Skullgirls/Peacock

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Story

Once a war orphan slave named Patricia, Peacock’s body was gruesomely mutilated by slave traders that captured her. She was rescued by Dr. Avian’s Anti-Skullgirls Labs, and rebuilt with a reality-defying arsenal of biomechanical weaponry: the Argus System augmented her body, and the Avery Unit gave her access to unprecedented weaponry.

Alas, they couldn’t do anything for her mind: Peacock’s damaged psyche and abiding love of cartoons shaped her new “toys” into a terrifying gang of cronies, who she has no qualms using to paint the town red... with blood. Terrifying as she is, she may be the kingdom’s best bet against the Skullgirl.

Overview

Peacock is a zoning character whose goal is to fill the screen with garbage and not let the opponent close in on her. With all her projectiles and runaway tools she can slowly chip away at the opponent's health and build lots of meter in the process. While certainly more comfortable farther away from her opponent, her damage output on a clean confirm is phenomenal when she does get up close and personal.

  • Projectile zoning: Peacock's projectile moves all work in synergy with each other and can force the opponent to maneuver around them, or suffer lengthy block stuns from full screen. Her 5HP is a fireball, and can cancel into a special move projectile. Her George bomb specials can also cancel into each other. Cycling through her projectiles through 5HP xx special, 5HP xx another special quickly lets her get control of the entire screen.
  • Item Drop: (214P) drops a projectile from the top of the screen, which can be timed to be released when the button is released. With its tracking, fast startup on release, and large hitbox at Level 2, it can beat out many approach options and force characters to block. Using the M version well can allow Peacock to approach others in midrange distances despite her stubby normal attacks. Switching between far zoning and held item pressure allows Peacock to play in various approaches at will, making her quite deadly. She can also use it to setup powerful 50/50 reset vortexes from certain assists midcombo.
  • Movement: On top of her zoning tools, she is also tricky to hit because of her movement options. Her backdash and air backdash move her backwards quite quickly, and her teleports let her escape should she get a bit uncomfortable at close range.


Playstyle
SG pea icon.png Peacock is an oppressive zoner that builds a lot of meter and is difficult to approach.
Pros Cons
  • Evasive: Peacock has a very quick backdash (both grounded and aerial), along with a double jump, several normals that double as mobility tools, and teleports that are invulnerable on frame 8. All of these options combined with zoning abilities make her very difficult for opponents to pin down.
  • Forces Opponent to Approach: As the premiere lockdown zoner, Peacock has tools that allow her to excel fullscreen. This often gives the burden of approach to opponents unable to contest her at a distance, regardless of lifelead.
  • Damage: While her meterless combo damage is low, Peacock more than makes up for it with high damage supers to dump meter into, and her zoning tools both threaten high chip damage anywhere on the screen while also fueling her metered combos.
  • High Meter-gain: Builds a lot of bar while throwing out projectile specials, even on block, making her an exceptional battery for any team.
  • Vortex Setups: Able to set up various left/rights with projectiles that force her opponent to guess which side she will be on when they reach the opponent.
  • Projectile assists and safe DHC: Bombs are excellent neutral assists. Level 3 Item Drop is a high risk high reward combo assist. Lenny is a solid safe DHC.
  • Poor Defensive Options: Peacock has limited reversals, none of which are fully invulnerable on startup, allowing opponents to put her into meaty wakeup situations where she's forced to guess regardless of if she has meter to super or not.
  • Stubby Normals: Befitting a projectile zoner, Peacock has limited range on her normals that force her to get up close if she wants them to connect.
  • Gameplan Requires Space: Because of her poor defensive options, Peacock excels as far away from her opponent as possible. If Peacock is unable to make a good amount of distance between her opponent she has to play incredibly patient to not risk getting hit and forced to block mixups that will exploit her lack of strong defensive options.


Video Overview

Stats

Chains

Standing 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Crouching 6 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.pngSg hk.png
Air 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png

Movement

Weight Dash Double Jump Airdash IAD Lockout
Light Run Yes Yes 8

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
40 40 94 34 32


Assists

Shadow of Impending Doom (default assist)

Drops a level 1 item as fast as possible. An attack that can't be avoided vertically. Vacuums forward on block, so it can pull the opponent out of the corner. The M version is default, and tracks slightly from point blank to about half screen away, but it will not reach further than that. If the H version is used, it tracks from about half screen away to full screen, but won't hit up close at the range M covers. In the corner, both versions can hit up close. The L version is not recommended - it just drops at a fixed position.

