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.