Skullgirls/Peacock: Difference between revisions
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{{CharacterData-SG | {{CharacterData-SG | ||
| weight=Light | | weight = Light | ||
| dash=Run | | dash = Run | ||
| doublejump=Yes | | doublejump = Yes | ||
| airdash=Yes | | airdash = Yes | ||
| iadlockout=8 | | iadlockout = 8 | ||
| forwardtech=40 | | forwardtech = 40 | ||
| backwardtech=40 | | backwardtech = 40 | ||
| slidingkd=10 | | slidingkd = 10 | ||
| hardkd=34 | | hardkd = 34 | ||
| crumple=32 | | crumple = 32 | ||
| assistrecovery=64 | | assistrecovery = 64 | ||
| standingchain=5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | standingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
| crouchingchain=6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | | crouchingchain = 6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | ||
| airchain=5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | airchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
}} | }} | ||
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{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_slp.png|225px]] | | pic = [[File:SG_pea_slp.png|225px]] | ||
| hitbox = [[File:SG_pea_slp_hb.png|225px]] | |||
|hitbox=[ | | caption = Poke! | ||
| name = 5LP | |||
| name=5LP | | input = '''s.'''{{NotationIcon-SG|LP}} | ||
| input='''s.'''{{NotationIcon-SG|LP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=x1, x2 | | version = x1, x2 | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Chains Into Self}} | | properties = {{Property-SG|Chains Into Self}} | ||
| dmg=300 | | dmg = 300 | ||
| meter=2.5% | | meter = 2.5% | ||
| startup=6 | | startup = 6 | ||
| active=2 | | active = 2 | ||
| recovery=14 | | recovery = 14 | ||
| hitstop=7 | | hitstop = 7 | ||
| hitstun=19 | | hitstun = 19 | ||
| blockstun=18 | | blockstun = 18 | ||
| onhit=+4 | | onhit = +4 | ||
| onblock=+3 | | onblock = +3 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_slp_fd.png|left]]}} | | framedata = [[File:SG_pea_slp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_smp.png|225px]] | | pic = [[File:SG_pea_smp.png|225px]] | ||
| hitbox = [[File:SG_pea_smp_hb.png|225px]] | |||
|hitbox=[ | | caption = Pie Splat | ||
| name = 5MP | |||
| name=5MP | | input = '''s.'''{{NotationIcon-SG|MP}} | ||
| input='''s.'''{{NotationIcon-SG|MP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties=- | | properties = - | ||
| dmg=500 | | dmg = 500 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=15 | | startup = 15 | ||
| active=3 | | active = 3 | ||
| recovery=29 (30 on miss) | | recovery = 29 (30 on miss) | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=22 | | hitstun = 22 | ||
| blockstun=20 | | blockstun = 20 | ||
| onhit=-10 | | onhit = -10 | ||
| onblock=-12 | | onblock = -12 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_smp_fd.png|left]]}} | | framedata = [[File:SG_pea_smp_fd.png|left]]}} | ||
| | | | ||
* Far reaching normal, can be used at further distance than most other Peacock normals, making it occasionally useful. | * Far reaching normal, can be used at further distance than most other Peacock normals, making it occasionally useful. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_shp.png|225px]] | | pic = [[File:SG_pea_shp.png|225px]] | ||
| hitbox = [[File:SG_pea_shp_hb.png|225px]] | |||
|hitbox=[ | | caption = Screwball Cannonball | ||
| name = 5HP | |||
| name=5HP | | input = '''s.'''{{NotationIcon-SG|HP}} | ||
| input='''s.'''{{NotationIcon-SG|HP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}} (2nd hit) | | properties = {{Property-SG|Projectile}} (2nd hit) | ||
| dmg=700, 500 | | dmg = 700, 500 | ||
| meter=5%, 5% | | meter = 5%, 5% | ||
| startup=15 | | startup = 15 | ||
| active=2, (10 / 17 on hit), - | | active = 2, (10 / 17 on hit), - | ||
| recovery=26 | | recovery = 26 | ||
| hitstop=11, 14 (8 on block) | | hitstop = 11, 14 (8 on block) | ||
| hitstun=33, 17 | | hitstun = 33, 17 | ||
| blockstun=21, 15 | | blockstun = 21, 15 | ||
| onhit=+6 | | onhit = +6 | ||
| onblock=-2 | | onblock = -2 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_shp_fd.png|left]]<br>[[File:SG_pea_shp_hit_fd.png|left]]}} | | framedata = [[File:SG_pea_shp_fd.png|left]]<br>[[File:SG_pea_shp_hit_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | * 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. | * Shoots out several random projectiles, but all the different projectiles have the same hitboxes and frame data. | ||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_slk.png|225px]] | | pic = [[File:SG_pea_slk.png|225px]] | ||
| hitbox = [[File:SG_pea_slk_hb.png|225px]] | |||
|hitbox=[ | | caption = Pop Eye | ||
| name = 5LK | |||
| name=5LK | | input = '''s.'''{{NotationIcon-SG|LK}} | ||
| input='''s.'''{{NotationIcon-SG|LK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties=- | | properties = - | ||
| dmg=400 | | dmg = 400 | ||
| meter=2.5% | | meter = 2.5% | ||
| startup=9 | | startup = 9 | ||
| active=2 | | active = 2 | ||
| recovery=13 | | recovery = 13 | ||
| hitstop=8 | | hitstop = 8 | ||
| hitstun=20 | | hitstun = 20 | ||
| blockstun=18 | | blockstun = 18 | ||
| onhit=+6 | | onhit = +6 | ||
| onblock=+4 | | onblock = +4 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_slk_fd.png|left]]}} | | framedata = [[File:SG_pea_slk_fd.png|left]]}} | ||
| | | | ||
* Far reaching normal, can hit at certain ranges that 2LK can not otherwise, making it occasionally useful. | * Far reaching normal, can hit at certain ranges that 2LK can not otherwise, making it occasionally useful. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_smk.png|225px]] | | pic = [[File:SG_pea_smk.png|225px]] | ||
| hitbox = [[File:SG_pea_smk_hb.png|225px]] | |||
|hitbox=[ | | caption = Springboard Panic | ||
| name = 5MK | |||
| name=5MK | | input = '''s.'''{{NotationIcon-SG|MK}} | ||
| input='''s.'''{{NotationIcon-SG|MK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Launcher}} | | properties = {{Property-SG|Launcher}} | ||
| dmg=600 | | dmg = 600 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=16 | | startup = 16 | ||
| active=3 | | active = 3 | ||
| recovery=25 | | recovery = 25 | ||
| hitstop=11 | | hitstop = 11 | ||
| hitstun=31 | | hitstun = 31 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=+4 | | onhit = +4 | ||
| onblock=-10 | | onblock = -10 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_smk_fd.png|left]]}} | | framedata = [[File:SG_pea_smk_fd.png|left]]}} | ||
| | | | ||
* Peacock's launcher. Peacock is the only character who doesn't have a launcher on a heavy button. | * Peacock's launcher. Peacock is the only character who doesn't have a launcher on a heavy button. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_shk.png|225px]] | | pic = [[File:SG_pea_shk.png|225px]] | ||
| hitbox = [[File:SG_pea_shk_hb.png|225px]] | |||
|hitbox=[ | | caption = Kick the Football, Peacock | ||
| name = 5HK | |||
| name=5HK | | input = '''s.'''{{NotationIcon-SG|HK}} | ||
| input='''s.'''{{NotationIcon-SG|HK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties=- | | properties = - | ||
| dmg=950 | | dmg = 950 | ||
| meter=10% | | meter = 10% | ||
| startup=19 | | startup = 19 | ||
| active=3 | | active = 3 | ||
| recovery=33 | | recovery = 33 | ||
| hitstop=12 | | hitstop = 12 | ||
| hitstun=25 | | hitstun = 25 | ||
| blockstun=21 | | blockstun = 21 | ||
| onhit={{Property-SG|KD}}| onblock=-14 | | onhit = {{Property-SG|KD}}| onblock = -14 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_shk_fd.png|left]]}} | | framedata = [[File:SG_pea_shk_fd.png|left]]}} | ||
| | | | ||