George at the Air Show (default assist)

Projectile assist that covers the normal jump angle and homes in on the opponents position from when it starts.

George's Day Out (236LK)

Projectile assist that slowly moves across the floor. Keeps a threat on the screen that lets you close distance safely behind it.

Boxcar George (236MK)

Projectile assist that travels faster than the L version and comes from the side of the screen behind Peacock.

Fully charged Shadow of Impending Doom (214PP)

Peacock will stay on screen looping her tag out animation until the item charges to level 3, which hits overhead. If Peacock is hit, the item shadow goes away. If the point character is hit, the item shadow stays, so it can interrupt combos from the opponent. The two punch buttons used to input at custom assist select determines the version:

  • Sg lp.png + Sg mp.png = Light
  • Sg mp.png + Sg hp.png = Medium
  • Sg lp.png + Sg hp.png = Heavy

5HP

A horizontal projectile assist that doubles as a lockdown assist if used up close.

Throw (LP+LK)

Throw assist with a bug: if you use it as a combo starter, you can still call your assist during the combo.

Move List

Standing Normals

SG pea slp.png
SG pea slp hb.png
Poke!
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 300 2.5% +4 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 2 14 19 18 7 N/A
  • Peacock delivers a one finger jab, her fastest attack up close. Chaining it twice gives her a low risk hit confirm to a longer ground chain.
SG pea smp.png
SG pea smp hb.png
Pie Splat
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 525 7.5% -10 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3 29 (30 on miss) 22 20 9 N/A
  • Far reaching normal, can be used at further distance than most other Peacock normals, making it occasionally useful.
SG pea shp.png
SG pea shp hb.png
Screwball Cannonball
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile (2nd hit) 600, 500 5%, 5% +6 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2, (10 / 17 on hit), - 26 33, 17 21, 15 11, 14 (8 on block) N/A
  • Peacock pulls out a cannon, hitting once at close range before launching the projectile as the second hit. The intermediate start up frames before launching the projectile are shortened by 7f if the first hit does not touch an opponent, effectively shortening the startup of the projectile.
  • Due to being a normal, this is a projectile that is special cancelable. It's very useful to cancel the recovery into other zoning tools such as SoID or Georges, or teleport to escape the situation.
  • Shoots out several random projectiles, but all the different projectiles have the same hitboxes and frame data.
SG pea slk.png
SG pea slk hb.png
Pop Eye
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400 2.5% +6 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 2 13 20 18 8 N/A
  • Far reaching normal, can hit at certain ranges that 2LK can not otherwise, making it occasionally useful.
SG pea smk.png
SG pea smk hb.png
Springboard Panic
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 600 7.5% +4 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3 25 31 17 11 N/A
  • Peacock's launcher. Peacock is the only character who doesn't have a launcher on a heavy button.
SG pea shk.png
SG pea shk hb.png
Kick the Football, Peacock
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 775 10% KD -14
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 3 33 25 21 12 N/A
  • Peacock performs a clumsy kick, ending in a lengthy recovery animation. High damage and knockdown makes it a staple combo tool.
  • Peacock moves forward slightly as she kicks, so special canceling this move after the forward movement is important for some midscreen combos.

Crouching Normals

SG pea clp.png
SG pea clp hb.png
Stuff n' Puff
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 300 2.5% +7 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 13 22 19 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 2.5% +5 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3 12 19 19 7 N/A
  • Has a lower and larger hitbox than 5LP, making it useful to pick up characters for OTG purposes
SG pea cmp.png
SG pea cmp hb.png
Eyes of Tomorrow
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 7.5% +4 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3 15 21 17 9 N/A
  • Drags mid-air opponents down to the ground and closer to peacock, making it very useful in combos for restands/consistency and the occasional anti-air tool.
SG pea chp.png
SG pea chp hb.png
Red Hot Buckshot
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 650 10% -7 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3 30 25 17 10 N/A
  • Avery shoots a shotgun blast out of Peacock's hat. With a 6 button chain for crouching normals, Peacock can chain cancel her 2HP when most characters cannot. 2HP chains into 5HK for higher damage ground chains, or 2HK for 3 low hits in a row.
SG pea clk.png
SG pea clk hb.png
Curb Your Shoe
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350 2.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 5 13 18 21 7 N/A
  • Disjointed and tall hitbox that moves Peacock's hurtbox lower to the ground, making it one of her better anti-air tools in neutral.
  • Fast startup also makes it an easier combo tool than 5LK in most situations.
SG pea cmk.png
SG pea cmk hb.png
Ant Wasted
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 525 7.5% +1,
KD (vs. air)
-1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3 21 19 17 9 N/A
  • Peacock's fastest low move, and also pulls in the opponent closer on hit making certain combos easier.
  • If it's canceled before the active frames, the ant will be saved and will continue to move across the stage as a purely visual easter egg. You can then kill multiple ants with the same 2MK right after.
SG pea chk.png
SG pea chk hb.png
Banjo Trouble
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 1100 10% Soft KD (Invuln.) -33
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 28 24 15 18 10 N/A
  • Peacock's sweep moves her forward a far distance, which not only makes it a good poke, but also as a general movement tool.
  • Can cancel into L George for certain combo conversions, teleport to escape situations, MP bang for an extended kara DP, or even SoID.
  • Very useful to break the opponents armored moves or armored assists.

