Skullgirls/Peacock/Team Building: Difference between revisions

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{{NavigationSub-SG}}
{{SG Character Subnav|char=Peacock|short=pea|sub=1}}
==Assists this character provides==


===M Shadow of Impending Doom (default assist)===
==Assist Strategies==
*'''Zoning help''': Peacock typically wants some sort of assist that covers some area slightly above and in front of her to cover the dead zone of her zoning, allowing her to throw as many projectiles on screen as she wants and stay safe from most approaches. There are many forms of assist this can take: armored assists that can take the hits, DP assists that stuff out aggressive opponents, lockdown assists that stay in place to cover the deadzone, and even other projectile assists that fill in the gaps between your projectiles.
**Examples: H Brass (Big Band), H Lock n Load (Bella), Napalm Pillar (Parasoul), H Hurting Hurl (Beowulf), H Spiral (Eliza), H Love Dart (Fukua), H Theonite Beam (Robo)


[[Image:SG_pea_qcbp_assist.png|400px]]
*'''Item Drop Setup''': Peacock really likes having access to her item drop reset loops (video of peck here), which give her access to one of the best reset loops in the game. She ideally wants some assist that lets her combo, call the assist while charging M item drop, then letting her pick up back the combo into a multiway reset. There are surprisingly numerous amounts of assists that give her access to this.
**Examples: L or M Beat Extend (Big Band), H Lock n Load (Bella), H Theonite Beam (Robo), Silver Cord (Squigly)


Drops a level 1 item for an unconventional anti-air assist.
*'''DP Assists''': Peacock loves any sort of get-off-me tool she can get. Access to a dp assist not only gives her another defensive option when the opponent is pressuring her up close, but allows for her to use an Alpha Counter that is invulnerable on startup. This is notably fantastic for peacock, as she builds a great amount of bar that would allow for frequent ACs to take lost momentum back.
**Examples: L or M Beat Extend (Big Band), H updo (Filia), Napalm Pillar (Parasoul), L Bomber (Double), H Hurting Hurl (Beowulf)


===George at the Air Show (default assist)===
==DHCs==
*Argus Agony has great utility both as a DHC and being DHC'd from. It's one of the most damaging Level 1 supers in the game, can hit across the screen allowing it to hit very far as a DHC, and can be DHC'd into several other supers to continue a combo from the fullscreen distances (such as Filia's Gregor).
* Lenny is a very strong DHC. It's a safe DHC due to the low recovery, as well as the Lenny itself giving Peacock a good defensive tool as she's coming in, making this DHC hard to challenge. She's also free to combo off of certain supers such as Bella's Dynamo or most supers when near the corner, potentially even integrating in the Lenny's explosion to add on even more damage than you would get from Argus.
*Peacock's level 3 is a hitgrab that hits very fast, making it very useful against armor and/or winning against certain DHC wars.


[[Image:SG_pea_qcfhk.png|400px]]
==Tagging==


[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|Projectile assist]] that homes in on the opponents position from when it starts.
==Assist Combos==
===H Lock n Load===


===5HP===
{{ComboHeader-SG}}


[[Image:SG_pea_shp.png|400px]]
{{Combo-SG
| notation=
:5LP 2MP 5HK 214MP + LnL
:dash jHK
:jMP jHK
:214MP
:sj jHP
:ADC jLK jMP
:jLP jLK jMP
:5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] 236PP
:!]HP[
| damage=~8957
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
* 5HK 214HP+236PP Ender can be substituted for 5HP 236PP ender on heavies, or 236MP 236PP for DHC Purposes.
| video=[https://youtu.be/t6hJSE3q4Q8?t=1 (video)]
|}}


A 2 in 1 [[Skullgirls/Team_Building#Lockdown_assists|lockdown/projectile]] assist. At long range, this attack acts as a projectile assist. At shorter ranges this 2 hit, high hit -and- block stun move can trap the opponent for the point character. A lockdown and projectile assist in one.
{{Combo-SG
| notation=
:5LP 2MP (2HP) Call LnL 5HK 214[LP]
:jHP ADC jHP ]LP[
:whiff 2HK 236LP
:5HK 214[LP]
:2MK 5HK ]LP[
:5HP 236LK
:5LP 5LP 5LK 2MP 2HP 5HK 214[HP] 236PP
:!]HP[
| damage=~10018
| meter=1
| location=Corner
| charspecific=Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)
| description=
* 2HP in the starting chain makes confirming the LnL call easier. 5HK 214HP+236PP Ender can be substituted for 5HP 236PP ender on heavies, or 236MP 236PP for DHC Purposes.
| video=[https://youtu.be/t6hJSE3q4Q8?t=15 (video)]
|}}