* Peacock preforms clumsy kick, ending in a lengthy recovery animation. High damage and a knockdown makes it a staple combo tool. | * Peacock preforms clumsy kick, ending in a lengthy recovery animation. High damage and a 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. | * Peacock moves forward slightly as she kicks, so special canceling this move after the forward movement is important for some midscreen combos. | ||
}} | |||
===Crouching Normals=== | ===Crouching Normals=== | ||
{{MoveData-SG | {{MoveData-SG | ||
|pic=[[File:SG_pea_clp.png|225px]] | | pic = [[File:SG_pea_clp.png|225px]] | ||
| hitbox = [[File:SG_pea_clp_hb.png|225px]] | |||
|hitbox=[ | | caption = Stuff n' Puff | ||
| name = 2LP | |||
| name=2LP | | input = '''c.'''{{NotationIcon-SG|LP}} | ||
| input='''c.'''{{NotationIcon-SG|LP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=x1 | | version = x1 | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Chains Into Self}} | | properties = {{Property-SG|Chains Into Self}} | ||
| dmg=300 | | dmg = 300 | ||
| meter=2.5% | | meter = 2.5% | ||
| startup=6 | | startup = 6 | ||
| active=3 | | active = 3 | ||
| recovery=13 | | recovery = 13 | ||
| hitstop=7 | | hitstop = 7 | ||
| hitstun=22 | | hitstun = 22 | ||
| blockstun=19 | | blockstun = 19 | ||
| onhit=+7 | | onhit = +7 | ||
| onblock=+4 | | onblock = +4 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_clp1_fd.png|left]]}} | | framedata = [[File:SG_pea_clp1_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=x2 | | version = x2 | ||
| guard=Mid | | guard = Mid | ||
| properties=- | | properties = - | ||
| dmg=300 | | dmg = 300 | ||
| meter=2.5% | | meter = 2.5% | ||
| startup=14 | | startup = 14 | ||
| active=3 | | active = 3 | ||
| recovery=12 | | recovery = 12 | ||
| hitstop=7 | | hitstop = 7 | ||
| hitstun=19 | | hitstun = 19 | ||
| blockstun=19 | | blockstun = 19 | ||
| onhit=+5 | | onhit = +5 | ||
| onblock=+5 | | onblock = +5 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_clp2_fd.png|left]]}} | | framedata = [[File:SG_pea_clp2_fd.png|left]]}} | ||
| | | | ||
* Has a lower and larger hitbox than 5LP, making it useful to pick up characters for OTG purposes | * Has a lower and larger hitbox than 5LP, making it useful to pick up characters for OTG purposes | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_cmp.png|225px]] | | pic = [[File:SG_pea_cmp.png|225px]] | ||
| hitbox = [[File:SG_pea_cmp_hb.png|225px]] | |||
|hitbox=[ | | caption = Eyes of Tomorrow | ||
| name = 2MP | |||
| name=2MP | | input = '''c.'''{{NotationIcon-SG|MP}} | ||
| input='''c.'''{{NotationIcon-SG|MP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties=- | | properties = - | ||
| dmg=525 | | dmg = 525 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=12 | | startup = 12 | ||
| active=3 | | active = 3 | ||
| recovery=15 | | recovery = 15 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=21 | | hitstun = 21 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=+4 | | onhit = +4 | ||
| onblock=±0 | | onblock = ±0 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_cmp_fd.png|left]]}} | | framedata = [[File:SG_pea_cmp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_chp.png|225px]] | | pic = [[File:SG_pea_chp.png|225px]] | ||
| hitbox = [[File:SG_pea_chp_hb.png|225px]] | |||
|hitbox=[ | | caption = Red Hot Buckshot | ||
| name = 2HP | |||
| name=2HP | | input = '''c.'''{{NotationIcon-SG|HP}} | ||
| input='''c.'''{{NotationIcon-SG|HP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|Low}} | | guard = {{Property-SG|Low}} | ||
| properties=- | | properties = - | ||
| dmg=800 | | dmg = 800 | ||
| meter=10% | | meter = 10% | ||
| startup=16 | | startup = 16 | ||
| active=3 | | active = 3 | ||
| recovery=30 | | recovery = 30 | ||
| hitstop=10 | | hitstop = 10 | ||
| hitstun=25 | | hitstun = 25 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=-7 | | onhit = -7 | ||
| onblock=-15 | | onblock = -15 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_chp_fd.png|left]]}} | | framedata = [[File:SG_pea_chp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_clk.png|225px]] | | pic = [[File:SG_pea_clk.png|225px]] | ||
| hitbox = [[File:SG_pea_clk_hb.png|225px]] | |||
|hitbox=[ | | caption = Curb Your Shoe | ||
| name = 2LK | |||
| name=2LK | | input = '''c.'''{{NotationIcon-SG|LK}} | ||
| input='''c.'''{{NotationIcon-SG|LK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties=- | | properties = - | ||
| dmg=350 | | dmg = 350 | ||
| meter=2.5% | | meter = 2.5% | ||
| startup=7 | | startup = 7 | ||
| active=5 | | active = 5 | ||
| recovery=13 | | recovery = 13 | ||
| hitstop=7 | | hitstop = 7 | ||
| hitstun=18 | | hitstun = 18 | ||
| blockstun=21 | | blockstun = 21 | ||
| onhit=+1 | | onhit = +1 | ||
| onblock=+4 | | onblock = +4 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_clk_fd.png|left]]}} | | framedata = [[File:SG_pea_clk_fd.png|left]]}} | ||
| | | | ||
* Disjointed and tall hitbox that moves Peacock's hurtbox lower to the ground, making it one of her better anti-air tools in neutral. | * 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. | * Fast startup also makes it an easier combo tool than 5LK in most situations. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_cmk.png|225px]] | | pic = [[File:SG_pea_cmk.png|225px]] | ||
| hitbox = [[File:SG_pea_cmk_hb.png|225px]] | |||
|hitbox=[ | | caption = Ant Wasted | ||
| name = 2MK | |||
| name=2MK | | input = '''c.'''{{NotationIcon-SG|MK}} | ||
| input='''c.'''{{NotationIcon-SG|MK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|Low}} | | guard = {{Property-SG|Low}} | ||
| properties=- | | properties = - | ||
| dmg=550 | | dmg = 550 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=15 | | startup = 15 | ||
| active=3 | | active = 3 | ||
| recovery=21 | | recovery = 21 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=19 | | hitstun = 19 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=+1,<br>{{Property-SG|KD}} (vs. air) | | onhit = +1,<br>{{Property-SG|KD}} (vs. air) | ||
| onblock=-1 | | onblock = -1 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_cmk_fd.png|left]]}} | | framedata = [[File:SG_pea_cmk_fd.png|left]]}} | ||
| | | | ||
* Peacock's fastest low move, and also pulls in the opponent closer on hit making certain combos easier. | * 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. | * 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. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_chk.png|225px]] | | pic = [[File:SG_pea_chk.png|225px]] | ||
| hitbox = [[File:SG_pea_chk_hb.png|225px]] | |||
|hitbox=[ | | caption = Banjo Trouble | ||
| name = 2HK | |||
| name=2HK | | input = '''c.'''{{NotationIcon-SG|HK}} | ||
| input='''c.'''{{NotationIcon-SG|HK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|Low}} | | guard = {{Property-SG|Low}} | ||
| properties={{Property-SG|Sweep}} | | properties = {{Property-SG|Sweep}} | ||
| dmg=1100 | | dmg = 1100 | ||
| meter=10% | | meter = 10% | ||
| startup=17 | | startup = 17 | ||
| active=28 | | active = 28 | ||
| recovery=24 | | recovery = 24 | ||
| hitstop=10 | | hitstop = 10 | ||
| hitstun=15 | | hitstun = 15 | ||
| blockstun=18 | | blockstun = 18 | ||
| onhit={{Property-SG|Soft KD (Invuln.)}} | | onhit = {{Property-SG|Soft KD (Invuln.)}} | ||
| onblock=-33 | | onblock = -33 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_chk_fd.png|left]]}} | | framedata = [[File:SG_pea_chk_fd.png|left]]}} | ||
| | | | ||
* Peacock's sweep moves her forward a far distance, which not only makes it a good poke, but also as a general movement tool. | * 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. | * 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. | * Very useful to break the opponents armored moves or armored assists. | ||
}} | |||
===Jumping Normals=== | ===Jumping Normals=== | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_jlp.png|225px]] | | pic = [[File:SG_pea_jlp.png|225px]] | ||