Jumping Normals

SG pea jlp.png
SG pea jlp hb.png
Hammer for the Worms
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High (rising mid) - 300 2.5% -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 19 17 20 7 N/A
  • Disjointed air normal, making it one of Peacock’s better air options when coming down on the opponent close up or as an air-to-air tool
SG pea jmp.png
SG pea jmp hb.png
The Bear Trap of Seville
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 525 7.5% +1 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2, (2), 3 21 28 21 10 N/A
  • Far reaching air normal with large hitstun, making it very useful in combos for conversions and rejump combos.
SG pea jhp.png
SG pea jhp hb.png
Robo with a Shotgun
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 950 7.5% ±0 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 2 27 28 21 10 N/A
  • Peacock shoots a shotgun, causing her to fly backwards from the recoil. It can be used as a runaway tool, especially in conjunction with air backdash. Jump back > j.HP xx air backdash, j.HP cover quite a bit of distance.
  • Is still useful in combos, since she can air dash cancel during the blast to stop the backward momentum.
SG pea jlk.png
SG pea jlk hb.png
How to Handle a Chainsaw
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 190 x3 2% x3 -8 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 8 [1, 1, 1...] 22 19 x3 22 x3 8 x3 (7 x3 on block) N/A
  • Multihit air normal that hits downward at an angle, making it slightly useful for some far conversions in air combos. The downward angle also makes it useful as an easy IAD overhead tool when needed.
SG pea jmk.png
SG pea jmk hb.png
Nice Booby Trap
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 500 7.5% -6 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
23 3 32 19 17 9 N/A
  • An unusual jumping attack which alters Peacock's air momentum and summons a projectile on the ground which hits mid.
  • Can be used to catch opponents approaching from the ground, or sometimes as a decent air button to hit opponents OTG for certain combos.
  • When used instantly from the ground, can be canceled immediately before the hit with an air dash to slow peacock's ascent, which can then go into a jLP or jLK. While odd, this kara sequence keeps peacock lower to the ground than her IAD height, resulting in lower air normals, allowing her to convert easier off of jLP (though IAD jLP is still the same speed).
SG pea jhk.png
SG pea jhk hb.png
Buzzin Buzzard
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
1st hit Guard Properties Damage Meter On Hit On Block On Pushblock
High - 600 7.5% -14 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 2 35 22 25 11 N/A
Avery Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 250 x2 2.25% x2 N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 6, 6... N/A 19 x2 17 x2 5 x2 N/A
  • Peacock launches Avery from her hat for the first, close range hit. As Avery falls he acts as a 2 hit projectile and stays active until he hits the ground.
  • The first hit will pop grounded opponents up into the air.
  • Very useful tool to aid in running away, due to the falling Avery acting as a wall.
  • The following moves will cause Avery to disappear (since he appears in the animation): 5HK, 2HP, 2LK, 2HK, j.HK, Argus Agony, and taunt

