On the Peacock changes:
- She lost an important part of her ground pressure with the L.George nerf; previously you were stuck in the dilemma of "I don't want to pushblock the zoner, but I'm -2 in her face, what do I do", now it's.. 5f jab mash time
- She doesn't get combos after Airthrow anymore - which I prefer per se (All of "There isn't much hard KD -in general and after airthrow- in the game, so this adds some variety", the zoner tossing the opponent away, and the interaction with SoID which allows you a combo after all, are things I enjoy), but obviously it is a nerf [
@mcpeanuts yes, all she gets after the jMK is Argus]
- Lost some damage
- She gained better c.HK slide, which is nice (but less useful without +2 George) - would have to test what this allows for, eg new combo paths after L.Bang or how much of a use it has in neutral. I really really enjoy c.HK xx L.George under people who jump at me - which should work better now, so that'd be a notable buff to her movement
- Farther range on c.MK sounds nice, but doesn't do much. Since she can't get a conversion out of it anyway (maxrange c.MK already only combos into M./H.Bang and c.HK; the actual starter of c.MK>s.HK only works up close, with c.MK > c.HP > s.HK only comboing from p.much point blank), I doubt this helps her too much
- s.LK usable sounds nice, but c.LP is still mostly just better (still 3f faster startup, more frame advantage on both hit and block, better net range) .. .. s.LK has the superior hitbox, so I guess it'll have its uses, but by no means I see this as a large buff
- j.HP is a huge difference (Thanks
@Mr Peck http://i.imgur.com/RSV7P4p.png ), will have to see how that plays out
From not-having-tested-anything-and-being-unable-to-test, the first impression would be that this, on top of the previous teleport and damage nerfs, is way too much; especially since I don't expect/want the jMK overhead to stay.
cHK as a better movement- and jHP as a better space control tool are both very nice changes which should make her neutral more fun, but the hit her defence took and the heavy blow to her offence seem to have gone overboard in comparison.
.. Though of course, giving a character another notable movement option (imagine if Parasoul suddenly got a Doublejump :X ), as well as strengthening one of the main buttons on a zoning character are a huge deal - so maybe it is fine?
I won't go onto any definitives given I'm unable to test it really, I just feel this gimped her offence by too much. Maybe with the old L.George it would be fine, though I suppose Mike had his reasons for changing that (endless unpushblockable blockstrings with s.LK c.HK xx L.George or something?).
Mostly I'm confused what the changes are there for - I do believe that Peacock is #1 on the retail build, but I also think that the major part of this is the assist+teleport business, which got removed already.
Where is Mike trying to push her now? The changes don't seem like balance and more like redesign ones? Some nerfs to X with compensation buffs for Y feels like an attempt at pushing the character in a certain direction, rather than making it plain weaker.
Airthrow tossing the opponent away, L.George being less of a monster up close, and damage nerf on s.HK are all hurting her offence; the c.HK kinda helps escaping but is also an option to keep pressure on when getting pushblocked which is kind of a "helps both"-thing, jHP is for space control - so a nudge further into the zoning direction?
While I'm thinking that the changes may have gone overboard, it's difficult to suggest "compensation buffs" if I don't know where they are supposed to take the character (eg I think the L.George nerf is unwarranted, but if the idea is to make her closerange pressure weaker, then it makes sense and she'd need a buff elsewhere rather than revoking the nerf), so I will refrain from any.
TL;DR: cHK is cool, Nerfs are too harsh, where is Peacock supposed to go