===George's Day Out (236LK)===
{{Combo-SG
| notation=
:CH (2HP) Call LnL 5HK 214[LP]
:jHP ADC jHP ]LP[
:whiff 2HK 236LP
:5HK 214[LP]
:2MK 5HK ]LP[
:jMK jHK
:jMP jHK
:sjLK jMP
:236LK
:5LP 5LP 5LK 2MP 2HP 5HK 214[HP] 236PP
:!]HP[
| damage=~12015
| meter=1
| location=Corner
| charspecific=Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)
| description=
* 2HP in the starting chain makes confirming the LnL call easier. 5HK 214HP+236PP Ender can be substituted for 5HP 236PP ender on heavies, or 236MP 236PP for DHC Purposes.
| video=[https://youtu.be/t6hJSE3q4Q8?t=31 (video)]
|}}


[[Image:SG_pea_qcflk.png|400px]]
|}


[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|Projectile assist]] that slowly moves across the floor. Amazing assist that always keeps a threat on the screen, and is very difficult to remove from play.
===H Beam===
:Great assist that helps with zoning, conversions and allows Peacock to set up item drop resets.


===Boxcar George (236MK)===
{{ComboHeader-SG}}


[[Image:SG_pea_qcfmk.png|400px]]
{{Combo-SG
| notation=
:5LP 2MP 2MK 2HP 5HK 214HP
:dash 5LP 5HP Assist Call 214[MP]
:dashjump jMK jHK
:rejump jLK jHK
:sj jHP ]MP[ ADC jLP
:5LP 2MP 2MK 5HP 236HPx3 236PP
| damage=~8806
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
*Standard combo with beam. Charges up M item mid combo which allows you to go for the reset too.
| video=[https://www.youtube.com/watch?v=wsoGskF4SDc (video)]
|}}


[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|Projectile assist]] that travels fast across the screen from one end to the other. Can be useful to hit from behind, and the fast travel speed is good against grounded approaches and for certain conversions.
{{Combo-SG
| notation=
:5LP 2MP 2MK 5HP Assist Call 214[MP]
:dashjump jMK jHK
:rejump jLK jHK
:6 ]MP[ Tag
| damage=~4577
| meter=0
| location=Midscreen
| charspecific=Universal
| description=
*Combo that tags in robo and allows her to start zoning.
*The video contains more variations to the combo.
| video=[https://www.youtube.com/watch?v=A5hoLsQ-hHE (video)]
|}}


===Throw (LP+LK)===
{{Combo-SG
| notation=
:jHP ADC jMP jMK
:dash 2MK 2HP 5HK 214HP
:dash 2MP 5HP Assist Call 214[MP]
:dashjump jMK jHK
:rejump jLK jHK
:sj jHP ADC ]MP[ jLP
:5LP 2MP 2MK 5HP 236HPx3 236PP
| damage=~10111
| meter=1
| location=Midscreen
| charspecific=Band and Double
| description=
*HCH combo after blocking SSJ or Car.
| video=[https://www.youtube.com/watch?v=A5hoLsQ-hHE (video)]
|}}


{{Combo-SG
| notation=
:5LP 2MK snap
:2LP 5MK 214HP
:6 5LP 5MK Tag
:5LK 5MP 2[HK] (till 3 heads)
:(uncombo 5LPx2 2MK 2HP) repeat
| damage=N/A
| meter=1
| location=Corner
| charspecific=No
| description=
*Double Snap that tags in robo and gets her 3 heads.
| video=[https://www.youtube.com/watch?v=9U60Wi9zcsk (video)]
|}}


[[Image:SG_pea_throw.png|400px]]
|}


Peacock's throw assist not only has a good throw range, but it is also the only assist in the game that, when used as a combo starter, can allow you to call another assist mid-combo.
==Assist Resets==


===Shadow of Impending Doom (Level 3) (214LP+MP / 214MP+HP / 214LP+HP)===
==Two Touch Sequences==
 
[[Image:SG_pea_214pp.png|400px]]
 
Peacock will stay on screen looping her tag out animation until the item charges and drops once it reaches level 3. Just like when she's on point, the opponent can stop the SoID with a successful hit to Peacock. The level 3 item will hit overhead and the MP/HP versions can track, making this assist useful for all sorts of utilities: a combo breaker against the opponent hitting you, a powerful combo extension tool, and an overhead mixup tool. Peacock staying on screen can also be used to keep the opponents from flying too far in combos, which can be useful for certain conversions (such as Squigly ground throw). It has a high risk of being hit, but it comes with great rewards.
 