Universal Mechanics

SG pea throw.png
SG pea throw hb.png
Burlap Beatdown
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 150 x5, 400 2% x5, 5% Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • Above average range for a throw. Causes a sliding knockdown which is untechable and sets up okizeme.
  • In the corner or fullscreen, she can also confirm using an Argus Agony. Canceling the recovery of the throw into a SoID before the Argus can net Peacock another Argus, or even a full combo confirm when near the corner.
  • Can confirm meterlessly with H Bang on the following characters: Big Band, Eliza, Painwheel, Cerebella, Valentine, Double, Beowulf. When combined with certain assists, can allow peacock a full meterless confirm from a grounded throw.
  • As an assist, when combo’d after the throw as a starter, it is the only assist in the game that allows you to call another assist within the same combo
  • "As the only two moves in the game to put you directly into sliding knockdown with no chance of hitting the victim out of the air first, Eliza’s Weight of Anubis assist and Peacock’s normal throw assist cause twice as much sliding time before the opponent is allowed to tech."
SG pea airthrow.png
SG pea airthrow hb.png
Big Ball of Violence
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling 200 x5 1.43% x5 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 18 N/A N/A N/A N/A
  • Peacock ends her air throw with a rather long recovery animation. If she manages to hold a Shadow of Impending Doom before landing the throw, the extra hit from the falling item gives her enough time to land and attempt an extended combo.
  • Can also convert with an airdash cancel j.LK, j.LP, or j.MK. If close enough, only a falling j.LK can work as well.
SG pea tag.png
SG pea tag hb.png
Pop Goes the Weasel
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Tag 500 7.5% KD -35
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
42 6 43 10 13 20 (12 on block) N/A
  • Peacock's tag appears from the bottom of the screen.
SG pea snap.png
SG pea snap hb.png
Who's on Second?
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 -100% N/A -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 3 25 14 17 13 9
  • A normal snapback move.