| hitbox = [[File:SG_pea_jlp_hb.png|225px]] | |||
|hitbox=[ | | caption = Hammer for the Worms | ||
| name = jLP | |||
| name=jLP | | input = '''j.'''{{NotationIcon-SG|LP}} | ||
| input='''j.'''{{NotationIcon-SG|LP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|High}} (rising mid) | | guard = {{Property-SG|High}} (rising mid) | ||
| properties=- | | properties = - | ||
| dmg=300 | | dmg = 300 | ||
| meter=2.5% | | meter = 2.5% | ||
| startup=8 | | startup = 8 | ||
| active=2 | | active = 2 | ||
| recovery=19 | | recovery = 19 | ||
| hitstop=7 | | hitstop = 7 | ||
| hitstun=17 | | hitstun = 17 | ||
| blockstun=20 | | blockstun = 20 | ||
| onhit=-3 | | onhit = -3 | ||
| onblock=±0 | | onblock = ±0 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_jlp_fd.png|left]]}} | | framedata = [[File:SG_pea_jlp_fd.png|left]]}} | ||
| | | | ||
* 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 | * 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 | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_jmp.png|225px]] | | pic = [[File:SG_pea_jmp.png|225px]] | ||
| hitbox = [[File:SG_pea_jmp_hb.png|225px]] | |||
|hitbox=[ | | caption = The Bear Trap of Seville | ||
| name = jMP | |||
| name=jMP | | input = '''j.'''{{NotationIcon-SG|MP}} | ||
| input='''j.'''{{NotationIcon-SG|MP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties=- | | properties = - | ||
| dmg=525 | | dmg = 525 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=11 | | startup = 11 | ||
| active=2, (2), 3 | | active = 2, (2), 3 | ||
| recovery=21 | | recovery = 21 | ||
| hitstop=10 | | hitstop = 10 | ||
| hitstun=28 | | hitstun = 28 | ||
| blockstun=21 | | blockstun = 21 | ||
| onhit=+1 | | onhit = +1 | ||
| onblock=-6 | | onblock = -6 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_jmp_fd.png|left]]}} | | framedata = [[File:SG_pea_jmp_fd.png|left]]}} | ||
| | | | ||
* Far reaching air normal with large hitstun, making it very useful in combos for conversions and rejump combos. | * Far reaching air normal with large hitstun, making it very useful in combos for conversions and rejump combos. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_jhp.png|225px]] | | pic = [[File:SG_pea_jhp.png|225px]] | ||
| hitbox = [[File:SG_pea_jhp_hb.png|225px]] | |||
|hitbox=[ | | caption = Robo with a Shotgun | ||
| name = jHP | |||
| name=jHP | | input = '''j.'''{{NotationIcon-SG|HP}} | ||
| input='''j.'''{{NotationIcon-SG|HP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties=- | | properties = - | ||
| dmg=1050 | | dmg = 1050 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=14 | | startup = 14 | ||
| active=2 | | active = 2 | ||
| recovery=27 | | recovery = 27 | ||
| hitstop=10 | | hitstop = 10 | ||
| hitstun=28 | | hitstun = 28 | ||
| blockstun=21 | | blockstun = 21 | ||
| onhit=±0 | | onhit = ±0 | ||
| onblock=-7 | | onblock = -7 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_jhp_fd.png|left]]}} | | framedata = [[File:SG_pea_jhp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | * Is still useful in combos, since she can air dash cancel during the blast to stop the backward momentum. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_jlk.png|225px]] | | pic = [[File:SG_pea_jlk.png|225px]] | ||
| hitbox = [[File:SG_pea_jlk_hb.png|225px]] | |||
|hitbox=[ | | caption = How to Handle a Chainsaw | ||
| name = jLK | |||
| name=jLK | | input = '''j.'''{{NotationIcon-SG|LK}} | ||
| input='''j.'''{{NotationIcon-SG|LK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties=- | | properties = - | ||
| dmg=225 x3 | | dmg = 225 x3 | ||
| meter=2% x3 | | meter = 2% x3 | ||
| startup=10 | | startup = 10 | ||
| active=8 [1, 1, 1...] | | active = 8 [1, 1, 1...] | ||
| recovery=22 | | recovery = 22 | ||
| hitstop=8 x3 (7 x3 on block) | | hitstop = 8 x3 (7 x3 on block) | ||
| hitstun=19 x3 | | hitstun = 19 x3 | ||
| blockstun=22 x3 | | blockstun = 22 x3 | ||
| onhit=-8 | | onhit = -8 | ||
| onblock=-1 | | onblock = -1 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_jlk_fd.png|left]]}} | | framedata = [[File:SG_pea_jlk_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_jmk.png|225px]] | | pic = [[File:SG_pea_jmk.png|225px]] | ||
| hitbox = [[File:SG_pea_jmk_hb.png|225px]] | |||
|hitbox=[ | | caption = Nice Booby Trap | ||
| name = jMK | |||
| name=jMK | | input = '''j.'''{{NotationIcon-SG|MK}} | ||
| input='''j.'''{{NotationIcon-SG|MK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}} | | properties = {{Property-SG|Projectile}} | ||
| dmg=500 | | dmg = 500 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=23 | | startup = 23 | ||
| active=3 | | active = 3 | ||
| recovery=32 | | recovery = 32 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=19 | | hitstun = 19 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=-6 | | onhit = -6 | ||
| onblock=-8 | | onblock = -8 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_jmk_fd.png|left]]}} | | framedata = [[File:SG_pea_jmk_fd.png|left]]}} | ||
| | | | ||
* An unusual jumping attack which alters Peacock's air momentum and summons a projectile on the ground which hits mid. | * 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. | * 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). | * 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). | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
|pic=[[File:SG_pea_jhk.png|225px]] | | pic = [[File:SG_pea_jhk.png|225px]] | ||
| hitbox = [[File:SG_pea_jhk_hb.png|225px]] | |||
|hitbox=[ | | caption = Buzzin Buzzard | ||
| name = jHK | |||
| name=jHK | | input = '''j.'''{{NotationIcon-SG|HK}} | ||
| input='''j.'''{{NotationIcon-SG|HK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=1st hit | | version = 1st hit | ||
| guard={{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties=- | | properties = - | ||
| dmg=800 | | dmg = 800 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=13 | | startup = 13 | ||
| active=2 | | active = 2 | ||
| recovery=35 | | recovery = 35 | ||
| hitstop=11 | | hitstop = 11 | ||
| hitstun=22 | | hitstun = 22 | ||
| blockstun=25 | | blockstun = 25 | ||
| onhit=-14 | | onhit = -14 | ||
| onblock=-1 | | onblock = -1 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_jhk_fd.png|left]]}} | | framedata = [[File:SG_pea_jhk_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Avery | | version = Avery | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}} | | properties = {{Property-SG|Projectile}} | ||
| dmg=400 x2 | | dmg = 400 x2 | ||
| meter=2.25% x2 | | meter = 2.25% x2 | ||
| startup=6 | | startup = 6 | ||
| active=6, 6... | | active = 6, 6... | ||
| recovery=N/A | | recovery = N/A | ||
| hitstop=5 x2 | | hitstop = 5 x2 | ||
| hitstun=19 x2 | | hitstun = 19 x2 | ||
| blockstun=17 x2 | | blockstun = 17 x2 | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = 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. | * 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. | * 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. | * 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 | * 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=== | ===Universal Mechanics=== | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_throw.png|225px]] | | pic = [[File:SG_pea_throw.png|225px]] | ||
| hitbox = [[File:SG_pea_throw_hb.png|225px]] | |||
|hitbox=[ | | caption = Burlap Beatdown | ||
| name = Throw | |||
| name=Throw | | input = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} | ||
| input={{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|Throw}} | | guard = {{Property-SG|Throw}} | ||
| properties={{Property-SG|Damage Scaling|50%}} | | properties = {{Property-SG|Damage Scaling|50%}} | ||
| dmg=150 x5, 400 | | dmg = 150 x5, 400 | ||
