Skullgirls/Peacock/Team Building

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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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