Skullgirls/Peacock/Strategy

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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.

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


Meter management

  • 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.

Block while running trick

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

Counterplay

Against zoning patterns

Other


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