Skullgirls/Peacock/Strategy: Difference between revisions
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((wip) moved important moves from overview to here for now) |
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* '''George's Day Out (236LK)''' - Projectile that travels slowly along the ground, posing a threat for a long time. Excellent as an assist. | * '''George's Day Out (236LK)''' - Projectile that travels slowly along the ground, posing a threat for a long time. Excellent as an assist. | ||
* '''M Shadow of Impending Doom (214MP)''' - Creates a shadow that tracks the opponent up close and to midscreen, spawning a projectile from the top of the screen when the input is released. Peacock's most versatile zoning move that can stuff approaches, threaten space and allow for ranged hitconfirms. | * '''M Shadow of Impending Doom (214MP)''' - Creates a shadow that tracks the opponent up close and to midscreen, spawning a projectile from the top of the screen when the input is released. Peacock's most versatile zoning move that can stuff approaches, threaten space and allow for ranged hitconfirms. | ||
* '''L Bang ( | * '''L Bang (236LP)''' - Grab invulnerable on start up. Only used as a reversal to call out predictable ground throws, as it leads to a full combo if successful. Causes stagger on a grounded hit, but knockdown on airborne opponents. | ||
* '''M Bang (236MP)''' - Strike invulnerable on start up. Peacock's only reversal that can challenge meaty normals, but still vulnerable to grabs. Also used to defend against predictable close jump-ins or approaches. | * '''M Bang (236MP)''' - Strike invulnerable on start up. Peacock's only reversal that can challenge meaty normals, but still vulnerable to grabs. Also used to defend against predictable close jump-ins or approaches. | ||
* '''H Bang (236HP)''' - Fast moving projectile that chains up to 3 times. Has excellent metergain and chip damage. Slow to recover, especially if chained, so Peacock players must be spatially aware when its safe to use. | * '''H Bang (236HP)''' - Fast moving projectile that chains up to 3 times. Has excellent metergain and chip damage. Slow to recover, especially if chained, so Peacock players must be spatially aware when its safe to use. |
Revision as of 07:48, 27 April 2022
Strategy
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 hit.
Mr. Peck's Peacock Guide-from the ground up.
- Important moves
- 2LK - Anti-air with limited reach, but disjointed enough to be reliable if timed well.
- 5HP - Two part grounded normal that acts as a strike, then generates a fireball. Can be canceled into any special move to benefit zoning (SoID, Georges) or for defense (M Bang, teleports). This move is fundamental to setting up her zoning.
- jHP - High damage aerial normal that moves Peacock backwards with a large disjointed hitbox. Great at creating space from the opponent and can challenge jump-ins with its disjoint.
- jHK - Aerial normal that acts as a high strike, then creates a 2-hit projectile that falls down to the ground, making a projectile wall that can stop approaches or trade with the opponent's projectiles.
- 2HK - Sweep that moves peacock forward while active, allowing her to break armored approaches and kara forward into specials.
- George's Day Out (236LK) - Projectile that travels slowly along the ground, posing a threat for a long time. Excellent as an assist.
- M Shadow of Impending Doom (214MP) - Creates a shadow that tracks the opponent up close and to midscreen, spawning a projectile from the top of the screen when the input is released. Peacock's most versatile zoning move that can stuff approaches, threaten space and allow for ranged hitconfirms.
- L Bang (236LP) - Grab invulnerable on start up. Only used as a reversal to call out predictable ground throws, as it leads to a full combo if successful. Causes stagger on a grounded hit, but knockdown on airborne opponents.
- M Bang (236MP) - Strike invulnerable on start up. Peacock's only reversal that can challenge meaty normals, but still vulnerable to grabs. Also used to defend against predictable close jump-ins or approaches.
- H Bang (236HP) - Fast moving projectile that chains up to 3 times. Has excellent metergain and chip damage. Slow to recover, especially if chained, so Peacock players must be spatially aware when its safe to use.
- H Teleport (214HK) - Teleport that puts Peacock behind her opponent, meaning it can get her out of an unfavorable position if timed well.
- Zoning Patterns
Block while running trick
https://twitter.com/Thewingit123/status/1152393223974871042
Counterplay
Against zoning patterns
Other