Tips for dealing with zoning?

You have the luxury of having Double as an assist. Without her its a nightmare :frowning:

If youā€™re solo against a peacock with a nasty assist, itā€™s just going to be that much more difficult. If you have a team, figure out what assists help the most. Parasoul is an awesome assist character anyway, so if your other characters canā€™t help Parasoul do the job on point, chuck her in the back with egret charge or a tear shot assist.

Yeah, there are some people, like Zidiane on the 'Bella forums, who are insane enough to rock solo Bella against Peacock zoning teams (he wrote a long and informative guide on the subject, too). There are ways to get in, itā€™s just a matter of patience. As for assists to consider when fighting against Peacock, I find the best ones to be either anti-zoning assists like Parasoulā€™s Napalm Shot and Egret Charge, Doubleā€™s Hornet Bomber, and Ms. Fortuneā€™s Zoom! (Headless d+f.HP), or multi-hit trapping assists like Cerebellaā€™s Cerecopter or Painwheelā€™s Cruel Lily (c.MK) thatā€™ll help you land the actual hit once you catch up to them, since Peacocks love being passive and popping desperation Blockbusters at that point. And of course, Parasoulā€™s Napalm Pillar or Filiaā€™s Updo for when Peacock starts throwing around that mixup. You just have to recognize your weak link in the match up and support it.

I actually had a really nice set playing solo Bella against that Peacock/Filia team but didnā€™t record it. There are definitely ways to do it, you just have more work to get in. On the up side, you donā€™t have to get as many hits with the solo once theyā€™re in.

So Iā€™ve been playing CiscoKid_4 pretty often, these days. For you guys who havenā€™t met him, he(?) plays a Red / Black Peacock / Double combination mostly consisting of keep-away tactics into teleport mix-up and relatively short combos. Guy wrecked my bits for the longest time while I was playing Parasoul / Cerebella / Double, but these days we usually play fairly even (slightly tipped to his side), except when weā€™re lagging, which nets him a massive advantage.

Anyway, in no particular order, hereā€™s some stuff I learned / changed in order to fight the Peacock match-up more effectively:
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[]Peacock players like to jump. A lot. One I learned to effectively maneuver into mid-close range and corner Peacock, I realized how much of a pain in the butt it is trying to land hits on her if Cisco is alternating between chicken-push-blocking and j.HP (shotgun) / j.Throw behind Hornet Assist. I started to combat this by throwing out short strings into Cerecopter to try and fit some mix-ups and meaty-punish Double calls and jumping, but later I started using Parasoulā€™s j.LP while calling Diamond Drop to catch jumping, and leave me room to block Doubleā€™s butt on block.
[
]HK Bomber assist is not the way to combat a Peacock/Double combo. I tried using it to punish Double calls with my own, but what usually happens is that Cisco will, on reaction to my Double call, do Shadow xx Argus Agony to punish my Double. With a well-timed Shadow, I lose the gap between Argusā€™s beam and shots that I usually use to punish Argus with Silent Scope, so HK Bomber was out. In fact, I had better success in general after dropping Double, which is honestly the weak link my team.
[]Peacock is very, very weak to tight resets, since she has no reversal options besides Argus. If you have them, use them!!!
[
]If Peacock isnā€™t currently holding a Shadow, and you force her to Argus for some reason, make absolutely sure to punish after the laser, if you have a character that can. Parasoul can Silent Scope from full-screen and dash up on Peacockā€™s crumple. Cerebella, at close range, can Battle Butt (Run~HK), Showstopper, or Dynamo, but at far range, all she can do is Diamond Deflector, which may or may not hit Peacock, since she crouches so low during Argus, but 'Bella is projectile-invulnerable through recovery after a successful Deflect, so itā€™s worth trying.
[]Teleport wake-up mix-ups are a crap-shoot to block, so I tend to use Napalm Pillar xx Motor Brigade on wake-up when I see one coming, or Diamond Dynamo Sequel into Motor Brigade if I really have to.
[
]Double is pretty terrible on point. Peacockā€™s assists donā€™t really offer her anything, so you can expect some combo of keep-away LP Shots, j.HP into s.Throw, and the infamous HK Bomber into Catellites. Catellites drains Tension quickly, though, and prorates the hell out of Doubleā€™s combo damage, so donā€™t worry too much if she lands something during Catellite mix-up. If anything, Iā€™m more than happy to have Double draining out the teamā€™s Tension gauge. If the opportunity presents itself, Outtake Peacock into Double, and punish their attempt to switch back.
[]Got an aggressive Peacock player? Diamond Drop assist is absolutely dirty against aggro Peacock. Peacock lacks multi-hitting attacks, so itā€™s really easy to Stunt-Double into Diamond Drop to get the advantage, especially when Diamond Drop tosses Peacock into the corner.
[
]Have a passive Peacock player? j.Throw will become your best friend. I have to alternate between j.Throw and a frame-trap j.LP to keep them honest.
[]Stuck with a laggy Peacock player? You lose. Thereā€™s nothing you can do. Every errant spike of lag is a dropped combo and a get-out-of-jail-free card for Peacock. This match-up is only winnable because Peacock is so garbage at escaping pressure, so letting her out all the time places Peacock at a massive advantage.
[
]Cerebella CAN fight this match-up! Judicious use of Run~Stop/Battle Butt/Showstopper can get around HK Bomber abuse and klonk an unsuspecting Peacock in the face. Curiously enough, Deflector seems really weak in this matchup. CiscoKid is comfortable enough with his projectile pressure that he leaves Deflectable gaps on purpose, and tele-bombs to punish. Even after a successful Deflector, thereā€™s so much stuff on-screen that I donā€™t get to punish with HK Run~Battle Butt like I would for other characters. Bellaā€™s Titan Knuckle (f.HP) is actually pretty dangerous, here, as its maximum range is, conveniently, the same range where HK Bomber will whiff over Bellaā€™s head standing! Zidiane has a pretty in-depth write-up of this match-up in the Bella forums.
[*]And most importantlyā€¦ stop jumping!!! Jump, Double-jump, and Super-Double-Jump are the best ways to get around projectile walls, and more importantly, over HK Bomber, but this always give Peacock a free teleport out of the corner. Stay near the ground and fish for the teleport, and you get a free combo into reset opportunities. Just watch out for HK Bomber/Teleport! I usually stand a bit away from Peacock, at the range where HK Bomber will whiff over my head and I can still punish.
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ā€¦ I played the peacock yesterday that i was having so much trouble with beating with painwheel, only this time i completely massacred the poor guyā€¦ Te only difference was that i changed my wireless to wired and we got our best connection everā€¦ I wasnt dropping nearly as many combos and was consistently able to hover and punish teleports while staying out of the way of filia assist as well as the biggest thing:

