This does indeed work.
oh my god why must bella have so many great “go-to” assists in this game? just automatically going for cerecopter or lock n load or something has made me lose sight of what else is possible.
i just tried using her standing heavy kick as an assist for fortune. good lord its a fucking mess to see ha ha. with the second hit being an overhead its really easy to set up near unblockables with the thing. also im pretty sure that the assist itself is not a true blockstring either so you can call the assist on one side and then cross over to the other and they will need to switch blocking direction in the middle of it, as well as try and guess whether the low is going to come first or the overhead. i was actually laughing my ass off as it was just opening people up for free really. plus it puts them in a restand state as well so it makes it really easy to combo off of it.
only downside to it is the hitbox isnt so good that you can just throw it out all the time. i had it function as a ghetto anti air a few times but nothing to write home about.
I do a similar setup with filia’s c.mk , except I make sure c.mk hits first. The opponent almost always gets hit.
^^
in theory you could also probably throw in the middle of it as well which would be beyond sickening. the timing would be incredibly tight for it though i think.
^^That’s what I mean. Cerebella’s hk hits in the middle of Filia’s c.mk. It’s beautiful…
does all of filias cr.MK hit low or is it only the first hit? i know multi hitting jump attacks only count the first hit as the overhead (filia j.MP). although its kinda counter intuitive to want to stand up after the first hit connects.
edit : actually thinking about it it must only be the first hit other wise the unblockable protection wouldnt allow the overhead to actually work in the first place. still pretty clever though.
Really, now? That’s something I’ll have to test out.
I tried, recently after I lost my systems, to talk to people in the Peacock thread about s.hk. Everyone told me it was dumb and to just stick with Cerecopter or one of the grabs. I told myself the first thing I’d do when I got my stuff back was learn Peacock and then try that assist, c.mk (check out that unique low launch with other characters) and s.mp (Stagger, son!). People just don’t/didn’t understand.
I don’t know about that… There have been quite a few times where I blocked the first couple of Parasoul’s fucking j.hk (whichever one hits a bunch of times), but got hit by one of the following hits when I crouched to block the incoming c.lk/c.mk. That move frustrates me.
Edit: Oh. You’ve edited your post. My frustration stands.
^^
yep i remember Mr Z talking about it waaaay back now. im positive that this is the case although i havent ever done testing for it. Some attacks though (Such as fortunes j.MK) count each hit as an overhead even though they hit twice, same as well for filas j.MK as well i think.
so yea thats why im thinking filia cr.MK only needs to be blocked low for the first hit, otherwise if every hit was low then the opp would be immune to overheads for the duration of the move due to unblockable protection.
yea that one gets me a bunch as well. see my above post if you havent already.
and yea try using bellas st.HK assist against some of those peacock players and see what they think after theyve just been opened up everytime for free. mixing up with low/overhead is bad enough but when you start doing left/right at the same time its completely disgusting.
That assist is bad for Peacock for obvious reasons. Peacock doesn’t need combo extensions/pressure tools, she needs shit that covers space for her. Evilweevle plays Fortune, an in your face character and benefits way more than Peacock does from a st.hk. And only bad players are going to be “opened up for free” by anything, really. Second hit is a slow high, and it’s not even a block string. Not bad, though.
The c.mk is also bad, but the st.mp may be usable if you can find some way to use it in neutral; alpha counter plus AA vs instant air dashes, possibly. Forget the combo extensions.
Pressure assists-non neutral game assists will never be as good as neutral game assists… But they do have a place… Personally though ill fucking laugh if someone has one of these dash assists or non lockdown non low non overhead normals on a duo team… Those kinds of assists only really have a place on trio teams and even then they can make a trio team weak via snapbacks since the team may well depend on only one neutral game assist… 1 neutral assist on a trio = snap bait and a severely gimped team should the snapped character die…
But alot of the games characters have good all around neutral assists, so the problem may be null
-dime
that can be seen as both a good and bad point with it not being a blockstring, since it allows it to be used for left right mixup as well. could be pushblocked though if they do it early enough.
gonna mess around with it a bunch more and see how successful it is.
Maybe. However, I probably will play differently as peacock than anyone else. Maybe it’ll work for me. I mean, if not, I could just go with… whatever. Probably Diamond Drop. I don’t know, I’ll need to actually be able to touch the game and decide for myself what works (for me). If I find anything neat, I’ll post videos.
(I wrote up a bunch of secret Peacock/Cerebella things. I want to share them, but I want to see the initial surprise after a video. Should get my systems back within two weeks. Then I learn Peacock… Then I spend 14 hours re-recording my failures until I get it right, like searching for a shiny Mewtwo.)
The real question is, can you throw during the gap. That would make it pretty disgusting.
dammit. it is actually a blockstring. news to me that one.
did some testing as well about the whole multiple hits thing as well.
stuff you only need to block the first hit high/low (then you can switch block)
filia : cr.MK, j.MP, j.MK
painwheel : j.HP, j.MP, j.HK, cr.MK
peacock , j.LK
double : j.HP
val : j. LK, j.MK, j.HK, cr. MK, j.MP
this stuff you need to block all the hits the same way and if you change in the middle you will get hit by them.
parasoul j.HK , j. B+LK (the crossup one)
fortune : J.MK
im not sure whats so special about parasouls attacks since they all hit pretty quickly like the examples above. i was surprised that filias j.MK is only a single overhead as well since it seems very similar to fortunes one. perhaps its because of the difference in hit boxes.
Ohhh migosh that would be stupid. But not so bad (if only on block), since it needs to be up close and they could push block you away or simply hit the grab in-between the hits (since they can’t do anything in the middle).
Dude I have been talking about that assist since the game came out lol. It’s the shit.
^^
lol yea i know ive seen it around on the pages before somewhere just mustve slipped my mind to try it out .
Unfortunately i always turn my xbox off via the button without quitting to the pause screen… Whi h means that every time ive unlocked colors i never save them…
Could someone list the conditions to get each color or point me to the thread where the info already is? I googled but nly got some gfaqs and srk threads asking how to unlock with few answers or just rote speculation.
-dime
colour 10 is the unlock code
other colours you have to finish the characters story mode, arcade mode, and get 25 wins with each character. 25 losses works when you are playing online as well