Peacock Question and Answer Thread

Have a general question about Peacock’s game here the community will help you answer it. Periodically I will update the original post with especially good questions and answers. I’ll get the ball rolling with some basic questions I’m curious about.

Which Peacock assist are you using and why?

What assists support Peacock the best while she’s on point?

Is it ever really worth it to teleport near your opponent? While landing a combo is cool, is it true that Peacock always does better as far away from the opponent as possible?

Is solo Peacock viable? Is she better by herself, with one or with two other characters?

The following is my current assessment as a fellow Peacock player.

I play Painwheel/Peacock. Peacock’s assist is qcf+hk (air show). However I do change it up depending on the fight. I use Boxcar (mp) George against Solosoul and Item Drop against Solo or Point Peacock. I have my assists not so I can catch a random hitconfirm off of them, but to limit my opponents mobility so I can apply Painwheel’s heavy mixups/pressure.

What the, everything I wrote just disappeared x.x. Well I’ll just condense into possible/probable ideas. AA=anti-air since I’ll be using it a bit.
Ms.Fortune: Fiber Upper - AA/Get-off. s.hk - AA/Get-off. Cat Strike - Ground Coverage potential stagger (Level 3 go!)
Filia: Updo - AA/Get-off. s.hp - AA. Hairball - Ground Coverage
Valentine: cr.mp/cr.hp/s.hk - AA. Dead Cross - Ground Coverage. Mortuary Drop - Get-off
Double: Hornet Bomber - Get-off/ground coverage.
Parasoul: Egret Call MK/HK - Anti-Projectile/Ground coverage/get off. Napalm Pillar - AA/Get-off
Painwheel: Buer Reaper MK - AA/Get-off. Possibly s.hk (have yet to use it in a match as an assist) AA?
Cerebella: Deflector - Anti Projectile. Excellebella - AA/Get-off. Cere-copter: Get-off. cr.hp - AA.
Edit: These are all to keep zoning relevant . Perhaps you would want something you can alpha counter into, or maybe something to help mix-up. I’ll leave those to your imagination. Always consider normals though, there are tons of great ones in this game.

It’s a judgement call. If you can punish, then why not? A quick simple combo, or a throw into Argus will push them away from you again. You want to make your opponents second guess their decisions whenever you can. It makes fighting against a zoner that much more frustrating.

God damn it, stop deleting my paragraphs, forums x.x.
I’m reserving judgement about this for now. She does have holes in her projectile game, and I believe players need to deal with the eventuality of the opponent getting in. The player needs to understand Peacocks close up game as much as they do her zoning. So if you are relying on pure zoning to get by, I think you will find playing Solo Peacock difficult. A player will need to understand when to stop chucking crap, and to get ready to throw down; which she does have the tools for. Incorporating these into your gameplay and transitioning between the two fluidly is something you’ll have to do if you want to survive.

On that note, I want to see Charlie Brown loops wreck 2-3 character teams.

Peacock has a lot of very good assists, each one has a use depending on what you want to do with your team/ what gaps your point character/ team has.
st. hp is all around good, it can be used as a simple zoning tool at full screen or up close it can lock down for a short time.
qcf. k assists are good for teams that like using interesting set ups.
Item drop can be a weird AA option but I wouldn’t recommend it since every other viable AA assist option from other characters is better.

Teleport is a great tool, if you run point peacock there is going to be a time when you can’t stand full screen and spam projectiles, thats where teleport comes in handy. It can be a great gtfo me tool and can be used for mind games effectively if you make the other person scared to press buttons, also crossing someone up with qcf. lk into teleport gets you an occasional free super, also it makes people more prone to attempting dumb shit when you start spamming.

Solo peacock is decent, she has basically all the tools and trickery needed to be a solo, that and she is second to none at building meter when played right. Its easy for her to burn meter which is a plus ( this sounds stupid but everything peacock does can end in a super even at full screen, not many characters in any fighting game have ever had this advantage ). But she does have some weaknesses, she has holes to her zoning if you get too spammy, so you need to play smart. I don’t feel like any character is incapable of being solo, but peacock actually seems like she would be better then average.

I find that George’s Day Out is a great assist but like you guys said she obviously has a lot of options., because it stays on the screen for such a long time, so it’s an excellent zoning too. Napalm Pillar and Peacock are BFFs just like Wolvie and Akuma (Tatsu).

How are you guys dealing with mirror matches?