| meter=2% x5, 5% | | meter = 2% x5, 5% | ||
| startup=7 | | startup = 7 | ||
| active=1 | | active = 1 | ||
| recovery=28 | | recovery = 28 | ||
| hitstop=N/A | | hitstop = N/A | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=N/A | | blockstun = N/A | ||
| onhit={{Property-SG|Sliding KD}} | | onhit = {{Property-SG|Sliding KD}} | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_throw_fd.png|left]]}} | | framedata = [[File:SG_pea_throw_fd.png|left]]}} | ||
| | | | ||
* Above average range for a throw. Causes a sliding knockdown which is untechable and sets up okizeme. | * 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 <b>Argus Agony</b>. 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. | * In the corner or fullscreen, she can also confirm using an <b>Argus Agony</b>. 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. | ||
Line 731: | Line 602: | ||
* 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 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." | * "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." | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_airthrow.png|225px]] | | pic = [[File:SG_pea_airthrow.png|225px]] | ||
| hitbox = [[File:SG_pea_airthrow_hb.png|225px]] | |||
|hitbox=[ | | caption = Big Ball of Violence | ||
| name = Air Throw | |||
| name=Air Throw | | input = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)''' | ||
| input={{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)''' | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard={{Property-SG|Air Throw}} | | guard = {{Property-SG|Air Throw}} | ||
| properties={{Property-SG|Damage Scaling|50%}} | | properties = {{Property-SG|Damage Scaling|50%}} | ||
| dmg=200 x5 | | dmg = 200 x5 | ||
| meter=1.43% x5 | | meter = 1.43% x5 | ||
| startup=7 | | startup = 7 | ||
| active=3 | | active = 3 | ||
| recovery=18 | | recovery = 18 | ||
| hitstop=N/A | | hitstop = N/A | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=N/A | | blockstun = N/A | ||
| onhit={{Property-SG|KD}}| onblock=N/A | | onhit = {{Property-SG|KD}}| onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_airthrow_fd.png|left]]}} | | framedata = [[File:SG_pea_airthrow_fd.png|left]]}} | ||
| | | | ||
* Peacock ends her air throw with a rather long recovery animation. If she manages to hold a <b>Shadow of Impending Doom</b> before landing the throw, the extra hit from the falling item gives her enough time to land and attempt an extended combo. | * Peacock ends her air throw with a rather long recovery animation. If she manages to hold a <b>Shadow of Impending Doom</b> 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. | * 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. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_tag.png|225px]] | | pic = [[File:SG_pea_tag.png|225px]] | ||
| hitbox = [[File:SG_pea_tag_hb.png|225px]] | |||
|hitbox=[ | | caption = Pop Goes the Weasel | ||
| name = Tag | |||
| name=Tag | | input = {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | ||
| input={{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Tag}} | | properties = {{Property-SG|Tag}} | ||
| dmg=500 | | dmg = 500 | ||
| meter=7.5% | | meter = 7.5% | ||
| startup=42 | | startup = 42 | ||
| active=6 | | active = 6 | ||
| recovery=43 | | recovery = 43 | ||
| hitstop=20 (12 on block) | | hitstop = 20 (12 on block) | ||
| hitstun=10 | | hitstun = 10 | ||
| blockstun=13 | | blockstun = 13 | ||
| onhit={{Property-SG|KD}}| onblock=-35 | | onhit = {{Property-SG|KD}}| onblock = -35 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_tag_fd.png|left]]}} | | framedata = [[File:SG_pea_tag_fd.png|left]]}} | ||
| | | | ||
* Peacock's tag appears from the bottom of the screen. | * Peacock's tag appears from the bottom of the screen. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_snap.png|225px]] | | pic = [[File:SG_pea_snap.png|225px]] | ||
| hitbox = [[File:SG_pea_snap_hb.png|225px]] | |||
|hitbox=[ | | caption = Who's on Second? | ||
| name = Snapback | |||
| name=Snapback | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Snapback}} | | properties = {{Property-SG|Snapback}} | ||
| dmg=0 | | dmg = 0 | ||
| meter=-100% | | meter = -100% | ||
| startup=12 + 3 | | startup = 12 + 3 | ||
| active=3 | | active = 3 | ||
| recovery=25 | | recovery = 25 | ||
| hitstop=13 | | hitstop = 13 | ||
| hitstun=14 | | hitstun = 14 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=-10 | | onblock = -10 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=9 | | superhitstop = 9 | ||
| framedata=[[File:SG_pea_snap_fd.png|left]]}} | | framedata = [[File:SG_pea_snap_fd.png|left]]}} | ||
| | | | ||
* A normal snapback move. | * A normal snapback move. | ||
}} | |||
===Specials=== | ===Specials=== | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcflp.png|225px]] | | pic = [[File:SG_pea_qcflp.png|225px]] | ||
| hitbox = [[File:SG_pea_qcflp_hb.png|225px]] | |||
|hitbox=[ | | caption = "Gotcha!" | ||
| name = Bang! | |||
| name=Bang! | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|LP}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|LP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Invuln. (Throw)}} | | properties = {{Property-SG|Invuln. (Throw)}} | ||
| dmg=700 (150) | | dmg = 700 (150) | ||
| meter=(2.5%) 11.25% | | meter = (2.5%) 11.25% | ||
| startup=16 | | startup = 16 | ||
| active=3 | | active = 3 | ||
| recovery=36 | | recovery = 36 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=26 | | hitstun = 26 | ||
| blockstun=21 | | blockstun = 21 | ||
| onhit={{Property-SG|Stagger}} (+26 / +41 CH),<br>{{Property-SG|Soft KD (Invuln.)}} (vs air) | | onhit = {{Property-SG|Stagger}} (+26 / +41 CH),<br>{{Property-SG|Soft KD (Invuln.)}} (vs air) | ||
| onblock=-17 | | onblock = -17 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcflp_fd.png|left]]}} | | framedata = [[File:SG_pea_qcflp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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 <b>Lonesome Lenny</b> for an easier and damaging combo. | * 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 <b>Lonesome Lenny</b> 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. | * 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. | ||
* Commonly referred to as "L Bang" | * Commonly referred to as "L Bang" | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcfmp.png|225px]] | | pic = [[File:SG_pea_qcfmp.png|225px]] | ||
| caption="Reach for the sky!" | | hitbox = [[File:SG_pea_qcfmp_hb.png|225px]] | ||
| caption = "Reach for the sky!" | |||
| name = BANG! | |||
| name=BANG! | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Invuln. (Strike)}} | | properties = {{Property-SG|Invuln. (Strike)}} | ||
| dmg=700 (150) | | dmg = 700 (150) | ||
| meter=(2.5%) 11.25% | | meter = (2.5%) 11.25% | ||
| startup=20 | | startup = 20 | ||
| active=4 | | active = 4 | ||
| recovery=21 | | recovery = 21 | ||
| hitstop=11 | | hitstop = 11 | ||
| hitstun=12 | | hitstun = 12 | ||
| blockstun=15 | | blockstun = 15 | ||
| onhit={{Property-SG|Wall Bounce}} | | onhit = {{Property-SG|Wall Bounce}} | ||
| onblock=-9 | | onblock = -9 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcfmp_fd.png|left]]}} | | framedata = [[File:SG_pea_qcfmp_fd.png|left]]}} | ||
| | | | ||
* 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. If the opponent blocks, it's only -9, requiring a well timed punish from a light normal, and perhaps safe against most characters if blocked further away. Can cancel into Lonesome Lenny on block to make Peacock -7 instead of -9, making it somewhat safer. | * 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. If the opponent blocks, it's only -9, requiring a well timed punish from a light normal, and perhaps safe against most characters if blocked further away. Can cancel into Lonesome Lenny on block to make Peacock -7 instead of -9, making it somewhat safer. | ||