==Assists this character especially benefits from==
*'''Zoning help''': Peacock typically wants some sort of assist that covers some area slightly above and in front of her to cover the dead zone of her zoning, allowing her to throw as many projectiles on screen as she wants and stay safe from most approaches. There are many forms of assist this can take: armored assists that can take the hits, DP assists that stuff out aggressive opponents, lockdown assists that stay in place to cover the deadzone, and even other projectile assists that fill in the gaps between your projectiles.
**Examples: H Brass (Big Band), H Lock n Load (Bella), Napalm Pillar (Parasoul), H Hurting Hurl (Beowulf), H Spiral (Eliza), H Love Dart (Fukua), H Theonite Beam (Robo)
 
*'''Item Drop Setup''': Peacock really likes having access to her item drop reset loops (video of peck here), which give her access to one of the best reset loops in the game. She ideally wants some assist that lets her combo, call the assist while charging M item drop, then letting her pick up back the combo into a multiway reset. There are surprisingly numerous amounts of assists that give her access to this.
**Examples: L or M Beat Extend (Big Band), H Lock n Load (Bella), H Theonite Beam (Robo), Silver Cord (Squigly)
 
==DHCs==
*Argus Agony has great utility both as a DHC and being DHC'd from. It's one of the most damaging Level 1 supers in the game, can hit across the screen allowing it to hit very far as a DHC, and can be DHC'd into several other supers to continue a combo from the fullscreen distances (such as Filia's Gregor).
* Lenny is a very strong DHC. It's a safe DHC due to the low recovery, as well as the Lenny itself giving Peacock a good defensive tool as she's coming in, making this DHC hard to challenge. She's also free to combo off of certain supers such as Bella's Dynamo or most supers when near the corner, potentially even integrating in the Lenny's explosion to add on even more damage than you would get from Argus.
*Peacock's level 3 is a hitgrab that hits very fast, making it very useful against armor and/or winning against certain DHC wars.


==Meter management==
==External Links==
*Peacock generally will build a lot of meter in her neutral gameplay due to her being a zoner that will throw out lots of safe projectiles. Because of this, she can work pretty well as a battery character.
*Peacock doesn't particularly need to use meter for her reversals. While she can use Lenny after M Bang to be safer on block or to rack up damage on hit (with an Argus), it's not strictly required for either purpose. Using meter can be very useful to convert off of her ground throw if needed, but again it's not always needed since Peacock already benefits well from the Hard Knockdown (or can just use item drop/george to convert in either midscreen or corner).
*Peacock can be meter hungry or as a battery depending on the player's playstyle. Lenny is a powerful neutral tool that can halt some matchups completely, making this tool very tempting. But it's not essential given Peacock's already strong zoning tools especially combined with assists. Additionally, due to Peacock being very flexible in using any amount of meter in a particular combo (with Lenny/Argus interactions), she can always meter dump at the end of combos however much she wants to generally do lots of damage, meaning it's pretty effective to save meter with Peacock as well.


* [https://sites.google.com/view/sgteamguide/character-overviews/peacock?authuser=0 Skullgirls Team Building Guide - Peacock]


{{SG}}
{{SG}}

Latest revision as of 10:23, 2 September 2022

Assist Strategies

  • Zoning help: Peacock typically wants some sort of assist that covers some area slightly above and in front of her to cover the dead zone of her zoning, allowing her to throw as many projectiles on screen as she wants and stay safe from most approaches. There are many forms of assist this can take: armored assists that can take the hits, DP assists that stuff out aggressive opponents, lockdown assists that stay in place to cover the deadzone, and even other projectile assists that fill in the gaps between your projectiles.
    • Examples: H Brass (Big Band), H Lock n Load (Bella), Napalm Pillar (Parasoul), H Hurting Hurl (Beowulf), H Spiral (Eliza), H Love Dart (Fukua), H Theonite Beam (Robo)
  • Item Drop Setup: Peacock really likes having access to her item drop reset loops (video of peck here), which give her access to one of the best reset loops in the game. She ideally wants some assist that lets her combo, call the assist while charging M item drop, then letting her pick up back the combo into a multiway reset. There are surprisingly numerous amounts of assists that give her access to this.
    • Examples: L or M Beat Extend (Big Band), H Lock n Load (Bella), H Theonite Beam (Robo), Silver Cord (Squigly)
  • DP Assists: Peacock loves any sort of get-off-me tool she can get. Access to a dp assist not only gives her another defensive option when the opponent is pressuring her up close, but allows for her to use an Alpha Counter that is invulnerable on startup. This is notably fantastic for peacock, as she builds a great amount of bar that would allow for frequent ACs to take lost momentum back.
    • Examples: L or M Beat Extend (Big Band), H updo (Filia), Napalm Pillar (Parasoul), L Bomber (Double), H Hurting Hurl (Beowulf)