I tend to do incredible solo cocking against any team or solo opponent, but when there’s a Peacock on point I get blown up alot.

The infamous Cock&Nun team wrecks me. I found a few ways to punish other teams that spam the hornet bomber assist, but these two work together so well at best I can only get minimal damage on Double before I get caught up. I’ve got some stuff I wanna try in the lab but I figure I might aswell get some input from others too.

I call item drop and then see if the opponent is pushing alot of buttons. If they are pushing alot of buttons I let it drop and go into Georges/super/whatever. I call out my assist (Double Buttslam) not really for ground coverage, but more as a shield that protects my peacock from bombs and bullets, but it is risky since the assist will take damage. Alot of Argus Agonys in response to another peacock pressing buttons.

Overall just try and get a lot of light hits on her and supers to stop her from doing anything. I always make killing another Peacock my top priority.

I agree, I like the LK varient of George as well. It’s like the slow sonic boom; that delayed threat that you have to keep an eye out for. I’ve actually seen people (Honzo namely) use it as kind of a spacing tool which I think it a neat touch. It definitely has its uses. Knowing your opponent will determine which assist you would like as well. Different tendencies call for different reactions.

I think it’s very important for Peacock’s to utilize s.hp rather than committing to other special attacks that send flak down range. Doing this allows you to cancel out of it, while still getting a projectile, and reacting to your opponent. If they Bang HP you cancel with Item Drop. If they George, cancel with Bang HP into Super. If they Item Drop or Super, react with Teleport (fake variant is nice too). The important thing is that you get the reaction cancel, and you will always have a projectile going across the screen in tandem with other attacks.

Regaining control means using Item Drop to mess around with their flow, and teleports to punish them for over-committing.

Teleporting near the opponent can be especially great if you have a slow bomb (walking george, whatever) near them. You can put them between you and the bomb for some nice mixups up close. If you land a combo into argus agony, they will be far away from you again.

Yeah these are excellent points, I just worry, if you DON’T land the combo, you just put yourself close range to your opponent, which probably isn’t a good thing, especially outside the corner (at least in the corner, Peacock can do serious damage). So I would say it’s probably safer to always stay away, and a safe Peacock is the best Peacock. Perhaps?

Maybe, Ive only had the game for 3 days and have played only a hand full of online matches and they were all 1 vs 1 lol, so everything I say is just speculation at this point.

It’s good to play it safe when still getting a feel for the character. Eventually you do want to step up your game. If you aren’t feeling confident with combos, just go for a throw into super. Simple combos like s.lp s.mp s.hp into Bang! (MP/HP) into Argus are something you should work on though. Even practicing combos in training isn’t enough. You need to take it to an actual match to test your nerves. A fighting game is probably the worst type of game to become complacent in.

Sometimes you just have to experiment on the fly. Don’t worry about losing so much, as long as you are learning something in the process. If the thought “I wonder if…” ever crosses your mind, go to training mode and figure it out as opposed to looking up videos first. Flexing creativity is good for adapting on the fly, rather than regurgitating something you saw on youtube once.

Quoted for truth, This applies to all fighting games, particularly when its new out

Is there anywhere with a chart that shows all of the unlockable colors? If not, can someone tell me what the unlockable colors are like for Peacock? I really like the green one you get from the HK button, so unless I would like any of the other ones better, I dont wanna waste my time unlocking them

http://img841.imageshack.us/img841/8610/peatcocks.jpg

From Skullgirls Easter Eggs Thread: Giant Moai Head Inside

Black and white is the one true color.

Thank you. Yea, black and white is nice, but I will probably stick with the dark green one.

Yeah I use the black and white as well. Although it’s a shame because the colors in this game are so crisp.

What are you guys using for pokes/hitconfirms? LP and LK have no range and s.MP looks pretty unsafe. And how safe/unsafe is QCF+LP or QCF+MP? I really wish we had record dummy options in training mode.

Steamboat Willie master race

Peacock… pokes? She has normals other than Avery?

st. LK -> st. MP hitconfirm chain is what I’ve been using, and I haven’t been punished yet. (Not to say that it’s completely safe, we will have to wait until Pizzarino gets her frame data.)

She has AVAST! as well. :3

I think s.mp with proper distance is safe. I like cr.lk although it’s better used as an anti-air, or its good if you think they will fly/instant air dash. I don’t see cr.mp enough and I actually think that is probably one of her better pokes, haven’t tested it myself honestly x.x. With max distance I believe cr.hp is safe… I hope.