* Peacock can use the wall bounce for combos near the corner. | * 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. | * Shoots out several random swords, but all the different swords have the same properties. | ||
* Commonly referred to as "M Bang" | * Commonly referred to as "M Bang" | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
|pic=[[File:SG_pea_qcfhp.png|225px]] | | pic = [[File:SG_pea_qcfhp.png|225px]] | ||
| hitbox = [[File:SG_pea_qcfhp_hb.png|225px]] | |||
|hitbox=[ | | caption = "Garbage day!" | ||
| name = BANG BANG BANG! | |||
| name=BANG BANG BANG! | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} | |{{AttackData-SG | | ||
| | | version = {{NotationIcon-SG|HP}} x1 | ||
{{AttackData-SG | | | guard = Mid | ||
| version={{NotationIcon-SG|HP}} x1 | | properties = {{Property-SG|Projectile}} | ||
| guard=Mid | | dmg = 350 (133) | ||
| properties={{Property-SG|Projectile}} | | meter = (2.5%) 3.6% | ||
| dmg=350 (133) | | startup = 18 | ||
| meter=(2.5%) 3.6% | | active = - | ||
| startup=18 | | recovery = 33 | ||
| active=- | | hitstop = 11 (8 on block) | ||
| recovery=33 | | hitstun = 18 | ||
| hitstop=11 (8 on block) | | blockstun = 15 | ||
| hitstun=18 | | onhit = -3 | ||
| blockstun=15 | | onblock = -9 | ||
| onhit=-3 | | onpushblock = | ||
| onblock=-9 | | superhitstop = N/A | ||
| onpushblock= | | framedata = [[File:SG_pea_qcfhp1_fd.png|left]]}} | ||
| superhitstop=N/A | |{{AttackData-SG | | ||
| framedata=[[File:SG_pea_qcfhp1_fd.png|left]]}} | | version = {{NotationIcon-SG|HP}} x2 | ||
| | | guard = Mid | ||
{{AttackData-SG | | | properties = {{Property-SG|Projectile}} | ||
| version={{NotationIcon-SG|HP}} x2 | | dmg = 350 (133) | ||
| guard=Mid | | meter = (1.6667%) 3.6% | ||
| properties={{Property-SG|Projectile}} | | startup = 6 | ||
| dmg=350 (133) | | active = - | ||
| meter=(1.6667%) 3.6% | | recovery = 38 | ||
| startup=6 | | hitstop = 11 (8 on block) | ||
| active=- | | hitstun = 18 | ||
| recovery=38 | | blockstun = 15 | ||
| hitstop=11 (8 on block) | | onhit = -8 | ||
| hitstun=18 | | onblock = -14 | ||
| blockstun=15 | | onpushblock = | ||
| onhit=-8 | | superhitstop = N/A | ||
| onblock=-14 | | framedata = [[File:SG_pea_qcfhp2_fd.png|left]]}} | ||
| onpushblock= | |{{AttackData-SG | | ||
| superhitstop=N/A | | version = {{NotationIcon-SG|HP}} x3 | ||
| framedata=[[File:SG_pea_qcfhp2_fd.png|left]]}} | | guard = Mid | ||
| | | properties = {{Property-SG|Projectile}} | ||
{{AttackData-SG | | | dmg = 350 (133) | ||
| version={{NotationIcon-SG|HP}} x3 | | meter = (1.6667%) 3.6% | ||
| guard=Mid | | startup = 6 | ||
| properties={{Property-SG|Projectile}} | | active = - | ||
| dmg=350 (133) | | recovery = 43 | ||
| meter=(1.6667%) 3.6% | | hitstop = 11 (8 on block) | ||
| startup=6 | | hitstun = 18 | ||
| active=- | | blockstun = 15 | ||
| recovery=43 | | onhit = -13 | ||
| hitstop=11 (8 on block) | | onblock = -19 | ||
| hitstun=18 | | onpushblock = | ||
| blockstun=15 | | superhitstop = N/A | ||
| onhit=-13 | | framedata = [[File:SG_pea_qcfhp3_fd.png|left]]}} | ||
| onblock=-19 | |||
| onpushblock= | |||
| superhitstop=N/A | |||
| framedata=[[File:SG_pea_qcfhp3_fd.png|left]]}} | |||
| | | | ||
| | | | ||
* 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. | * 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. | * Shoots out several random projectiles, but all the different projectiles have the same properties. | ||
* Commonly referred to as "H Bang" | * Commonly referred to as "H Bang" | ||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcflk.png|225px]] | | pic = [[File:SG_pea_qcflk.png|225px]] | ||
| hitbox = [[File:SG_pea_qcflk_hb.png|225px]] | |||
|hitbox=[ | | caption = "Here, catch!" | ||
| name = George's Day Out | |||
| name=George's Day Out | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|LK}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|LK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}} | | properties = {{Property-SG|Projectile}} | ||
| dmg=550 (200) | | dmg = 550 (200) | ||
| meter=(2.5%) 4.5% | | meter = (2.5%) 4.5% | ||
| startup=11 | | startup = 11 | ||
| active=- | | active = - | ||
| recovery=25 | | recovery = 25 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=27 | | hitstun = 27 | ||
| blockstun=13 | | blockstun = 13 | ||
| onhit=+12 | | onhit = +12 | ||
| onblock=-1 | | onblock = -1 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcflk_fd.png|left]]}} | | framedata = [[File:SG_pea_qcflk_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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 | * Somewhat useful up close on grounded opponents, and can convert with a light normal if close enough | ||
Line 1,014: | Line 835: | ||
* Only two Georges can be on the screen at once, and only one of each type. | * Only two Georges can be on the screen at once, and only one of each type. | ||
* Commonly referred to as "L George", or "L Bomb" | * Commonly referred to as "L George", or "L Bomb" | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcfmk.png|225px]] | | pic = [[File:SG_pea_qcfmk.png|225px]] | ||
| caption="And they're off!" | | hitbox = [[File:SG_pea_qcfmk_hb.png|225px]] | ||
| caption = "And they're off!" | |||
| name = Boxcar George | |||
| name=Boxcar George | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MK}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|MK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}} | | properties = {{Property-SG|Projectile}} | ||
| dmg=650 (250) | | dmg = 650 (250) | ||
| meter=(2.5%) 4.5% | | meter = (2.5%) 4.5% | ||
| startup=15 | | startup = 15 | ||
| active=- | | active = - | ||
| recovery=24 | | recovery = 24 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=23 | | hitstun = 23 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcfmk_fd.png|left]]}} | | framedata = [[File:SG_pea_qcfmk_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | * None of the Georges will explode or disappear if Peacock gets hit. | ||
Line 1,051: | Line 865: | ||
* Only two Georges can be on the screen at once, and only one of each type. | * Only two Georges can be on the screen at once, and only one of each type. | ||
* Commonly referred to as "M George", or "M Bomb" | * Commonly referred to as "M George", or "M Bomb" | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcfhk.png|225px]] | | pic = [[File:SG_pea_qcfhk.png|225px]] | ||
| hitbox = [[File:SG_pea_qcfhk_hb.png|225px]] | |||
|hitbox=[ | | caption = "Bombs away!" | ||
| name = George at the Air Show | |||
| name=George at the Air Show | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|HK}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|HK}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}} | | properties = {{Property-SG|Projectile}} | ||
| dmg=550 (250) | | dmg = 550 (250) | ||
| meter=(2.5%) 4.5% | | meter = (2.5%) 4.5% | ||
| startup=15 | | startup = 15 | ||
| active=- | | active = - | ||
| recovery=21 | | recovery = 21 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=23 | | hitstun = 23 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcfhk_fd.png|left]]}} | | framedata = [[File:SG_pea_qcfhk_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | * None of the Georges will explode or disappear if Peacock gets hit. | ||
Line 1,088: | Line 895: | ||
* Only two Georges can be on the screen at once, and only one of each type. | * Only two Georges can be on the screen at once, and only one of each type. | ||
* Commonly referred to as "H George", or "H Bomb" | * Commonly referred to as "H George", or "H Bomb" | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcbp.png|225px]] | | pic = [[File:SG_pea_qcbp.png|225px]] | ||
