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Doesn't work for either, they just move back and block fast.
To deal with Peacock, the matchup is fairly technical. You need to make use of all of your airborn options, and use them in an unpredictable manner. If Peacock knows how you're going to approach, she can change up her keepaway to stuff your approach.
You need to be able to charge j.HP, cancel it into Fly and then Unfly after moving forward, then returning to block any extra incoming projectiles:
HP, QCB.K, F, PP, B
This will allow you to effectively "parry" projectiles, absorbing them with Hatred Guard and moving forward safely. Doing this also allows you to eat through incoming Tearshots from Parasoul in a similar manner. It stops you from having to deal with blockstun.
The rest of your options are fairly standard. Make use of blocking, dash jumps, superjumps, fly/unfly and all of your other movement options to stay as unpredictable as possible.
Assist cover is important in this matchup. Most Peacocks run Bomber or H.Brass assists to help with their zoning. This is something you just have to deal with, either by sacrificing your own assist (Calling it to trade hits, so that both are on extra cooldown), or by smartly calling your own. Big Band's H Brass Knuckle is great for dealing with Peacock. Fighting fire with fire.
Once you're in, it's up to the potency of your close-range mixups.
You're going to get to a range where Peacock may try to intercept your air options with her own air-to-air options. Predict these and deal with them. You can beat air-to-air attacks with things like dash jump into "j.LP,j.LK,j.MK" or try premptively sticking out a Buer.
Well done. It seems easy at first, But in the end, follow up to this, I won't make it seemingly easy as it would be said here. Seeing as, the whole thing wil lrepeat and I'll have to be forced to gather more damage that damage dealt with hatred guard allowing me through.
If you're worried about Peacock getting out once you've landed a hit, learn to reset your opponent after you've done a fair amount of damage. Never end in Super if you're not going to kill your opponent. Painwheel has great damage options, and combos that bring the opponent to the corner. End your combos with L.Stinger into a close-range mixup (cr.LK or Throw) or s.HP xx Fly > Crossup j.HK
That block in air thing to unfly Totally saved my ass with Bigbands. <3 still a toughie on crossing up on peacock, Really got me mashed on parasoul. Thanks :3.
Other characters need other resets. For Parasoul, s.HP xx Fly Up > j.HP charge. If they did a reversal, you can absorb it and then super them. Don't hold it for too long, though, or they'll react. If you do it too much, they'll adjust.