Peacock Question and Answer Thread

Is c.lk actually a good anti air? Does it beat a lot of stuff out? I thought it looked like it would be just from the hitbox but I havnt really tested it out.

Although it looks as if it should be a good anti air, I’m not entirely sure. For whatever reason her hat also hat a hurtbox, and with some of the rediculous jump ins some characters have…sigh

Yeah - I find Parasoul jump in to be difficult to deal with. Depending on how far away she was / how deep she hit the button it can sometimes be hard to know when the last hit of it will end and when the crouching attack will begin. If you start holding down back too early to block the crouching attack you’ll get hit and then it’s a free combo. I try to pushblock it whenever I can.

Anyways - here’s a question for you other Peacock players. Have you found an actual use for the bomb super? The only thing I’ve seen it used for is some weird corner combos but let’s be honest… if you have the other player in the corner then odds are you are at the other side of the screen. I mean you could theoretically be right up in somebody’s face and have them locked down in the corner but that’s simply not the way Peacock is really designed to be played. So are there any uses for the bomb super other than the extremely rare corner combo?

Bomb super gets me safe DHCs in. And you can troll Double’s Bionic Car and maybe more with it.

It’s really good for spacing. If someone is in your face, you can throw it out, it will encourage your opponent to back away. You block the bomb while charging your heavy item drop. Similar to Dhalsim’s Yoga Catastrophe. So in summation use it for zoning, Peacock’s strong suit. The corner combos do work though, frankly they are gimmicky though.

You can also DHC into it from other characters, which is pretty safe.

Does it have invincibility frames and low or no recovery? I really haven’t used it much in a match and with no recording available in training mode it’s hard to discover what properties these things have. I didn’t realize it was completely safe to just throw out whenever.

Not sure if invincibility frames, but it’s pretty fast. Also for fun mind games you can throw it out, and then teleport away from it.

Lenny bomb is cool. perhaps a good way of ruining someones day if they super randomly. But i feel argus is a much better use of meter

What are the odds of dropping a steamroller and how much damage does it do?

Solo steamroller does 5250 damage so I’m guessing 3000 unmodified. Lord knows what it’s drop rate is.

I think it’s supposed to be less than one percent but it sure does seem like it shows up more often that.

Ok I’m finally able to return to playing skullgirls for a while and I’ve been having fun playing peacock and I was wondering if anyone had any tips for playing solo peacock, mainly my question is if its actually practical to use peacock solo or if she really does need a assist. My main issue is dealing with rushdown from Ms.Fortune or Double in general. So any tips for a pure zoning/keepaway peacock player?

You need solid defense and to know when to get away. Most characters are able to get past her hp item drop, so it’s better to hold it and block the incoming pressure. It might be a quirk of online, but it doesn’t seem to drop until you come out of block stun. Learn to time/space her qcf.lp xx qcf.pp. It’s good to use after landing from a j.hk, because people can tag you, before Avery hits. It’ll also stuff hk hornet bomber, if you react fast enough. I haven’t had an opportunity to test it, but it might do alright against a Fortune who spaces out her rekkas. Generally, I just try to stay away from her head. Also, lk George is your friend. It’ll help make your teleports safer. It also stuffs hornet bomber.

Try learning some decent combos. I like to use meterless combos, so I can save my meter for sticky situations. Throwing out Lenny, when cornered, has saved me a few times. It either gets them to back off or the keep going and risk the unscaled damage. I was fighting a Parasoul/Painwheel earlier who decided to press on, in that situation. It hurt me, but it killed the Painwheel and won me the match. She probably could have timed the combo to end on GB Stinger and blocked, but that takes solid knowledge of Lenny’s timer, which I don’t think many people have yet.

This is just what has worked for me. I feel like I’m not totally solid on my projectile game yet, but the game is still new. Everyone has some growing to do.

Learn to know when to use your HK teleport. The Fortunes, Filias, and Valentines of the world just love to air dash you into the corner. Punish their air dash by turning the tables and putting THEM in the corner.

thanks to both of your for the answers, I will keep them in mind while I’m playing and try to get some combos down, all I normally do is try to play a projectile game and use the HP drop as a hit to ground-bounce into a super to get them on the other side of the screen so I can continue my projectile bombardment but if my game plan goes sour I have very little to fall back on, thanks for the imput