Well, keep your Caps Lock bullshit in check and everyone will get along… probably.
lolz I thought the Peacock players would be the most light hearted of the bunch:wonder:
ok question about peacock. I’ve never played keepaway/zoning till now (and I now totally love it) but if your just using one character whats a good “get off me” strategy with peacock because what continues to get me is some Fillia’s and Ms.Fortune’s rushing me down.
Well if you’re hell-bent on using a 1 character team (personally I think Peacock with assists is much more powerful, but whatever floats your boat.) then J. hp is helpful but you could always go for a throw into Argus Agony to push them straight back to fullscreen. She doesn’t have too much in the ways of a GTFO move which is what makes her balanced.
Does peacock get anything from her Airthrow ?
I believe not, too much recovery. I haven’t tried comboing an assist of it though. EDIT: Nevermind, post below proves otherwise.
She can otg in the corner with a falling j.lp
I thought airshow QCF+HK and slow bomb QCF+LK would be her better assists but now i’ve been using item drop QCB+HP and it is pretty awesome. Also the banjo/dante jam session down+HK is a strong assist/funny i had not previously thought of using.
I swear Bass Hero has to have invincibility somewhere, that move cuts through enemy approach like butter
I guess Bass Session has more of Dante quality than I originally thought. I just listed it as a swag assist, maybe I accidently found some tech.
Peacock 236LK loop is so strong…
peacock + Valentine 10k damage corner combo using 2 meter.
[media=youtube]rltRqk3tVNs[/media]
Obviously you can DHC into other characters for w/e combos you want.
Anyone else getting some really good use out of cr.LK as an anti-air? It’s quick, lowers her hurtbox, and has a good hitbox for hitting people out of jump ins.
I think it might function a little bit like a short ranged Cerebooty. Before Peacock starts sliding she can get hit but as soon as she does she’ll run right through the opponent.
Of course I could be completely off on this; Peacock basically turns her entire body into a hit box during this move, I get a bunch of derp hits off of it with her on point, too. It may just be that Peacock is hitting them before they hit Peacock. Needs more testing, preferably by someone who knows what they are doing.
Quite interesting that IPS doesn’t kick in during the Peacock section, I’m assuming you can’t continue into a st.mk launcher air series without IPS kicking in right?
Really? Looking at its hitbox in training mode, it’s actually pretty atrocious. I can’t really think of any reason it would be good other than your opponent simply not blocking low haha.
Well a sliding assist that hits low is always decent, even with unblockable protection.
You can combo j.LK off an air throw in the corner if they don’t tech in time, otherwise it won’t work sadly.
Def gotta show it to us when you get around it. Wanted to try it too but eventually said screw it. If it’s in the corner then you know if the only way to get Lenny to come out is after a st.HK?
This is about as much info I know when it comes to midscreen with her, hoping it helps.
[media=youtube]V9_Dwy6zrbU[/media]
Bomb scales. When I was messing around with impending shadow of doom HP, super bomb, argus agony, at the end the bomb hit last and only did 750 damages.
Which is good.
How threatening is Cerebella’s Diamond Reflector agaisnt Peacock’s zoning game? I haven’t faced one that uses it consistently.
Not at all, really. You should always have more than one projectile out so at worst you’ll trade. You will shake out of stagger before Cerebella can get to you unless you are close enough that you were already in a disadvantageous position.