Skullgirls/Peacock: Difference between revisions
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{{SG Character Intro|char=Peacock|short=pea|content= | |||
==Story== | ==Story== | ||
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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. | 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. | 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. | ||
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| intro =[[file:SG_pea_icon.png|32px]] '''Peacock''' is an oppressive zoner that builds a lot of meter and is difficult to approach. | | intro =[[file:SG_pea_icon.png|32px]] '''Peacock''' is an oppressive zoner that builds a lot of meter and is difficult to approach. | ||
| pros = | | pros = | ||
*'''Evasive''': Peacock has | *'''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, | *'''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. | *'''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. | *'''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. | ||
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|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=2326}}</div> | |||
}} | |||
==Stats== | ==Stats== | ||
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| forwardtech = 40 | | forwardtech = 40 | ||
| backwardtech = 40 | | backwardtech = 40 | ||
| slidingkd = | | slidingkd = 94 | ||
| hardkd = 34 | | hardkd = 34 | ||
| crumple = 32 | | crumple = 32 | ||
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| 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}} | ||
}} | }} | ||
==Assists== | |||
<gallery style="float:right"> | |||
Image:SG_pea_qcbp_assist.png|200px|'''Shadow of Impending Doom (default assist)''' | |||
Image:SG_pea_qcfhk.png|200px|'''George at the Air Show (default assist)''' | |||
Image:SG_pea_qcflk.png|200px|'''George's Day Out (236LK)''' | |||
Image:SG_pea_qcfmk.png|200px|'''Boxcar George (236MK)''' | |||
Image:SG_pea_214pp.png|200px|'''Fully charged Shadow of Impending Doom (Level 3) (214PP)''' | |||
Image:SG_pea_shp.png|200px|'''5HP''' | |||
Image:SG_pea_throw.png|200px|'''Throw (LP+LK)''' | |||
</gallery> | |||
===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)=== | |||
[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|Projectile assist]] that covers the normal jump angle and homes in on the opponents position from when it starts. | |||
===George's Day Out (236LK)=== | |||
[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|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)=== | |||
[[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|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: | |||
* {{NotationIcon-SG|LP}} + {{NotationIcon-SG|MP}} = Light | |||
* {{NotationIcon-SG|MP}} + {{NotationIcon-SG|HP}} = Medium | |||
* {{NotationIcon-SG|LP}} + {{NotationIcon-SG|HP}} = Heavy | |||
===5HP=== | |||
A horizontal [[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|projectile assist]] that doubles as a [[Skullgirls/Team_Building#Lockdown_assists|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. | |||
<br clear=all/> | |||
==Move List== | ==Move List== | ||
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| framedata = [[File:SG_pea_shk_fd.png|left]]}} | | framedata = [[File:SG_pea_shk_fd.png|left]]}} | ||
| | | | ||
* Peacock | * 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. | * Peacock moves forward slightly as she kicks, so special canceling this move after the forward movement is important for some midscreen combos. | ||
}} | }} | ||
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* 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. | ||
* 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. | |||
}} | }} | ||
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| dmg = 850 (200) | | dmg = 850 (200) | ||
| meter = 6.26% | | meter = 6.26% | ||
| startup = | | startup = 9~81, 3 | ||
| active = (Until ground) | | active = (Until ground) | ||
| recovery = | | recovery = N/A | ||
| hitstop = 9 | | hitstop = 9 | ||
| hitstun = 26 | | hitstun = 26 | ||
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| dmg = 1400 (300) | | dmg = 1400 (300) | ||
| meter = 7.2% | | meter = 7.2% | ||
| startup = 82~205 | | startup = 82~205, 2 | ||
| active = (Until ground) | | active = (Until ground) | ||
| recovery = | | recovery = N/A | ||
| hitstop = 11 | | hitstop = 11 | ||
| hitstun = 34 | | hitstun = 34 | ||