Specials

SG pea qcflp.png
SG pea qcflp hb.png
"Gotcha!"
Toggle Hitboxes
Toggle Hitboxes
Bang! (L Bang) Sg 236.png + Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Throw) 700 (150) (2.5%) 11.25% Stagger (+26 / +41 CH),
Soft KD (Invuln.) (vs air)
-17
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3 36 26 21 9 N/A
  • Staggers the opponent. If this move is used for the second time in a combo or against an airborne opponent, the opponent is knocked down with full invulnerability.
  • If close enough, can follow up the hit with a light normal or even a throw. However, note that the opponent can shake out of the stagger so you have to be quick, and the throw attempt is techable for staggered opponents. Cancel into Lonesome Lenny for an easier and damaging combo.
  • Throw invulnerable from the 1st frame, can be used as a reversal if you have a hard read on the opponent doing a throw. But, jumping away from throws is much less risky. If you do choose to use it as a reversal and they block it, canceling into Lenny on block is -1.
SG pea qcfmp.png
SG pea qcfmp hb.png
"Reach for the sky!"
Toggle Hitboxes
Toggle Hitboxes
BANG! (M Bang) Sg 236.png + Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Strike) 700 (150) (2.5%) 11.25% Wall Bounce -16
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 4 26 12 13 11 N/A
  • Peacock's reversal which is only strike invulnerable, so it will lose to throws. The hitbox doesn't extend upwards either, making it risky to use against jump-ins.
  • -16 on block, so throwing it out carelessly will lead to a punish. Can cancel into Lonesome Lenny on block to make Peacock -10 instead of -16, making it somewhat safer.
  • Peacock can use the wall bounce for combos near the corner.
  • Shoots out several random swords, but all the different swords have the same properties.
SG pea qcfhp.png
SG pea qcfhp hb.png
"Garbage day!"
Toggle Hitboxes
Toggle Hitboxes
BANG BANG BANG! (H Bang) Sg 236.png + Sg hp.png
Sg hp.png x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 350 (133) (2.5%) 3.6% -3 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 - 33 18 15 11 (8 on block) N/A
Sg hp.png x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 350 (133) (1.6667%) 3.6% -8 -14
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 - 38 18 15 11 (8 on block) N/A
Sg hp.png x3 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 350 (133) (1.6667%) 3.6% -13 -19
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 - 43 18 15 11 (8 on block) N/A
  • Peacock shoots up to 3 bullets from her gun. It's her fastest non-metered projectile that is useful to catch opponents trying to dash on the ground, but easy to jump over and punish due to lengthy recovery. Best used at fullscreen to stay safe. The second and third shot can be delayed by timing the additional HP presses, even to the point where they no longer combo. The full, 3 hit attack pushes the opponent back on block while generating meter for Peacock. On hit the lengthy stun makes hit confirms to Argus Agony extremely easy.
  • Shoots out several random projectiles, but all the different projectiles have the same properties.
  • Minus on contact up close, but as the projectile travels she gains more frame advantage. Third H bang is about -7 on hit from round start distance, at full screen it is +9 on hit, with hbang 1/2 having better plus frames.
SG pea qcflk.png
SG pea qcflk hb.png
"Here, catch!"
Toggle Hitboxes
Toggle Hitboxes
George's Day Out (L George) Sg 236.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 550 (200) (2.5%) 4.5% +12 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 - 25 27 13 9 N/A
  • Peacock pulls out a George bomb from her pocket, who leisurely walks along the ground. His slow speed makes him a threat the opponent has to deal with for a long time, and avoids most projectiles by being low to the ground.
  • Somewhat useful up close on grounded opponents, and can convert with a light normal if close enough.
  • Has a different hitbox depending on whether the opponent is in hitstun or not. When the opponent is in hitstun, George has a long, backwards-hitting hitbox and is thrown in a slightly longer trajectory.
  • None of the Georges will explode or disappear if Peacock gets hit.
  • Each of the Georges can be canceled into each other once using an additional corresponding button press, or into an L Teleport using 214LK.
    • When directly beside the opponent, L George cancelled into L Teleport is -42 on block and -28 on hit.
  • Only two Georges can be on the screen at once, and only one of each type.
SG pea qcfmk.png
SG pea qcfmk hb.png
"And they're off!"
Toggle Hitboxes
Toggle Hitboxes
Boxcar George (M George) Sg 236.png + Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 650 (250) (2.5%) 4.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 - 24 23 17 9 N/A
  • Peacock calls a George bomb in go-kart, and appears from the side of the screen behind Peacock and zooms across the floor at a high speed. Can catch opponent teleports and airdashes that go behind Peacock. Otherwise similar to the LK version since he avoids most projectiles by being low to the ground.
  • None of the Georges will explode or disappear if Peacock gets hit.
  • Each of the Georges can be canceled into each other once using an additional corresponding button press, or into an L Teleport using 214LK.
  • Only two Georges can be on the screen at once, and only one of each type.
SG pea qcfhk.png
SG pea qcfhk hb.png
"Bombs away!"
Toggle Hitboxes
Toggle Hitboxes
George at the Air Show (H George / Plane) Sg 236.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 550 (250) (2.5%) 4.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 - 21 23 17 9 N/A