| hitbox = [[File:SG_pea_qcbp_hb.png|225px]] | |||
|hitbox=[ | | caption = "Look out below!" | ||
| name = Shadow of Impending Doom | |||
| name=Shadow of Impending Doom | | input = {{NotationIcon-SG|214}} + [ {{NotationIcon-SG|P}} ] | ||
| input={{NotationIcon-SG|214}} + [ {{NotationIcon-SG|P}} ] | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Summon | | version = Summon | ||
| guard=N/A | | guard = N/A | ||
| properties=- | | properties = - | ||
| dmg=N/A | | dmg = N/A | ||
| meter=(2.5%) | | meter = (2.5%) | ||
| startup=14 | | startup = 14 | ||
| active=N/A | | active = N/A | ||
| recovery=16 | | recovery = 16 | ||
| hitstop=N/A | | hitstop = N/A | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=N/A | | blockstun = N/A | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcbp_fd.png|left]]}} | | framedata = [[File:SG_pea_qcbp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Item (Lv. 1) | | version = Item (Lv. 1) | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|80%}} | | properties = {{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|80%}} | ||
| dmg=850 (200) | | dmg = 850 (200) | ||
| meter=6.26% | | meter = 6.26% | ||
| startup=11~81+4 | | startup = 11~81+4 | ||
| active=(Until ground) | | active = (Until ground) | ||
| recovery=18 | | recovery = 18 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=26 | | hitstun = 26 | ||
| blockstun=21 | | blockstun = 21 | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A }} | | superhitstop = N/A }} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Item (Lv. 2) | | version = Item (Lv. 2) | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|80%}} | | properties = {{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|80%}} | ||
| dmg=1400 (300) | | dmg = 1400 (300) | ||
| meter=7.2% | | meter = 7.2% | ||
| startup=82~205+3 | | startup = 82~205+3 | ||
| active=(Until ground) | | active = (Until ground) | ||
| recovery=18 | | recovery = 18 | ||
| hitstop=11 | | hitstop = 11 | ||
| hitstun=34 | | hitstun = 34 | ||
| blockstun=21 | | blockstun = 21 | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = N/A}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Item (Lv. 3) | | version = Item (Lv. 3) | ||
| guard={{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|80%}} | | properties = {{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|80%}} | ||
| dmg=2100 (500) | | dmg = 2100 (500) | ||
| meter=9% | | meter = 9% | ||
| startup=206~241+3 | | startup = 206~241+3 | ||
| active=(Until ground) | | active = (Until ground) | ||
| recovery=18 | | recovery = 18 | ||
| hitstop=14 | | hitstop = 14 | ||
| hitstun=38 | | hitstun = 38 | ||
| blockstun=24 | | blockstun = 24 | ||
| onhit={{Property-SG|Ground Bounce}} | | onhit = {{Property-SG|Ground Bounce}} | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = N/A}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Item (Road Roller) | | version = Item (Road Roller) | ||
| guard={{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Hit Grab}},<br>{{Property-SG|Damage Scaling|80%}} | | properties = {{Property-SG|Projectile}},<br>{{Property-SG|Hit Grab}},<br>{{Property-SG|Damage Scaling|80%}} | ||
| dmg=2400 (500) | | dmg = 2400 (500) | ||
| meter=(2.5%) 0% | | meter = (2.5%) 0% | ||
| startup=206~241+3 | | startup = 206~241+3 | ||
| active=(Until ground) | | active = (Until ground) | ||
| recovery=16 | | recovery = 16 | ||
| hitstop=N/A (14 on block) | | hitstop = N/A (14 on block) | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=24 | | blockstun = 24 | ||
| onhit={{Property-SG|KD}} | | onhit = {{Property-SG|KD}} | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = N/A}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Item (Tenraiha) | | version = Item (Tenraiha) | ||
| guard={{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties={{Property-SG|Projectile}} | | properties = {{Property-SG|Projectile}} | ||
| dmg=1300, 200 x7 (500, 80 x7) | | dmg = 1300, 200 x7 (500, 80 x7) | ||
| meter=(2.5%) 11.25%, 5.14% x7 | | meter = (2.5%) 11.25%, 5.14% x7 | ||
| startup=206~241+3 | | startup = 206~241+3 | ||
| active=(Until ground) | | active = (Until ground) | ||
| recovery=16 | | recovery = 16 | ||
| hitstop=14, 11 x7 (14, 6 x7 on block) | | hitstop = 14, 11 x7 (14, 6 x7 on block) | ||
| hitstun=38, 18 x7 | | hitstun = 38, 18 x7 | ||
| blockstun=24, 15 x7 | | blockstun = 24, 15 x7 | ||
| onhit={{Property-SG|Ground Bounce}} | | onhit = {{Property-SG|Ground Bounce}} | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = 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. | * 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. | * The button used determines how the shadow tracks the opponent. | ||
Line 1,217: | Line 1,017: | ||
* After an item drops, this move can't be done again until the dropped item starts flashing. | * 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 | * 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 11 frames after the summon animation, the item will fall 4 frames after the button is released for level 1 items, 3 frames for level 2 and 3 items. In the frame startup, ~ means the range for the item levels, and the + shows the additional item release timings. | * The item will fall from the very top of the screen no matter where the camera is. After an initial 11 frames after the summon animation, the item will fall 4 frames after the button is released for level 1 items, 3 frames for level 2 and 3 items. In the frame startup, ~ means the range for the item levels, and the + shows 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** | * 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 ? 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.<br> | * If an item is released on block, then the item waits for ? 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.<br> | ||
* Commonly referred to as "Item Drop" or "Item", otherwise abbreviated as "SoID". | * Commonly referred to as "Item Drop" or "Item", otherwise abbreviated as "SoID". | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcbk.png|225px]] | | pic = [[File:SG_pea_qcbk.png|225px]] | ||
| caption="Open Sesame!" (L)<br>"Hocus poke you" (M)<br>"Bada boom!" (H) | | caption = "Open Sesame!" (L)<br>"Hocus poke you" (M)<br>"Bada boom!" (H) | ||
| name = The Hole Idea | |||
| name=The Hole Idea | | input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} | ||
| input={{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=N/A | | guard = N/A | ||
| properties={{Property-SG|Invuln. (Full)}} (Frame 4) | | properties = {{Property-SG|Invuln. (Full)}} (Frame 4) | ||
| dmg=N/A | | dmg = N/A | ||
| meter=(2.5%) | | meter = (2.5%) | ||
| startup=31 | | startup = 31 | ||
| active=N/A | | active = N/A | ||
| recovery=21 | | recovery = 21 | ||
| hitstop=N/A | | hitstop = N/A | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=N/A | | blockstun = N/A | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcbk_fd.png|left]]}} | | framedata = [[File:SG_pea_qcbk_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | ||
* {{NotationIcon-SG|LK}} | * {{NotationIcon-SG|LK}} | ||
Line 1,258: | Line 1,054: | ||
** Crosses up on the 27th frame | ** 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). | ** 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). | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcbkp.png|225px]] | | pic = [[File:SG_pea_qcbkp.png|225px]] | ||
| caption= | | caption = | ||
|hitbox=[ | | hitbox = [[File:SG_pea_qcbkp_hb.png|225px]] | ||
| name = Fire in the Hole! | |||
| name=Fire in the Hole! | | input = <nowiki>During M or H </nowiki>'''The Hole Idea''':<br>[ {{NotationIcon-SG|P}} ] | ||
