Skullgirls/Peacock/Strategy: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
Line 52: Line 52:
<youtube>ZXBT-dqTW0A</youtube>
<youtube>ZXBT-dqTW0A</youtube>
<youtube>L65WcaKuQU4</youtube>
<youtube>L65WcaKuQU4</youtube>
<youtube>P95ULYenP64</youtube>


===Block while running trick===
===Block while running trick===

Revision as of 17:19, 4 May 2020

Strategy

I hope you like zoning.

Goals

Create space and throw out quick projectiles to be able to summon M item.
Once you are holding M item you can chose to either establish more projectile pressure or close in and try to fish for a high risk-high reward hit.

Mr. Peck's Peacock Guide-from the ground up.

Offense

While Peacock is technicially an airdasher, she cannot run her offense like the other airdashers in the game. Her normals are stubby, she is the only character that doesn't have any low on a light button and she has a hard time getting clean hitconfirms. In theory, she faces a losing matchup aganist every character in the game up close. To combat this peacock needs the opponent to be forced to block something that is not her body, to be able to maintain pressure. This comes in form of either her own projectiles or an assist.
M Item is your go to tool to put pressure on the opponent. It tracks them and being able to release it anytime you want forces them to be afraid of fighting back. The shadow does disappear when Peacock gets hit, so you need to be careful with it yourself.
L George+M George or L George+H George will throw one slow and one fast bomb at your opponent. The theory behind this is to force the opponent to block the fast bomb, while presuring them when the slow bomb moves towards them. The bombs don't disappear when Peacock is hit so this forces the opponent to eat your blockstring in a lot of situations. On top of that you can use Teleport to turn the bombs into a left/right mixup.
j.MK summons a projectile at your opponents feet, it's a fast way to make a grounded opponent block while you come down with an air button.
Jumping over your opponent with j.HK xx ADC shares a similar theory to j.MK-forcing a grounded opponent to block while you are in the air.
c.MK is your fastest low. IAD with j.LP or j.LK are your quickest overhead options, if you kara cancel j.MK with ADC at the start of your jump you get a lower height than IAD gives you. It's more difficult but makes it easier to confirm j.LP or j.LK.
Throws are very important for your pressure and Peacock was gifted good ones. They naturally work well in synergy with projectile pressure, since projectiles inherently make your opponent block. Airthrow leads to a combo and groundthrow causes hard knockdown, which allows Peacock to set up projectiles and go for a mixup or establish zoning.
Peacock's combos lead to insane damage and when she has an assist for it, she gets access to one of the best reset vortexes in the game. This makes some opponents more scared of challenging her in the first place.

Neutral

Defense

Zoning is your Defense. Use your movement, teleports and projectiles to not let the opponent close in on you. Stay slippery. Once Peacock is actually forced to defend herself your options are limited:
M Bang is your only real reversal. It can be thrown and easily jumped over and punished. It works well however when your opponent is not baiting it out. While it is technicially punishable on block, most characters won't be able to do so since M Bang pushes your opponent back. More importantly it sends them fullscreen on hit-excatly where you want them to be. So it works as a good high risk-high reward defensive tool. Canceling M Bang into Lenny on hit or on block will make it more safe-ish to use.
L Bang is M Bang's little brother and not nearly as often seen. It's throw invul so only used as a hard read to punish your opponents throw attempt. Very punishable on block. It staggers and leads to a full combo though.
c.LK is your anti air button. While it does recover quickly and is fast to throw out, it's small so it requires strict timing to actually work as an anti air. Confirm with c.MP.
Teleports start being invuln on frame 4 and leave you open during recovery. So they lose to meaties and opponents who are ready for them. However they are still one of your best answers to escape pressure. H Teleport is especially good in the corner and L Teleport creates distance backwards.
None of your supers are invulnerable on startup, however Lenny is invuln on frame 5 which makes it only really lose to meaties. It's your best bet if you want to DHC into an actual reversal super or safe DHC to escape pressure. Mashing Lenny on his own also has it's benefits since it puts your opponent in a position, where they either have to have some sick Lenny combo ready or have to drop their pressure/combo to avoid the explosion. In most cases you both get blown up or the opponent backs off and allows you to breathe.

Matchups

Other Techniques

Block while running trick

https://twitter.com/Thewingit123/status/1152393223974871042

Counterplay

Against zoning patterns

Other


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other