  • Peacock calls a George bomb in plane, appearing from the side of the screen above the screen and crashing to the ground in an arc. Tracks the opponent's location for trajectory upon being summoned, but stays on same course once it starts moving towards the opponent. This makes it somewhat tough to dodge. Unlike the LK and MK Georges, this version will explode on his own once it hits the floor.
  • None of the Georges will explode or disappear if Peacock gets hit.
  • Each of the Georges can be canceled into each other once using an additional corresponding button press, or into an L Teleport using 214LK.
  • Only two Georges can be on the screen at once, and only one of each type.
SG pea qcbp.png
SG pea qcbp hb.png
"Look out below!"
Toggle Hitboxes
Toggle Hitboxes
Shadow of Impending Doom (Item Drop) Sg 214.png + [ Sg p.png ]
Summon Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 N/A 16 N/A N/A N/A N/A
Item (Lv. 1) Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
60% Damage Scaling
850 (200) 6.26% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9~81, 3 (Until ground) N/A 26 21 9 N/A
Item (Lv. 2) Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
60% Damage Scaling
1400 (300) 7.2% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
82~205, 2 (Until ground) N/A 34 21 11 N/A
Item (Lv. 3) Guard Properties Damage Meter On Hit On Block On Pushblock
High Projectile,
60% Damage Scaling
2100 (500) 9% Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
206~241, 2 (Until ground) N/A 38 24 14 N/A
Item (Road Roller) Guard Properties Damage Meter On Hit On Block On Pushblock
High Projectile,
Hit Grab,
80% Damage Scaling
2400 (500) (2.5%) 0% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
206~241, 2 (Until ground) N/A N/A 24 N/A (14 on block) N/A
Item (Tenraiha) Guard Properties Damage Meter On Hit On Block On Pushblock
High Projectile 1300, 200 x7 (500, 80 x7) (2.5%) 11.25%, 5.14% x7 Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
206~241, 3 (Until ground) N/A 38, 18 x7 24, 15 x7 14, 11 x7 (14, 6 x7 on block) N/A
  • Peacock blows a whistle which causes a shadow to appear on the ground. On the release of P, an item falls where the shadow is. The item levels up as P is held, starting at level 1, and gaining levels as exclamation points appear on the shadow, up to a max of level 3. The increased levels increase the hitstun/blockstun, have bigger hitboxes, and hit overhead at level 3.
  • The button used determines how the shadow tracks the opponent.
  • Sg lp.png
    • The shadow is at a set distance directly in front of Peacock
  • Sg mp.png
    • The shadow will track the opponent on the half of the screen closest to Peacock.
    • Holding this version discourages opponents from dashing in on Peacock.
  • Sg hp.png
    • The shadow will track the opponent on the half of the screen farthest from Peacock.
    • Tapping this version is good for fullscreen zoning.
  • There are several different random items that can appear. All items within the same level have the same properties except for slightly different hitboxes. There are two unique level 3 items which are exceptions to this
    • The Road Roller level 3 item appears rarely, causes a cinematic on hit and deals significantly higher damage than other level 3 items.
    • After using a taunt, the next level 3 item is upgraded to Tenraiha, a multi-hitting item.
  • The shadow will go away without dropping an item if Peacock is hit.
  • After an item drops, this move can't be done again until the dropped item starts flashing.
  • Air blocking an item drop will add some slight forward momentum to the blocking character as they fall back to the ground.
  • The item will fall from the very top of the screen no matter where the camera is. After an initial 9 frames after the summon animation, the item will fall 3 frames after the button is released for level 1 items, 2 frames for level 2 and 3 items. In the frame startup, ~ means the range for the item levels, and the data following is the additional item release timings.
  • Each item seems to have it's own falling speed before they touch the ground, but generally the falling speeds are as follows: level 1 items - 16~18 frames, level 2 items - 16 frames, level 3 items - 12~16 frames. These are time until items hit the ground and have their "ground hit" animation, and do not include the item release timings mentioned above. **needs full verification**
  • If an item is released on block, then the item waits for 20 frames post-blockstun before releasing. You can PBGC to remove blockstun and have the item fall immediately, making it a risky but unexpected defensive tool.
  • When used as an assist, will drop the item ASAP. If you select the assist with 2 punch buttons however, the item will charge to Level 3 before dropping. Peacock stays on the screen for the entire time the item charges.
SG pea qcbk.png
"Open Sesame!" (L)
"Hocus poke you" (M)
"Bada boom!" (H)
The Hole Idea (Teleport) Sg 214.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A Invuln. (Full) (Frame 8) N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
31 N/A 21 N/A N/A N/A N/A
  • Peacock teleports to a different spot on the ground depending on the button pressed. Has an invulnerable period which lets Peacock use the move to escape bad situations up close or even surprise the opponent by getting closer.
  • Sg lk.png
    • Teleports behind Peacock
  • Sg mk.png
    • Teleports in front of the opponent
  • Sg hk.png
    • Teleports behind the opponent
    • Crosses up on the 27th frame
    • If H teleport is used in the while an assist is being called (around 20 frames), then the H Teleport will instead turn into an M teleport. However, if an assist has landed on the ground , then the H Teleport will be normal. This makes certain assists with longer startups useful as crossup tools when combined with a slightly delayed H Teleport (examples: H Lock n Load, Silver Cord, M/H Pinion dash).


