bomb interrupts, a solid heavy counterhit is a decent enough punish.
A solid heavy CH (this is quite hard to land btw; generally it's gonna be smth like c.LK>c.MK for 1k) is ~1500 Damage. That's pretty noticeable, but now you got the entire stage to run back to again and don't have to be afraid of losing entire characters off single bad assistcalls anymore?!
Pretty sure every character in the game is going to gladly take 1500 damage to get out of the corner.
E: Also, the opponent would eat an LK George CH in this scenario, which is 800 damage to him.

People *randomly raw tag to Bella* to get out of the corner, which is *exceptionally good*, despite leading to absolutely nothing on hit and easily getting punished by a full CH combo on block.

And yeah, HK Tele out of the corner always came with the risk of a Happy Birthday - but it's 3 vulnerable startup frames on Teleport of risk, for a sickeningly good reward that needs zero work.
.. And obviously you can like, Assist+Teleport before you're even anywhere near the corner / without the opponent eating your face already, which is the better course of action in the first place.

Hard not to get cornered when you're backing up a lot
It might just be that Peacock has to switch her playstyle up a bit, from endless runaway to actual spacecontrol which has an issue with giving up ground.
Less [jHK abd jHP bombcycle assist teleport j.HK abd jHP bombcycle repeat], more [charging up M.Doom + running in the opponent's face] to gain ground back;
Trying to actually keep him from approaching, rather than simply moving backwards faster than he moves forwards.

I don't like peacocks j.mk hitting overhead ;__;
It sure does sound really weird

Not liking the Filia j.HK not being an overhead change. It also kills some resets like s.HP IAD j.MP j.HK .
I dunno how much you followed of the changes, but it's not gonna stay as a deadeasy crossup *and* instant overhead.
The choice is pretty much between "can-crossup j.HK" or "overhead j.HK";
And with the Overhead j.HK generally being easy to substitute via IAD j.LK (there are some things that jHK can do which jLK can't, and you lose out on a bunch of damage due to jHK ad jHP jHK etc not functioning anymore, but in *most cases* you got a workable alternative), while the removal of Crossup jHK removes an entire mixup tool from her arsenal, most Filias prefer to keep the crossup-ability.
 
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Hard not to get cornered when you're backing up a lot


I feel you as an ex peacock player myself. But maybe you shouldn't be doing the easy thing and just jumping backwards all the time or just doing teleports? I dont know if youve ever watched mulnims play (solocock) but he doesnt move backwards as much as other peacocks. He moves... Upwards. He superjumps and does j.mk, or calls item and then superjumps and double jumps into j.mk xx airdash and release item drop for a crossup from superjump height. He tends not to spam bombs but instead spams movement and tries to find great places to throw one or 2 bombs and go offensive or spam some more double jump j.mk or something.


Not saying that this is the correct way to peacock... But perhaps its a style to study in light of her coming nerfs. The fact that she moves backwards faster than some characters move forward while also throwing out projectiles and getting assist ports out of the corner that she just ran herself into... Is rather abusive.


As far as bang being baitable... Thats every reversal ever.

And before you think I'm just talking out my ass, i play painwheel and once I'm cornered... Its basically a dead character, so i have to think about moving backwards. I dont think its to much to ask that the zoner character that still has ways out the corner, doesnt have "free" ways out of the corner when other characters dont have any way out the corner at all except to hit their opponent first.
 
Handful of quick thoughts on the beta changes:

-The no HK teleport while your assist is out thing never came up, but I don't use my assist like that anyways, so whatever
-Fake teleport is still very usable, which I suppose is proof it needed to be nerfed
-The Argus change means you need to DHC earlier which I'm having trouble getting used to
-Peacock's damage is still good
-j.MK being an overhead never came up because I was never able to make Sage block <.< maybe next time
 
Lemme add onto what TJ and Peanuts said

.Prior to the argus change when peacock would argus me it used to hit both me and my assist character for a while, but now more times than not the point seems to end up falling out of the argus after the beam while the assist takes the hits.

. j.mk should not hit overhead. Doesn't matter if its slow, peacock can overhead me from superjump height and convert off it with item drop.

. Like mentioned before her damage output is still really good. It's obviously less, but I was still dying off of 2 hits and peanuts could still kill me off of one confirm and a read.

. Her mix ups are significantly worse! She ended up being super linear on everything. I guess that was the idea though, and it did make getting hit by like st.hp and seeing LNL come out not as scary (still took the combo damage which was still a lot, but never had to take the 50/50 mix up of is he gonna teleport behind me??)


No one has had time to adapt yet, but I see it being extremely easy to get in on Peacock now. If not with my characters, then characters who can pressure a lot better (double, parasoul, Filia) will have a much easier time beating and approaching peacock.
 
. j.mk should not hit overhead. Doesn't matter if its slow, peacock can overhead me from superjump height and convert off it with item drop.
Is it just "overhead from superjump height" that you have an issue with? Because I'm sure Mike could change it to hit mid if Peacock super jumps or double jumps.
 
No one has had time to adapt yet, but I see it being extremely easy to get in on Peacock now. If not with my characters, then characters who can pressure a lot better (double, parasoul, Filia) will have a much easier time beating and approaching peacock.

So on this note. Do you mean getting in easy as balanced? Or is it too much?
 
Is it just "overhead from superjump height" that you have an issue with? Because I'm sure Mike could change it to hit mid if Peacock super jumps or double jumps.

I don't like it in general but that was just one example.

So on this note. Do you mean getting in easy as balanced? Or is it too much?

atm she can only move in 1 direction(back) with the aid of an assist, and if she calls it then you definitely know she can only move back meaning characters who are fast can just move in on that period of time. idk if its balanced or if its too much, its just easier yakno
 
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It might just be that Peacock has to switch her playstyle up a bit, from endless runaway to actual spacecontrol which has an issue with giving up ground.
Less [jHK abd jHP bombcycle assist teleport j.HK abd jHP bombcycle repeat], more [charging up M.Doom + running in the opponent's face] to gain ground back;
Trying to actually keep him from approaching, rather than simply moving backwards faster than he moves forwards.

I agree with this, Peacock's style of play definitely had to be switched up for me. While that in itself isn't a bad thing, against some characters and players I really don't like the idea of approaching them and their assist, even if I'm holding an M item lol.

Also in referring to punishing the H teleport, I was thinking more along the lines of "I'm cerebella and am going to j.hk or j.hp to counter hit and get some damage and may tack on a light or two before L george hits me." that sort of thing. But yes you do bring up a good point, and I forgot the counter hit bomb damage is still a threat to the opponent even if only 800.

And about her defense ; even with how I used my assist before, she still had poor defense. Just had an extra option to keep the opponent on their toes that also came with it's own risks and rewards. Just her defense is now as linear as her being by herself, not being able to H teleport from various situations. (At least in my case since I use LNL)
 
@ClarenceMage you said val can hit confirm off cr.lk right
when you confirm are you confirming into cr.mk or the rest of cr.lk