All Together Now!- The Peacock Team Strategy Thread

I’m labbing it up with Parasoul/Peacock at the moment. Not quite there yet, but I see a bunch of potential. I’m planning to use napalm shot and GDO as assists, since they would both help the zoning game a lot. For team specific stuff, there’s a raw tag combo Parasoul can set up midscreen or corner for Peacock, and lenny into sniper can set up a combo into the explosion, but it doesn’t do as much damage as I’d like. I’m imagining Peacock on point getting a combo which is mainly air normals, then getting a restand into dhc to sniper, Parasoul doing her thing to get to the corner, then raw tag back to Peacock for charlie brown loops. That’s if they get near me.

Thinking about adding Peacock to my Filia. Any advice on which assist to use? Filias is natural enough (HP Updo), but Peacocks gives me trouble.
MK Bomb / HK Bomb are the most basic solutions, but has anyone tried smth else (HP Doom, MP Bang, or maybe some normal) and could give me some pointers?

my buddy plays peacock/filia with updo… he was using hp sid and hairball before i told him to use st.hp… he hasnt gone back to another assist yet. (and has since changed to updo as well) i think this is one of the better teams ive seen in skullgirls.

st.hp gives filia a presence from fullscreen, and it locks down up close so filia can put that mixup on people… its perfect and isnt duckable to boot, plus filia doesnt need an invincible assist.

though it depends on your playstyle… rush heavy = use st.hp as an assist, a little more defensive would probably warrant gdo so you could work your way in behind it strategically.

You can use Boxcar for faster approach. Mike uses that with his Fillia.

Oooooh this is a lot of fun… didn’t even know it hits twice in closerange. Definitely going to play around with that - many thanks!

It’s also a normal, so access to any special move as an AC; L Bang, M Bang and GDO for that smart AC into combo. Probably her best assist, only issue is the start-up of the projectile and the fact that it interacts more with other projectiles, unlike GDO and Boxcar George.

thats a VERY VERY good point… that may actually put boxcar over it, its a problem that i have when using that assist, and it can be quite annoying.

Yeah, if you want a straight projectile assist, Boxcar/GDO is way better. If you want a more versatile assist, s.hp is the way to go.

i dont need the versatility with painwheel or double, i just need a ranged get in move… peacocks st.ho is finnicky on that point cause it interacts with other projectiles so much… anywho awesome advice!

i stil think st.hp is better for fils though, that lockdown is stupid good with her.

Yeah just played aof and i REALLY like boxcar george for double, its the same concept as using parasoul bike with double. Anywho its waaaay better than st.hp cause it can be followed since boxcar is slower, yet i like it better than gdo cause the opponent doesnt have as much time to figure out how to deal with it… It pretty much combines some of the best properties of gdo and st.hp and puts them together.

What assist should I be using with Team CereCockter? Been playing around with either HP Item Drop or different versions of George so far.

Use Boxcar or s.hp. Boxcar is a better projectile that you can advance quickly behind, s.hp provides a slightly worse projectile far and a 2-hit lock-down assist up close; also gives you access to a decent high/low mix-up with instant air elbow drop into combo opportunities. I never really saw much use for item drop because it feels like a straight zoning assist.

Peacock with lock and load assist is pretty neat. Needs three meters for the full screen dhc combo, but the assist is high priority and damage and lets you use teleport shenanigans, also helps win projectile wars.

Which LnL? H LnL looks like it could be really good for zoning with M/H George, but the slow start-up kinda kills it for me looking at pressure situations.

I was using the H version against a peacock/filia team. Assist then teleport or fake teleport should help against a lot of pressure, but yeah the delay means they can avoid it if they’re paying attention or use a multihit move to stuff it.