SG pea qcbkp.png
SG pea qcbkp hb.png
Toggle Hitboxes
Toggle Hitboxes
Fire in the Hole! (Fake Teleport) During M or H The Hole Idea:
[ Sg p.png ]
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Frame 8),
Projectile
550 (100) (2.5%) 6.92% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
52, 27 5 20 23 17 9 N/A
  • Peacock fakes a teleport, reappearing in the same place while placing a bomb at the opponent's feet. There is only one version of this attack so the button pressed doesn't matter.
  • The input makes it impossible to teleport forward while holding a P button for SoID. L teleport can still be used.
  • If the opponent is ready, they can throw peacock in between when Peacock returns from the ground and when the bomb hits. However if an L or M item is currently being held, then the item can be released early to keep peacock safe during this move.

Supers

SG pea qcfpp.png
SG pea qcfpp hb.png
"Eyes of Argus!"
Toggle Hitboxes
Toggle Hitboxes
Argus Agony
Level 1
Sg 236.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
Beam
300x5, 750, 180x30 (100 x6, 25 x30) -100% -3 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 + 10 6 x6, (33), - 37 25 x5, 43, 30 x30 17 x36 8 x5, 25, 2 x30 (4 x6, 8 x30 on block) 9
  • Peacock's hat and arms transform into a laser array, shooting a 6 hit initial, full screen beam, then 30 smaller single hit projectiles. Since the first part of the attack is a beam, the laser's attack box covers the entire length of the screen as soon as it becomes active. It can hit multiple defending characters and nullify all oncoming projectiles on the same frame. For the second part, all of the hits will not connect in most situations since their pattern is slightly random.
  • Pushes the opponent to full screen on hit hits, which allows Peacock to reset her zoning game.
  • If the first part is blocked, most characters can find a way to punish either by super jumping over the second part or using a move that avoids projectiles.
  • If used in the corner, it's unsafe on hit and block.
  • A SoID item can be held during the duration of this super, which allows several things. If an opponent happens to block the first beam parts of Argus, then an item can be released between the gap of the first and second parts to keep the opponent blocking, ensuring better chip damage from the full super. It can also be dropped after the second part hits to allow for follow-up combos.
SG pea qcfkk.png
SG pea qcfkk hb.png
"Fall down, go boom!"
Toggle Hitboxes
Toggle Hitboxes
Lonesome Lenny
Level 1
Sg 236.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 3800 (800) -100% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 7 1 18 24 27 16 7
  • Peacock plants a massive Lenny bomb, which has 4800 HP that acts as a timer, counting down at 1 HP per frame and ending with a massive, single hit explosion that damages opponents, Peacock, and Peacock's teammates. Both teams can hit Lenny, pushing him across the screen and damaging him, effectively shortening his fuse. Creative use of Lenny in a DHC can lead to combos that last long enough to guarantee the opponent gets stuck in the explosion.
  • Lenny can act like a shield in certain cases, either absorbing hits entirely for Peacock, or keeping the opponent wary if they want to avoid getting hit with the explosion themselves. The player who summoned Lenny can hit Lenny with projectiles, but the projectiles will remain active.
  • While both players can hit Lenny, the distance he travels is much greater for Peacock than it is for the opponent, making him a useful neutral tool as well against other projectiles.
  • While Lenny is active and Peacock is the point character, Peacock's meter gain is reduced to 33% of its normal value.
  • If Peacock is in a super, her own Lenny will not explode.
    • If Lenny is hit by a Argus laser or Argus bullet from its own Peacock, it will reduce the timer to 0 and explode once Argus ends
  • If Lenny is hit by the explosion from level 3, it explodes instantly.
  • To convert off of the explosion from Lenny, use a well timed M George into H Teleport (uses OTG), or use 5HP into H Teleport (more difficult and variable weight timing, but doesn't use OTG).
  • Lenny's explosion hits physically and can not be countered by Valentine's Countervenom or avoided by projectile invul moves.
  • Skullgirls Tuestorials 04 - Peacock's Lenny Super
SG pea qcbpp.png
SG pea qcbpp hb.png
"All together now!"
Toggle Hitboxes
Toggle Hitboxes
Goodfellows
Level 3
During Throw:
Sg 214.png + Sg p.png + Sg p.png
Point Guard Properties Damage Meter On Hit On Block On Pushblock
N/A 45% Minimum Scaling 6225 (total) -300% Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A N/A N/A N/A N/A N/A
DHC Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab,
55% Minimum Scaling
6225 (total) (250) -200% Sliding KD -35
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 56 N/A 23 N/A (10 on block) N/A
  • Peacock's level 3 is a follow up to her throw and cannot be done on its own, unless it's a DHC.
  • From a throw, doing a metered combo with Argus Agony does more damage, so this is mostly a style super.
  • The explosion at the end of the throw will detonate Lonesome Lenny in a single hit.

Taunt

SG pea taunt.png
"Why ya so bad at video games?"
Hi Hi Birdie Sg lk.png , Sg hk.png , Sg mp.png , Sg mp.png , 8.gif
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 94 N/A N/A N/A N/A
  • If Peacock completes the animation, the next level 3 item drop will be upgraded to Tenraiha.
SG pea assist.png
"Toodles!"
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 64 N/A N/A N/A N/A
  • Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
  • Longer recovery → more time to punish the assist.

Colors

SG pea color1.png SG pea color2.png SG pea color3.png SG pea color4.png SG pea color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette used for the Double mirror match in Peacock’s story mode.
Color 3
SGColor3.png
Based on Alucard from Hellsing.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original alternate color palette.

SG pea color6.png SG pea color7.png SG pea color8.png SG pea color9.png SG pea color10.png
Color 6
SGColor6.png
Based on Lucky the Leprechaun, mascot of Lucky Charms cereal.
Color 7
SGColor7.png
Original color palette based on Peacock's story mode intro.
Color 8
SGColor8.png
Original color palette based on black and white cartoons.
Color 9
SGColor9.png
Based on Cirno from Touhou Project.
Color 10
SGColor10.png
Original alternate color palette.

SG pea color11.png SG pea color12.png SG pea color13.png SG pea color14.png SG pea color15.png
Color 11
SGColor11.png
Based on Super Milk Chan.
Color 12
SGColor12.png
Based on Cable from Marvel vs Capcom 2.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Hsien-Ko from the Darkstalkers / Vampire series.
Color 15
SGColor15.png
Original alternate color palette.

