Skullgirls Gameplay Discussion Thanks For Playing

yay skullgirls yay yay

It’s cool that you can call it from a distance away, so like, as you’re making your approach you can have PW revving in the background which seems like the threat itself could lead to cool throw/crossup opportunities. Cruel Lily is still strong though.

Have you cracked 11k yet? it seems the more buers the less the total dmg. Everytime i think out a combo and do it its less than my normal corner BNB.

I am calling it right now after having come off of SG online and playing over 50 plus matches or more, Peacock is now in my honest assessment officially and unbelievably broken as hell. Why the hell does she recover so fast from doing her George moves fast? Not to mention if you try approach her from the air your going to get hit by George at the air show, her shadow of impending doom or that stupid Medium Hornet Bomber. All the while the bombs are not to far behind and she can just throw them out one after the other. Yes it is a bit early to call it especially because the patch just came out but my God did I want to just throw my stick at the wall in utter frustration and disgust at how freaking difficult and slippery this dumb character was. Especially now that she has been buffed to the extreme.

Could someone please give me some honest to goodness advice on how to deal with this dumb matchup? I remember back in vanilla Skullgirls that even though she was hard to approach at least the recovery on her moves gave you a bit of leniency to do something about it. But now, it seems almost freaking impossible to approach or do anything with the team that I have at the moment. I play Valentine/Double an to be honest it feels like their is almost nothing I can do against this team but pray they get a messed up teleport and I punish them as best as I can. Not to mention I have to learn Valentine combos all over again and I feel like dropping Double because at the moment I feel that she is just dead weight to me.

Who is your team? Who you play changes how you approach peacock.

Go HK Hornet Bomber, it rapes Peacock…oh wait. :smiley:
Honestly, I would say it’s about the same as vanilla from my understanding. Attack from the air using that air dash so you can still call assist, make her waste shadow and Georges, put some MK Bomber in there around mid and try to cover it, etc. One good tactic should be save your meter until you have 2 supers, then approach while looking for a chance to punish something with Scalpel/Air Scalpel DHC Band Wagon, get inside using that and make it count. Also, Valentine lock-down assist if possible. You should be able to get faster punishes with new Band Wagon alone based on how fast it comes out, though.

If all else fails, take some chip and push block her to the corner, then contain and get rid of her. But around neutral, you should be conserving meter for a DHC into Band Wagon. Scalpel should be really good for punishing chained Georges. Try some new assists with Double, like Cilia Slide; low profile, long range low attack that brings the opponent towards you should make your aerial approach and pokes stronger and get past/under shadow and George at the Air Show.

Not yet, I’m getting close. 10K is all I can get without a Pinon Dash, and those are kind of difficult to do consistently.

LK george xx FK george is deliciously defensive.

<3

I play Valentine on point and Double as the assist character, and as I said approaching her feels to me like an impossible task. For one if you try approach her from the ground you gonna get hit by bombs, Double or her bullets. From the air she can do the same thing except take out the bullets and exchange it for the shadow of impending doom, george at the air show and the other two bombs that will greet you when you land. Not to mention Double will also be their as well. If you do block then your just gonna eat a whole bag of chip and the blockstun it puts you in will give her time to do it all over again. I am thinking about changing Double for Parasoul even though I have never really been a huge fan of charge characters, especially when I played Sg on pad. But ever since I got my stick from B15 that has gradually changed especially since I play Mitsuru on P4 Arena. That and a failed Hornet Bomber from me will just lead to death for her so I rather drop her entirely and find someone who can help much better suited for this situation. But right now I am open to almost any suggestion on how to approach and beat this stupid team.

Valentine lockdown assist? What on earth is that?

I want to quit whenever I face a peacock. Mainly because all the peacocks I play rape the shit out of me and they actually know what they’re doing.

i think you are starting to figure out what ive been telling people for awhile now:

this game is basically ST in a nutshell… its VERY counter based.

your team pre patch is one of the best if not THE BEST team to take on peacock cause val can doublejump and dash over peaocks zoning with the exception of item drop while also being able to call double to go through peacocks ground stuff… effectively forcing her to try and cover ground and air at the same time which she has problems doing against assists…. she gets forced to teleport and the assist may autocorrect and val may just double jump to where peacock appears.

but in no way am i going to tell you that you are wrong.
ive got a pretty good peacock/filia to play against prepatch and the matchup EVEN WITH HK BOMBER is frustrating as hell, i had and still have no idea how to play against peacock without hk bomber.

and seeing her patch notes i was convinced that after hk bomber nerfs and her buffs… this was an out of control character… which is why im picking her up.

now having said that, this game is counter based… based on assists primarily:

counter a keepaway peacock? pick parasoul with bike assist. peacock is forced to deal with the bike by destroying it or jumping it or teleporting it or blocking it… what she cant do is continue to spam projectiles.