| input=<nowiki>During M or H </nowiki>'''The Hole Idea''':<br>[ {{NotationIcon-SG|P}} ] | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Invuln. (Full)}} (Frame 4),<br>{{Property-SG|Projectile}} | | properties = {{Property-SG|Invuln. (Full)}} (Frame 4),<br>{{Property-SG|Projectile}} | ||
| dmg=550 (100) | | dmg = 550 (100) | ||
| meter=(2.5%) 6.92% | | meter = (2.5%) 6.92% | ||
| startup=52, 27 | | startup = 52, 27 | ||
| active=5 | | active = 5 | ||
| recovery=20 | | recovery = 20 | ||
| hitstop=9 | | hitstop = 9 | ||
| hitstun=23 | | hitstun = 23 | ||
| blockstun=17 | | blockstun = 17 | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A | | superhitstop = N/A | ||
| framedata=[[File:SG_pea_qcbkp_fd.png|left]]}} | | framedata = [[File:SG_pea_qcbkp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | * 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. | * 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=== | ===Supers=== | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcfpp.png|225px]] | | pic = [[File:SG_pea_qcfpp.png|225px]] | ||
| hitbox = [[File:SG_pea_qcfpp_hb.png|225px]] | |||
|hitbox=[ | | caption = "Eyes of Argus!" | ||
| name = Argus Agony | |||
| name=Argus Agony | | subtitle= Level 1 | ||
| subtitle=Level 1 | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Projectile}},<br>Beam | | properties = {{Property-SG|Projectile}},<br>Beam | ||
| dmg=300x5, 750, 180x30 (100 x6, 25 x30) | | dmg = 300x5, 750, 180x30 (100 x6, 25 x30) | ||
| meter=-100% | | meter = -100% | ||
| startup=6 + 10 | | startup = 6 + 10 | ||
| active=6 x6, (33), - | | active = 6 x6, (33), - | ||
| recovery=37 | | recovery = 37 | ||
| hitstop=8 x5, 25, 2 x30 (4 x6, 8 x30 on block) | | hitstop = 8 x5, 25, 2 x30 (4 x6, 8 x30 on block) | ||
| hitstun=25 x5, 43, 30 x30 | | hitstun = 25 x5, 43, 30 x30 | ||
| blockstun=17 x36 | | blockstun = 17 x36 | ||
| onhit=-3 | | onhit = -3 | ||
| onblock=-11 | | onblock = -11 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=9 | | superhitstop = 9 | ||
| framedata=[[File:SG_pea_qcfpp_fd.png|left]]}} | | framedata = [[File:SG_pea_qcfpp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | * Pushes the opponent to full screen on hit hits, which allows Peacock to reset her zoning game. | ||
Line 1,334: | Line 1,116: | ||
* If used in the corner, it's unsafe on hit and block. | * 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. | * 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. | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_qcfkk.png|225px]] | | pic = [[File:SG_pea_qcfkk.png|225px]] | ||
| caption="Fall down, go boom!" | | hitbox = [[File:SG_pea_qcfkk_hb.png|225px]] | ||
| caption = "Fall down, go boom!" | |||
| name = Lonesome Lenny | |||
| name=Lonesome Lenny | | subtitle= Level 1 | ||
| subtitle=Level 1 | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | ||
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=Mid | | guard = Mid | ||
| properties=- | | properties = - | ||
| dmg=3800 (800) | | dmg = 3800 (800) | ||
| meter=-100% | | meter = -100% | ||
| startup=4 + 7 | | startup = 4 + 7 | ||
| active=1 | | active = 1 | ||
| recovery=18 | | recovery = 18 | ||
| hitstop=16 | | hitstop = 16 | ||
| hitstun=24 | | hitstun = 24 | ||
| blockstun=27 | | blockstun = 27 | ||
| onhit={{Property-SG|KD}} | | onhit = {{Property-SG|KD}} | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=9 | | superhitstop = 9 | ||
| framedata=[[File:SG_pea_qcfkk_fd.png|left]]}} | | framedata = [[File:SG_pea_qcfkk_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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. | * 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. | ||
Line 1,376: | Line 1,151: | ||
* Lenny's explosion hits physically and can not be countered by Valentine's Countervenom or avoided by projectile invul moves. | * Lenny's explosion hits physically and can not be countered by Valentine's Countervenom or avoided by projectile invul moves. | ||
* [https://youtu.be/3LkzU-lFYSk Skullgirls Tuestorials 04 - Peacock's Lenny Super] | * [https://youtu.be/3LkzU-lFYSk Skullgirls Tuestorials 04 - Peacock's Lenny Super] | ||
}} | |||
{{MoveData-SG | {{MoveData-SG | ||
|pic=[[File:SG_pea_qcbpp.png|225px]] | | pic = [[File:SG_pea_qcbpp.png|225px]] | ||
| hitbox = [[File:SG_pea_qcbpp_hb.png|225px]] | |||
|hitbox=[ | | caption = "All together now!" | ||
| name = Goodfellows | |||
| name=Goodfellows | | subtitle= Level 3 | ||
| subtitle=Level 3 | | input = During '''Throw''':<br> {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
| input=During '''Throw''':<br> {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=Point | | version = Point | ||
| guard=N/A | | guard = N/A | ||
| properties={{Property-SG|Minimum Scaling|45%}} | | properties = {{Property-SG|Minimum Scaling|45%}} | ||
| dmg=6225 (total) | | dmg = 6225 (total) | ||
| meter=-300% | | meter = -300% | ||
| startup=N/A | | startup = N/A | ||
| active=N/A | | active = N/A | ||
| recovery=N/A | | recovery = N/A | ||
| hitstop=N/A | | hitstop = N/A | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=N/A | | blockstun = N/A | ||
| onhit={{Property-SG|Sliding KD}} | | onhit = {{Property-SG|Sliding KD}} | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = N/A}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version=DHC | | version = DHC | ||
| guard=Mid | | guard = Mid | ||
| properties={{Property-SG|Hit Grab}},<br>{{Property-SG|Minimum Scaling|55%}} | | properties = {{Property-SG|Hit Grab}},<br>{{Property-SG|Minimum Scaling|55%}} | ||
| dmg=6225 (total) (250) | | dmg = 6225 (total) (250) | ||
| meter=-200% | | meter = -200% | ||
| startup=6 | | startup = 6 | ||
| active=3 | | active = 3 | ||
| recovery=56 | | recovery = 56 | ||
| hitstop=N/A (10 on block) | | hitstop = N/A (10 on block) | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=23 | | blockstun = 23 | ||
| onhit={{Property-SG|Sliding KD}} | | onhit = {{Property-SG|Sliding KD}} | ||
| onblock=-35 | | onblock = -35 | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = 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. | * 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. | * 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 <b>Lonesome Lenny</b> in a single hit. | * The explosion at the end of the throw will detonate <b>Lonesome Lenny</b> in a single hit. | ||
}} | |||
===Taunt=== | ===Taunt=== | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic=[[File:SG_pea_taunt.png|225px]] | | pic = [[File:SG_pea_taunt.png|225px]] | ||
| caption="Why ya so bad at video games?" | | caption = "Why ya so bad at video games?" | ||
| name = Hi Hi Birdie | |||
| name=Hi Hi Birdie | | input = {{NotationIcon-SG|LK}} , {{NotationIcon-SG|HK}} , {{NotationIcon-SG|MP}} , {{NotationIcon-SG|MP}} , [[File:8.gif]] | ||
| input={{NotationIcon-SG|LK}} , {{NotationIcon-SG|HK}} , {{NotationIcon-SG|MP}} , {{NotationIcon-SG|MP}} , [[File:8.gif]] | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard=N/A | | guard = N/A | ||
| properties=- | | properties = - | ||
| dmg=N/A | | dmg = N/A | ||
| meter=0% | | meter = 0% | ||
| startup=N/A | | startup = N/A | ||
| active=N/A | | active = N/A | ||
| recovery=94 | | recovery = 94 | ||
| hitstop=N/A | | hitstop = N/A | ||
| hitstun=N/A | | hitstun = N/A | ||
| blockstun=N/A | | blockstun = N/A | ||
| onhit=N/A | | onhit = N/A | ||
| onblock=N/A | | onblock = N/A | ||
| onpushblock= | | onpushblock = | ||
| superhitstop=N/A}} | | superhitstop = N/A}} | ||
| | | | ||
* If Peacock completes the animation, the next level 3 SoID will be upgraded to Tenraiha. | * If Peacock completes the animation, the next level 3 SoID will be upgraded to Tenraiha. | ||
}} | |||
==Colors== | ==Colors== |
Revision as of 15:29, 28 June 2020
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.