DHCs

  • Argus Agony has great utility both as a DHC and being DHC'd from. It's one of the most damaging Level 1 supers in the game, can hit across the screen allowing it to hit very far as a DHC, and can be DHC'd into several other supers to continue a combo from the fullscreen distances (such as Filia's Gregor).
  • Lenny is a very strong DHC. It's a safe DHC due to the low recovery, as well as the Lenny itself giving Peacock a good defensive tool as she's coming in, making this DHC hard to challenge. She's also free to combo off of certain supers such as Bella's Dynamo or most supers when near the corner, potentially even integrating in the Lenny's explosion to add on even more damage than you would get from Argus.
  • Peacock's level 3 is a hitgrab that hits very fast, making it very useful against armor and/or winning against certain DHC wars.

Tagging

Assist Combos

H Lock n Load

Notation Damage Meter Cost Location Character Specific? Notes Video
5LP 2MP 5HK 214MP + LnL
dash jHK
jMP jHK
214MP
sj jHP
ADC jLK jMP
jLP jLK jMP
5LP 5LP 5LK 2MP 2MK 2HP 5HK 214[HP] 236PP
!]HP[

~8957

1

Midscreen

Universal

  • 5HK 214HP+236PP Ender can be substituted for 5HP 236PP ender on heavies, or 236MP 236PP for DHC Purposes.

(video)

5LP 2MP (2HP) Call LnL 5HK 214[LP]
jHP ADC jHP ]LP[
whiff 2HK 236LP
5HK 214[LP]
2MK 5HK ]LP[
5HP 236LK
5LP 5LP 5LK 2MP 2HP 5HK 214[HP] 236PP
!]HP[

~10018

1

Corner

Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)

  • 2HP in the starting chain makes confirming the LnL call easier. 5HK 214HP+236PP Ender can be substituted for 5HP 236PP ender on heavies, or 236MP 236PP for DHC Purposes.

(video)

CH (2HP) Call LnL 5HK 214[LP]
jHP ADC jHP ]LP[
whiff 2HK 236LP
5HK 214[LP]
2MK 5HK ]LP[
jMK jHK
jMP jHK
sjLK jMP
236LK
5LP 5LP 5LK 2MP 2HP 5HK 214[HP] 236PP
!]HP[

~12015

1

Corner

Universal (jHP jHP doesn't work on robo, and has to be substituted with 2HP 5HK)

  • 2HP in the starting chain makes confirming the LnL call easier. 5HK 214HP+236PP Ender can be substituted for 5HP 236PP ender on heavies, or 236MP 236PP for DHC Purposes.

(video)

H Beam

Great assist that helps with zoning, conversions and allows Peacock to set up item drop resets.
Notation Damage Meter Cost Location Character Specific? Notes Video
5LP 2MP 2MK 2HP 5HK 214HP
dash 5LP 5HP Assist Call 214[MP]
dashjump jMK jHK
rejump jLK jHK
sj jHP ]MP[ ADC jLP
5LP 2MP 2MK 5HP 236HPx3 236PP

~8806

1

Midscreen

Universal

  • Standard combo with beam. Charges up M item mid combo which allows you to go for the reset too.

(video)

5LP 2MP 2MK 5HP Assist Call 214[MP]
dashjump jMK jHK
rejump jLK jHK
6 ]MP[ Tag

~4577

0

Midscreen

Universal

  • Combo that tags in robo and allows her to start zoning.
  • The video contains more variations to the combo.

(video)

jHP ADC jMP jMK
dash 2MK 2HP 5HK 214HP
dash 2MP 5HP Assist Call 214[MP]
dashjump jMK jHK
rejump jLK jHK
sj jHP ADC ]MP[ jLP
5LP 2MP 2MK 5HP 236HPx3 236PP

~10111

1

Midscreen

Band and Double

  • HCH combo after blocking SSJ or Car.

(video)

5LP 2MK snap
2LP 5MK 214HP
6 5LP 5MK Tag
5LK 5MP 2[HK] (till 3 heads)
(uncombo 5LPx2 2MK 2HP) repeat

N/A

1

Corner

No

  • Double Snap that tags in robo and gets her 3 heads.

(video)

Assist Resets

Two Touch Sequences

External Links


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