Have something stick out of the hole she creates, like a little wile e. coyote sign with flavor text
Honestly? This would be great
The main 2 reasons I always hear as to why Peacock players don't want [Teleport + X] nerfed is because:
-It hurts her main way to escape the corner (it's not, but go off)
-It screws with teleport+assist combos/conversions
My issue (and probably many other players) is not with [Teleport + Bomb] (although it's still very strong of course)
It's with [Teleport + Assist], and
especially [sHP > Teleport + Assist]
With the above, the Peacock is not only getting to escape the corner, but also making the opponent guess twice (once from teleport, and another with high/low/throw if she wants it).
Some lockdown assists (Cerecopter, DnB, etc.) even let her make her opponent guess twice, see if either mixup worked out, and
still have time to escape while leaving an avery in the way.
Sometimes, I've seen M Teleport getting used just to make the first mixup less obvious.
Again, it's not Teleport + Bomb, that has proper counterplay against it if the defending player is prepared for it.
It's [sHP > Teleport + Assist] that's the real problem, and has
very little counterplay, and only a handful of characters can even contest it. Usually only if they didn't have to block the cannonball in the first place (the only example that immediately comes to mind is Band parrying the cannonball and then Beat Extending, using the sound stun from it to still get a combo from it after the assist hits Band)
With the suggestion of making the Teleport visually obvious, you at least remove one of the mixups while
STILL:
-Escaping the Corner
and
-Keeping Peacock combos intact
Also giving the added benefit of players with hearing handicaps not having access to the sound cue of which teleport Peacock is using, helping with accessibility.
This entire set in particular showed rabbles mastery and understanding of dealing with the peacock + armored assist matchup, and he vehemently hated that character
a bunch of teleport setups getting dodged
Funny honorable mention of swifts muscle memory getting me a free counter hit because he wanted to do that thing hes been doing for years on the last beta cycle
Dont mind me just dumping all the footage i can find of H-Teleport + Assist or + Bomb or Both not being free
I could go into it but theres so much counterplay available to most teams that a lot of players HAVE adopted to start taking more consistent tournament sets. Swiftfox has been getting hammered by people finally knowing how to play against his team
People need to be more anticipatory of peacock much like one is anticipatory of Double 50/50's. Yes they are strong and sometimes you hold it whether it because of the situation or character, but its so beatable and can lose all momentum for a player if done incorrectly or poorly. PME as a player is so genius because he plays in a way that shuts down peacocks fullscreen gameplan
@FuLLBLeeD
I also think fortune is fine
Headless Fortune and Peacock as characters force you to play a different game, and I and other players like that, its rewarding to beat them
Also there are tons of stuff in Skullgirls as a game where you kind of just have to hold it. Battle Butt + Brass, Annie Pressure, Squigly Orb, Robo Missiles, Pillar Butchers, Beam Nail, DP assists
idk i might just be spouting cause im not home rn but yeah once again these characters and the setups that are in argument of adjustments are still beatable, I as a player when going against other peacock players have beating their cheap setups in the back of my mind. I have other players who are out here doing a great job learning coutnerplay that I have to adjust to
I know I'm a month late, but just want to point out that many of the examples you listed involving me were usually Teleport + Bomb examples, and in many of them, I just guessed correctly. I did not have an answer to it (in one of those, you simply Teleport + Bomb aggressively back in after I pushblocked you out to make me guess 4 times, which got me hit finally)
I have to pushblock the keepaway character... that's a slightly different issue I don't want to talk about in full yet.
Anyway, to properly address the fortune's-head-making-combos-drop thing, I'd suggest this:
If Fortune's body is in hitstun, remove the hurtbox on the head while also making Fortune take a flat 20% extra damage.
This way, you can still:
-Bully the head
-Fortune gets punished for being hit while headless
-Combos don't drop on her regardless of where the head is
Is this possible to code in I wonder? It seems like the best solution
(also also, @Triviality, you're mixing up "were" and "we're." It's messing with me lol. "We're" is a combination of "We" and "Are" if it helps remember it easier that way)