Basics
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. Her damage output on a clean confirm is phenomenal, too.
- 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.
- Shadow of Impending Doom (SoID): (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.
- Reversal: Her only real reversal is M Bang (236MP), which is slow and only strike invulnerable. It also lacks vertical reach, but makes up for it by having good horizontal reach and being hard to punish from a distance. L Bang (236LP) can be used to avoid throws, and she can use her teleports as a quick get-out-of-pressure tool but it can lose to meaty pressure since it's only invulnerable after frame 3.
Important Moves
- 5HP - A normal move that is a fullscreen projectile and can be canceled into any special move to benefit zoning (SoID, Georges) or for defense (M Bang, teleports). This move is the foundation of setting up her zoning.
- M Shadow of Impending Doom (214MP) - Hold MP and use the threat of dropping an item to discourage the opponent from closing in
- George's Day Out (236LK) - projectile that travels slowly along the ground, posing a threat for a long time
- j.HP - moves Peacock backwards with a large hitbox, aids in running away and creating space from the opponent
- j.HK - creates an Avery that falls down to the ground, making a small defensive projectile wall that can be difficult for the opponent to approach on.
- M Bang (236MP) - primary reversal, which is only strike invulnerable. Used to defend against predictable close jump-ins or ground approaches.
Stats
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 | 10 | 34 | 32 |
Move List
Standing Normals
Poke! Toggle Hitboxes Toggle Hitboxes
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Screwball Cannonball Toggle Hitboxes Toggle Hitboxes
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Pop Eye Toggle Hitboxes Toggle Hitboxes
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Springboard Panic Toggle Hitboxes Toggle Hitboxes
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Kick the Football, Peacock Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Stuff n' Puff Toggle Hitboxes Toggle Hitboxes
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Eyes of Tomorrow Toggle Hitboxes Toggle Hitboxes
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Red Hot Buckshot Toggle Hitboxes Toggle Hitboxes
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Curb Your Shoe Toggle Hitboxes Toggle Hitboxes
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Ant Wasted Toggle Hitboxes Toggle Hitboxes
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Banjo Trouble Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Hammer for the Worms Toggle Hitboxes Toggle Hitboxes
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The Bear Trap of Seville Toggle Hitboxes Toggle Hitboxes
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Robo with a Shotgun Toggle Hitboxes Toggle Hitboxes
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How to Handle a Chainsaw Toggle Hitboxes Toggle Hitboxes
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Nice Booby Trap Toggle Hitboxes Toggle Hitboxes
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Buzzin Buzzard Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Burlap Beatdown Toggle Hitboxes Toggle Hitboxes
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Big Ball of Violence Toggle Hitboxes Toggle Hitboxes
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Pop Goes the Weasel Toggle Hitboxes Toggle Hitboxes
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Who's on Second? Toggle Hitboxes Toggle Hitboxes
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Specials
"Gotcha!" Toggle Hitboxes Toggle Hitboxes
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"Reach for the sky!" Toggle Hitboxes Toggle Hitboxes
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"Garbage day!" Toggle Hitboxes Toggle Hitboxes
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"Here, catch!" Toggle Hitboxes Toggle Hitboxes
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"And they're off!" Toggle Hitboxes Toggle Hitboxes
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"Bombs away!" Toggle Hitboxes Toggle Hitboxes
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"Look out below!" Toggle Hitboxes Toggle Hitboxes
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"Open Sesame!" (L)
"Hocus poke you" (M) "Bada boom!" (H) |
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Toggle Hitboxes Toggle Hitboxes
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Supers
"Eyes of Argus!" Toggle Hitboxes Toggle Hitboxes
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"Fall down, go boom!" Toggle Hitboxes Toggle Hitboxes
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"All together now!" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Why ya so bad at video games?"
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Colors
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Color 1![]() Default color palette. |
Color 2![]() Original alternate color palette used for the Double mirror match in Peacock’s story mode. |
Color 3![]() Based on Alucard from Hellsing. |
Color 4![]() Original alternate color palette. |
Color 5![]() Original alternate color palette. |
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Color 6![]() Based on Lucky the Leprechaun, mascot of Lucky Charms cereal. |
Color 7![]() Original color palette based on Peacock's story mode intro. |
Color 8![]() Original color palette based on black and white cartoons. |
Color 9![]() Based on Cirno from Touhou Project. |
Color 10![]() Original alternate color palette. |
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Color 11![]() Based on Super Milk Chan. |
Color 12![]() Based on Cable from Marvel vs Capcom 2. |
Color 13![]() Original alternate color palette. |
Color 14![]() Based on Hsien-Ko from the Darkstalkers / Vampire series. |
Color 15![]() Original alternate color palette. |
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Color 16![]() Based on The Warden from Superjail. |
Color 17![]() Based on Inspector Gadget. |
Color 18![]() Based on Sayaka Miki from Puella Magi Madoka Magica. |
Color 19![]() Based on Raspberyl from Disgaea. Crowdfunding request. |
Color 20![]() Based on The Grinch. |
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Color 21![]() Based on Princess Daisy from the Mario series. Crowdfunding request. |
Color 22![]() Original color palette based on the Indian peafowl. Crowdfunding request. |
Color 23![]() Based on The Joker from DC Comics. |
Color 24![]() Based on Nonon Jakuzure from Kill la Kill. |
Color 25![]() Original color palette based on Annie of the Stars from Skullgirls. |
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Color 26![]() Based on Cuphead from Cuphead. |
Color 27![]() Based on Woody from Toy Story. |
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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.
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Intro pose 1: Hold ![]() ![]() Peacock paints herself into existence. It's time to paint the town red! Here comes trouble! |
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Intro pose 2: Hold ![]() ![]() Peacock climbs out of her eye and puts it back on her face. Cartoon noises. |
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Intro pose 3: Hold ![]() ![]() 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
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Winpose 1 | ![]() |
Winpose 2: Hold ![]() |
External Links
- How to Play Peacock by Mr Peck
- Basic Zoning as Peacock
- Peacock Tutorial feat. mcpeanuts!
- Peacock Compendium
- Tuestorials 02 - Peacock Alpha Counters
- Tuestorials 04 - Peacock's Lenny Super
- Peacock: Tricks for Beating Anti-Zoning Tools (Skullgirls 2nd Encore+)
- Peacock: MORE Tricks for Beating Anti-Zoning Tools (Skullgirls 2nd Encore+)
- Punishing Peacock H Teleport (Protected by L Bomb)
- Example of Peacock/Fukua fullscreen lockdown, and how to escape it
- Peacock Bella Teleport DHCs, aka that thing TJ keeps hitting me with
- Peacock vs Robo beams
- Punishing Peacock fake teleport
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.