Peacock Thread: Straight From Toontown

Peacock+Double is really strong.

I like to end corner combos with Peacock by using the QCF+2k timed bomb super, and then DHCing into Double’s QCF+2k Kitty Helper super, spam a few jabs to continue the combo and keep them in the corner with the heads until the bomb explodes.

I did place 2nd but you saw what happened in the winners and grand finals right? I really wanted to solo Peaock, and maybe we’ll find the tools that she needs. Unfortunently, she needs something to deal with opponents who dodge her projectiles to arrive in your space.

i use peacock (george’s day out)/double (hornet bomber H)/cerebella (execellebella, the AA grab)
double and bella cover most of the issues and keep the zoning game strong.

How do you guys feel about Peacock on point? I’m a little hesitant to try it because it just feels like I’d be playing too obviously from the start. She’s got good backdashes, and Double is absolutely stupid, but I feel like that wouldn’t be enough to get the advantage early on. I’m currently running Val(Dead Cross)/Cock(H. Item Drop)/Double(Totally not H. Hornet Bomber. I swear, dude).

she builds meter like a boss and doesn’t need to spend it that often. those things make her a perfect point character

also she doesn’t have any assists worth mentioning to keep her in the back.

I think if you’re running Cerebella then Peacock is a good 2nd spot on the team. Item drop is a good anti-air that grounds jumping opponents, putting the opponent right where Cerebella wants them. This will allow for a fast and easy 50/50 throw mixup, especially if the opponent was very low off the ground from their jump. You can also DHC into Peacock’s bomb off of Cerebella’s QCF+PP and combo into the bomb for a nice chunk of damage.

Overall though, I think she’s incredible on point.

I think the team itself is solid obviously but Im confused at your assist choice for Parasoul. Double’s Hornet Bomber covers the exact same horizontal space that Egret Charge does while packing invincibility, it just seems redundant. To me at least it seems that the natural response for an opponent going up against Double’s Hornet Bomber assist is for them to jump up to an area where the assist doesn’t cover or otherwise crouch the assist. Peacock obviously has no problem filling horizontal space with various projectile bombs but doesn’t really seem to have much answer to midscreen jumps outside of having an item drop prime and ready to go. Have you considered using MK Napalm Toss instead to have a persistent midscreen air projectile threat to deter people who would use that space to approach?

**Alright I need people to post down the agreed upon bnb’s for these situations so I can get it posted in my strats/assists thread. **


Peacock bnb’s

I know some of this stuff will be character specific so make sure to put in notes for which characters said bnb will work on.

Grounded Mid Screen:

Grounded Near Corner:

Anti Air Mid Screen:

Anti Air Near Corner:

Air to Air Mid Screen:

Air to Air Near Corner:

Off regular throw or assist or other situations that make the IPS kick in faster:

If not for peacock I don’t think id be into this game as much. Granted its a good game and some characters are kinda cool.

Peacock is on that gangsta toon ish.

Loving the character

Grounded midscreen

Lp, mp, hk, qcb hp, run in lp, mk j.mp, j.hk, ADC j.lp, j.hk, land (s)j.lk, j.mp, j.hk, land and set up your next move.

Won’t work on Cerebella. Change the second j.hk to a j.hp.

Edit: removed something wrong. The point of it still stands. I think Peacock should try to sneak in a couple of red hits at the end of her combos. The worst that can happen is she gets knocked back to a favorable position.

New edit: I was totally wrong. The regular combo does work on Cerebella. She just has the same problem as Filia, where you have to delay the first j.mp. Not the jump, but the actual hit.

Are the Peacock loops actually practical in the corners? I’m having a hard as hell time trying to do them. I should expand on combos some and not totally rely on the keepaway. A friend mine thinks that Peacock will also have some strength as a rushdown char. What do the rest of you think about that?

It’s a possibility but I haven’t seen anyone try to play her like that yet so it’s hard to say.

I prefer playing her as rush down to be honest… When I 1st touch the game i picked her and for some reason her combo’s out side of st mp seem the most marvelish to me.

Honestly she is better off zoning, but it seems to freak people out when she starts her pressure. Its all pretty safe too… It seems like if you can mix it up between the two its you’ll have alot of success or purely zoning you’ll have success as well. Her damage output atm of bnb’s doesn’t seem high enough for strictly rushing down.

[media=youtube]jkNQYyRR1S4[/media]

^^ I respect that.

Probably discovered already, but Lemmy DHC’d into Parasoul’s level 3 is balls to the wall swagtastic. The gunfire pushes Lemmy towards the opponent far enough to get him away from Parasoul, and damages him enough for him to detonate before the combo ends. You might get more damage out of Argus into Cool Hunting (or maybe not due to how scaling works?), but the Lemmy version sure looks cool. Pretty sure you can swap it out any time you would normally go into Argus, as long as you have the meter to DHC.

Edit: Heheh, unless you’re doing it in the corner. In which case, Parasoul gets taken for a ride…hilarious to watch though.

Edit 2: Yeah, you get way more out of Argus :confused: So much for that…

Bunch of basic Peacock stuff;

[media=youtube]IGsQNpTqSOg[/media]

Anyone read this? https://twitter.com/#!/Dacidbro/statuses/192039815485730817

“Oh, that’s a huge relief. Double Assist is already intended to be fixed. Invuln was overlooked.”

Don’t know who that is but it’s possible he got it from a reliable source. Gonna start working on some more legit tactics.

I think Mike said something about tweaking it in the GD thread.

Don’t matter to me, I was using Napalm Pillar anyways. :U

Well played, good sir…well played. golf claps

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