I was able to reactively armor through filia assist, saw it on video a while back but couldnt do it because of lagā€¦when i started to do it on our good connection the match turned almost completely in my favor, and once my painwheel hits a character entire teams can die.

I was using solo painwheel versus peacock (hp) filia (hp updo) val (fireball) he mixed it up with peacock filia and filia peacock and i mixed it up with solo pw and pw/double (hk bomber) i won like 23-9

Point being lag makes peacock a real asshole and if you have a blowthrough move she becomes much easier to handle.

Nice write up as always emuchu

I didnā€™t read the entire thing, but Peacock has L Bang, which actually works vs opponents pressuring directly in front of her. So, remember that when youā€™re on her, as it doesnā€™t have a super flash that gives it away. Constantly attacking from directly over her head pretty much negates it, so be sure to throw iad attacks and a good amount of grabs in there, especially grabs; even if you canā€™t get an immediate follow-up, she goes closer to the corner, which is very good; itā€™s not always about starting a combo. Mixing up between hits and grabs forces Peacock to guess between L Bang (hit invul) and M Bang (grab invul) as well, which just makes things harder for her.

For Bella, any Deflector hit needs to convert into dash -> Titan Knuckle at least. That gives you the opportunity to command run directly into her face and pressure. And if you have her in the corner, do not Diamond Drop. Just forget you have it and use normal throws/Ultimate Showstopper instead. With US, you at least get the Merry-Go-Rilla/low short mix-up when they tech forward (they will always tech forward). Diamond Dynamo gives you nothing, not even a cancel into super. Oh, and random AA without shadow from about 3/4 screen distance is a Deflector -> dash Titan Knuckle -> command run for Bella. If you have 3 meter , you can link Heavy LnL and Deflector into Diamond, so I would suggest playing with the strategy of building meter while advancing so you get Diamond to slow down her range game.

LP Bang! is hit-invulnerable starting frame 3, I believe, which means sheā€™s still vulnerable to tight resets and frame-traps. As long as you respect the move and avoid loose pressure, itā€™s not much of an issue. For the Bellaā€™s out there, MP BANG! is throw-invulnerable starting frame 3, so keep that in mind, as well. I watched some CiscoKid_4 vs. duckator matches the other day, at CiscoKidā€™s advice. He says that Peacock has a massive weak point between her s.HP gun and the top of her hat: the range right between Air George and Screwball Cannon (s.HP), so Filia and Fortune can IAD all day against Peacock so long as they watch out for Bomber.

And like view619 said, Diamond Drop xx Diamond Dynamo whiffs on Peacock outside of the corner. Sheā€™s the only character this happens on (besides Ms. Fortuneā€™s head getting in the way), and can cost the match if you forget about it. Although, Iā€™ll sometimes end a combo with Cerecopter and dash back into a Diamond Drop. Itā€™s a good thing to keep up my sleeves.

I am going to start toying around with Diamond Deflector into dash-Knuckle, though, it sounds like fun.

Funny enough, Peacock low short covers that vulnerable area directly over her hat, so there is that. Also, iad roundhouse is a good way of covering that same area for a bit, as well as L Shadow, which is probably the safest bet. The short works pretty well if you can stick it out early; it leads into combo if youā€™re charging the L Shadow, or a shorter chain into Argus if youā€™re not.

She can also cover that area with updo or pillar as well as item drop and GDP kills filias air dash crap and she can teleport against any move aggressively challenging that areaā€¦ She has plenty if options for defending that space and in the case of pillar and updo she can aggressively defend that area while also converting to full damageā€¦

Air throw is also a decent way to defend that space as is/are instant air dash jmp and iAd jhp

Peacock Sux, itā€™s the assist thats giving you problems not peacock.

How can my Painwheel defend against Peacock?

Are you talking about defending against peacock or trying to go offensive against her?

Also what assists does she have from her partner?

Assisted painwheel versus assisted peacock seems to be much in peacocks favor though there are some things that you can try.

Always remember though that you only really need 1 chance to kill her outrightā€¦ Easier said than done, but 1 mistake is all it takes.

In the future i think the assisted peacock versus assisted painwheel matchup will be seen as firmly in peacocks favor.