Hmm, slow games? I havent really figured out the best way of moving with Cerebella short of jump -> Fly and Valentines always been an awkward character for me. I figure I should probably just play her more grounded until I get in range to throw out an airdash, shes weird. Parasoul and Peacock are also pretty limited in the ground / air speed department as well so I guess all of that may explain why you'd feel it was slow?
Like I said though, your peacock is totally getting there, I feel like playing against Painwheel a lot in the early days may have trained you maybe not to have used HP item drop as much though? Having the threat out (charging HP item drop while your opponent is at full screen) is definitely a legitimate deterrent to rushdown and gives you ample opportunity to set up bombs and such as well. It's a fantastic tool useful in the majority of matchups you'll face in game, or maybe you were using them and I just didnt catch on to it, sorry if my memory's fuzzy. ^^;
More Peacock Tips :
HP.
This normal is pretty fantastic, not only does it have a great starting physical hitbox that gives you tons of time to confirm into whatever you want but it's also a unique toolset in Peacock's arsenal in that its a projectile mapped to a normal move. The obvious advantage to this is that you can safely throw this out in a lot of situations where it'd be unsafe to commit to other projectiles and still have ample time to teleport / fake-teleport away from danger. It's also a great means to just get projectiles out in the field in general, you throw it out and immediately cancel into any George to react to them either jumping (Air George) or making their way on the ground (Walking / Kart George), them blocking it also gives you time to setup an item drop which gives you a pretty huge deterrent to whatever plans they had in moving forward.
Parasoul Peacock Bomb DHC -
Just something I was messing around with in training mode today, I got the idea after playing you yesterday actually and it seems to work out really well.
Corner :
[whatever combo] -> Sniper shot (on a grounded opponent so they crumple) -> DHC into Bomb Dash forward LP MP Mk j.LK (1-2 hits depending on weight) j.MP Airdash (not a full one) j.LP j.MP -land- cr.LK MP Teleport
The teleport should save you from damage that you'd otherwise have to take from bomb explosion and leaves your opponent at full screen length from you. You can charge an item drop before they land and resume zoning with that threat looming above their heads as they recover.
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Post-Patch things to think about.
Parasoul's Egret Cancel Level 3 is going to be ridiculously silly in that you can throw it out after any block string, cancel yourself, then move in for Overhead strings while your opponent is forced to block the other soldiers shooting at the same time. A game changer for the character for sure.
Im tempted to think that Peacock is, overall, a much more powerful character post-patch as well. Yeah, she has some added recovery on teleport but with the addition of super cancelling her teleports she'll be making the opponent second guess their decision to punish it. Couple all of this with the ability to cancel bombs into eachother like napalm tosses, some added chip damage on projectiles, and probably some of the highest post-patch damage potential and you have the makings of a very formidable force.
Gonna be looking forward to trying guard cancel pushblock -> Bomb super -> Whatever other super I want..
Double crossup car.
This is going to be bullshit. Just the silliest thing ever and frankly I think something that sort of cheapens the character for me (which says something because I was using Hornet Bomber without a care in the world). Herp Valentine Scalpel Super -> Car Super. Flip a coin to tell which direction you'll have to block it.