SG pea color16.png SG pea color17.png SG pea color18.png SG pea color19.png SG pea color20.png
Color 16
SGColor16.png
Based on The Warden from Superjail.
Color 17
SGColor17.png
Based on Inspector Gadget.
Color 18
SGColor18.png
Based on Sayaka Miki from Puella Magi Madoka Magica.
Color 19
SGColor19.png
Based on Raspberyl from Disgaea. Crowdfunding request.
Color 20
SGColor20.png
Based on The Grinch.

SG pea color21.png SG pea color22.png SG pea color23.png SG pea color24.png SG pea color25.png
Color 21
SGColor21.png
Based on Princess Daisy from the Mario series. Crowdfunding request.
Color 22
SGColor22.png
Original color palette based on the Indian peafowl. Crowdfunding request.
Color 23
SGColor23.png
Based on The Joker from DC Comics.
Color 24
SGColor24.png
Based on Nonon Jakuzure from Kill la Kill.
Color 25
SGColor25.png
Original color palette based on Annie of the Stars.

Peacock 27.png Peacock 26.png SG pea color28.png SG pea color29.png
Color 26
SGColor26.png
Based on Cuphead from Cuphead.
Color 27
SGColor27.png
Based on Woody from Toy Story.
Color 28
SGColor28.png
Based on Sir Pentious from Hazbin Hotel.
Color 29
SGColor29.png
Based on Mojo Jojo from Powerpuff Girls.



Intro Poses

Peacock has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.

Peacock intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Peacock paints herself into existence.
It's time to paint the town red!
Here comes trouble!
Peacock intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Peacock climbs out of her eye and puts it back on her face.
Cartoon noises.
Peacock intro 3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
Peacock teleports onto the stage.
Of course you know, this means war.
I'll gladly pay you Tuesday for a knuckle sammich today!

Win Poses

SG pose pea 1.png Winpose 1 SG pose pea 2.png Winpose 2:
Hold
Sg hp.png

Players to Watch

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
SG pea color9.png
aeroshire
United States
United States
TX
Active Peacock L George / Double H Bomber / Big Band M Beat
Keepaway fiend. Eager to jab punish unsafe offense and likes to spend meter on AC/safe dhc to keep advantage state.
Example Play
SG pea color12.png
Chuck N. Plazma
United States
United States
MI
Active(?) Peacock L George / Big Band L Beat or Big Band H Brass / Painwheel H Pinion
Lab monster
Example Play
SG pea color2.png
Jorge
@Jorgituzin
Brazil
Brazil
Active Peacock L George / Beowulf H Hurl / Big Band H Brass

Example Play
SG pea color8.png
Lawnba
United States
United States
Active Various
Hi
Example Play
SG pea color5.png
McPeanuts
United States
United States
MA
Retired Double H Bomber / Big Band L Beat / Peacock L George
Old school Double/Band/Pea player, also wrote the Big Band compendium.
Example Play
SG pea color11.png
Receita Federal
@MillerRobert1
Brazil
Brazil
Retired Double H Bomber / Peacock L George / Big Band M Beat

Example Play
SG pea color25.png
SwiftfoxDash
@swiftfox_dash
United States
United States
TX
Active Peacock L George / Cerebella H LNL
Rocking Pea/Bella since long ago, very strong player that consistently places in top 8. Converts off of almost every hit.
Example Play
SG pea color17.png
thewingit1234
@thewingit123
United States
United States
MO
Active N/A
Creator of the '2 minute matchups' series, consistent SG footage uploader, and consistently finds a way to blow himself up.
Example Play
SG pea color21.png
Triviality
United States
United States
Active Peacock Charged M Item / Robo-Fortune H Beam / Squigly DnB or Peacock Charged M Item / Squigly DnB / Eliza H Spiral
Aggressively mobile, switches from keepaway zoning to claustrophobic pressure at the drop of a hat. Likes to be stylish.
Example Play
SG pea color10.png
Nope.avi
United States
United States
Active Peacock 5HP / Double H Bomber / Umbrella 6HP
"Corny a** two touch", Triv's brother and taught by Aeroshire, pioneer of Pea Umby and unscaled item drop ambassador.
Example Play
SG pea color16.png
Sanji
Germany
Germany
Active Big Band H brass / Peacock L george / Beowulf 2HP
Point Band Fiend, EU's Peacock, L george assist criminal.
Example Play


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other