parasoul hp tear is also a counter as it counters peacocks that jump airdash backwards and release jhk… tear will hit her in the air and not allow her to call out a george.

hk bomber pre patch

lvl 1 hp item drop to grab a frame advantage and work your way in…

if you have a team of:

not a keepaway zoner with a non keepaway assist… you are fucked. like using painwheel with pillar or updo… good luck getting in buddy if the peacock has a pillar or updo, you have to be the much better player(unless its offline at which point the matchup is in painwheels favor again cause she can air armor through pilar or updo on reaction)

my only advice would be to look at doubles zoning tools… like her lp gun… if it hits its a free in for you cause it causes hard knockdown.

hk bmber might also be a good bet still:

it wil still go over gdo and boxcar george plus hp item drop wont track it since its an assist… this means that all its going to have to deal with is st.hp lp item drops getting hit in startup and other assist calls… but it passing up a significant portion of peacocks defense MIGHT be really good… its worth a try.

DjSlicer something made me want to stop solobella.

That’s a triumph.

I seriously don’t know how she deals with good “get off me” assists.

A multi-hit normal she has that can function as a lock-down assist. I have no idea which one it is though, but it’s a kick iirc. You’ll want something like that for the post Band Wagon mix-up with Double; you need to keep Peacock pinned down for as long as possible.

Hit point character, assist now sits there. Also, Command Run goes through single hit invincible assists, the kancho follow-up will go through multi-hit invincible assists and it can cancel into US whenever if you think a punish attempt is coming.

its st.mk, but it wiffs versus crouchers.
theres also cr.mk which hits twice and goes low… probably a much better bet.

though imho those arent going to help at all. if anyone gets close to any character in this game, with a frame advantage, it should be a great opportunity for an opening. you really dont need any super lockdown assist except for maybe parasoul cause her high/low is slow to startup.

if painwheel gets in its a 50/50 between throw/low

same thing for double
same thing for parasoul though harder cause it needs to be a back throw and she has less throw range than normal
bella gets low/throw as well
mf gets low/throw if her head is off of not she gets high/low
filia gets high/low/throw though midscreen the throw option has to have meter
val gets low/throw as well

so lockdowns are NOT NEEDED all thats needed is to get close for that split second and force that 50/50 so get in assists are much more valuable than lockdowns

in fact id say assist importance goes like this:

  1. matchup counter assist
  2. get in assist
  3. gtfo assist
  4. lockdown assist

really? what the fuck are those painwheel combos im watching? so even after the patch she still gets 80% combos? what was even the point of the damn patch??? so the whole making the game 2 player more often was just BS then?

Wish I could see the matchup with the patched version. Valentine does have nice movement for getting around Peacock’s zoning at least before the george buff, so if you’re considering Parasoul, chuck an egret charge or tear shot assist in there. My other suggestion is to try out Double on point with heavy savage bypass as the assist; trade shots with qcf+LP, jump over georges and if valentine catches peacock in recovery, free combo, plus cat heads completely dominates neutral.

Try changing assists.
Double: floor shot(somewhat protects you from jump ins and could intercept shadow or airshow), horizontal shot (very fast and forces peackcock to block or jump; i.e. she stops using specials and gives you time to get in), or butt(the second butt will usually beat the first)

I’d try to slowly approach from the air using the floor shot as cover. Is Cock is at the right position, you can air scalpel; if she uses the invincibility of her laser super you can just throw another set of scalpels at her if you have the meter.

My second idea would be to use horizontal shot. If it intercepts the first Bang shot you should have enough time to block. If it hits Cock dash in or use either her scalpel or flatline super; scalpels should give you time to approach while she’s recovering and flatline, depending on range(I dont play her much yet), could hit and get you in. If it forces her to block and she has a shadow out, you can jump in or slow approach on the ground. If there’s no shadow, run in since Val has a pretty fast dash/run.

Concerning using butt…I’d only use it as a counter to butt, so in theory you can focus on the peacock/valentine match up.

The general idea is to not approach quickly if she’s on the ground and not in some state of recovery. You will take chip against a good Peacock. It’s better than getting supered.

PWis the combo machine, lol. Also, corner combos are always going to hurt, regardless of the patch. I’m sure everybody still has at least one 70% combo for one meter in the corner; at least now you get to guess at a reset instead of die outright like it’s mvc3. >_>

Best bet with that Val/Double team vs Peacock imo is point Val with two meter and a range assist that can compete with/beat some of Peacock’s shit. Double shouldn’t be the one on point fighting Peacock, there’s nothing Val really has that’s going to help as an assist; Savage Bypass has to be covered in some way, otherwise it will just eat a George every time (or is it projectile invul? O.o). Horizontal Shot as an assist could be good since it can knock down on air hit (limit some of Peacock’s air tactics) and cancels out some of Peacock’s projectiles.

Good luck with your new team Whitefury.