I’m not consistently losing against zoners. I win more often then I lose. I just dislike the playing style, and it grates on my nerves a bit when someone chooses to fight from a distance.
So, apparently if you cancel c.MK before the hit, the ant lives on and goes to the end of the screen.
Sorry, but it makes me happy for some reason.
I don’t believe that is quite true. If you hit it with the magnifying beam thing, it dies. Like, if you teleport over, and before it escapes you do the attack again, it’ll die.
I won a local Skullgirls tournament using Peacock/Double today. I didn’t do anything too special but the grand final should be archived and I’ll post it here when it is. Didn’t lose any matches either. Sadly it was only a 4 man round robin, so odds are this might just be the last one, for a while at least.
Edit: http://www.twitch.tv/consolecombat/b/318844851 go to about 3:47:00. I’m Ocean on the P2 side.
What do you guys think about saving tension for Stunt Doubles with like, Double or Parasoul assists? Is it worth it?
Kinda depends on the situation. I really do not like to change my team order because when Peacock isn’t backed by an assist I really struggle to get anything going with her. But if it is a situation where the alpha counter will kill a character, that may be worth it because you can raw tag back to Peacock before the next character comes in.
Yeah unless you have something nasty planned with Parasoul and or Double, where you can land a super and dhc back into Peacock to get Peacock back in front. Its not really all that worth it, unless of course it kills the character like MC said. Then by all means.
If the team is just PCock/Double I would almost never do it. If its between using a meter to save Peacock or kill off Peacock and have 3, 4, or 5 meters I would just let her die. So Double comes in being 1 bar scarier.
Anyone play/see how Peacock fares in the new build?
Apparently teleporting is easier.
What is is just a down motion now? I don’t see how they can make it easier to perform.
No, teleporting away from a bad situation is easier because of shorter recovery time.
I thought he startup was shorter and the recovery longer.
How many frames of throw invincibility does qcf+mp actually have? Cerebella’s command grabs seem to beat it everytime.
I believe it’s something like 2 frames of vulnerability in the startup, then the rest of it is throw invincible up until after the 1st active frame. After the patch it goes through all the active frames.
Are you sure? The only thing I can find is this:
which is talking about qcf+lp. If it’s true thou that would be a nice fix, watching the knife actually come out, but get eaten up by the invincibility frames on cerebella’s spin throw/throw super is extremely frustrating.
Here’s some great news for Peacock players!
OK, so I want to ask, what’s the general consensus about the best way to play Peacock?
I usually run the hell away until I have enough of a break to get an item drop charging, then I move in.
It’s still up in the air. I tend to keep away as much as possible, with small spurts of rushdown.
I’m becoming increasingly wary of Argus as a combo ender. The damage doesn’t seem worth it, compared to the meter the opponent gains, unless it’ll kill. Lenny’s harder to use, but being a single damaging hit can make it a better choice, in a lot of situations.
I normally Argus if it will kill, and DHC in the last few lasers if it looks like it might not (since the lasers still in the air get their damage scaling reset).
I use her level 3 more than any other supers, but as a combo ender in my case if it’s a corner combo (and not against another Peacock) I can Lenny into Fortune’s level 3. The explosion from her level 3 is scaled 85%, and happens to be enough damage most of the time to set off Lenny, hitting both the opponent and Fortune (hilariously) for a good bit of lightly-scaled damage. With correct timing and positioning it’s possible for it to miss hitting Fortune herself. To this day I can’t get it to hit another Peacock though. Makes me sad.
I’m still trying to figure that out myself. I would say the most important thing is to find the space to charge an item drop. Once item drop gets to level 2 the opponent can’t really push buttons until the item goes away, which lets you do pretty much whatever you feel like. Getting enough time and space to charge an item drop safely is the tricky part. Easiest way to do that seems to get them to block Hornet Bomber. Without assists, the best way seems to be with j.HK; either they block it or they stop moving forward in order to avoid it, either way it buys you some time.