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| dmg = 2100 (500) | | dmg = 2100 (500) | ||
| meter = 9% | | meter = 9% | ||
| startup = 206~241 | | startup = 206~241, 2 | ||
| active = (Until ground) | | active = (Until ground) | ||
| recovery = | | recovery = N/A | ||
| hitstop = 14 | | hitstop = 14 | ||
| hitstun = 38 | | hitstun = 38 | ||
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| dmg = 2400 (500) | | dmg = 2400 (500) | ||
| meter = (2.5%) 0% | | meter = (2.5%) 0% | ||
| startup = 206~241 | | startup = 206~241, 2 | ||
| active = (Until ground) | | active = (Until ground) | ||
| recovery = | | recovery = N/A | ||
| hitstop = N/A (14 on block) | | hitstop = N/A (14 on block) | ||
| hitstun = N/A | | hitstun = N/A | ||
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| 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 | | startup = 206~241, 3 | ||
| active = (Until ground) | | active = (Until ground) | ||
| recovery = | | recovery = N/A | ||
| 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 | ||
Line 1,034: | Line 1,062: | ||
* The shadow will go away without dropping an item if Peacock is hit. | * 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. | * 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 | * 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** | * 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.<br> | * 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.<br> | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = N/A | | guard = N/A | ||
| properties = {{Property-SG|Invuln. (Full)}} (Frame | | properties = {{Property-SG|Invuln. (Full)}} (Frame 8) | ||
| dmg = N/A | | dmg = N/A | ||
| meter = (2.5%) | | meter = (2.5%) | ||
Line 1,083: | Line 1,111: | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = Mid | | guard = Mid | ||
| properties = {{Property-SG|Invuln. (Full)}} (Frame | | properties = {{Property-SG|Invuln. (Full)}} (Frame 8),<br>{{Property-SG|Projectile}} | ||
| dmg = 550 (100) | | dmg = 550 (100) | ||
| meter = (2.5%) 6.92% | | meter = (2.5%) 6.92% | ||
Line 1,282: | Line 1,310: | ||
| text9=Based on [http://touhou.wikia.com/wiki/Cirno Cirno] from Touhou Project. | | text9=Based on [http://touhou.wikia.com/wiki/Cirno Cirno] from Touhou Project. | ||
| text10=Original alternate color palette. | | text10=Original alternate color palette. | ||
| text11=Based on [ | | text11=Based on [https://en.wikipedia.org/wiki/Super_Milk_Chan Super Milk Chan]. | ||
| text12=Based on [http://wiki.shoryuken.com/Cable_(MvC2) Cable] from Marvel vs Capcom 2. | | text12=Based on [http://wiki.shoryuken.com/Cable_(MvC2) Cable] from Marvel vs Capcom 2. | ||
| text13=Original alternate color palette. | | text13=Original alternate color palette. | ||
Line 1,299: | Line 1,327: | ||
| text25=Original color palette based on [[Skullgirls/Annie|Annie of the Stars]]. | | text25=Original color palette based on [[Skullgirls/Annie|Annie of the Stars]]. | ||
| text27=Based on [https://disney.fandom.com/wiki/Woody Woody] from Toy Story. | | text27=Based on [https://disney.fandom.com/wiki/Woody Woody] from Toy Story. | ||
| text28 = Based on [https://hazbinhotel.fandom.com/wiki/Sir_Pentious Sir Pentious] from Hazbin Hotel. | | text28=Based on [https://hazbinhotel.fandom.com/wiki/Sir_Pentious Sir Pentious] from Hazbin Hotel. | ||
| text29=Based on [https://powerpuffgirls.fandom.com/wiki/Mojo_Jojo_(1998_TV_series) Mojo Jojo] from Powerpuff Girls. | |||
| color1=SG_pea_color1.png | | color1=SG_pea_color1.png | ||
| color2=SG_pea_color2.png | | color2=SG_pea_color2.png | ||
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| color26=Peacock_27.png | | color26=Peacock_27.png | ||
| color27=Peacock_26.png | | color27=Peacock_26.png | ||
| color28=SG_pea_color28.png}} | | color28=SG_pea_color28.png | ||
| color29=SG_pea_color29.png | |||
}} | |||
==Intro Poses== | ==Intro Poses== | ||
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|notes = {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| L Beat}} or {{CharLink-SG|big| H Brass}} / {{CharLink-SG|pwl| H Pinion}} <br>Lab monster<br>[https://youtu.be/rzUWc_unDcU?t=2h4m10s Example Play] | |notes = {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| L Beat}} or {{CharLink-SG|big| H Brass}} / {{CharLink-SG|pwl| H Pinion}} <br>Lab monster<br>[https://youtu.be/rzUWc_unDcU?t=2h4m10s Example Play] | ||
}} | }} | ||
{{PlayerListEntry | |||
|name = Jorge<br>[https://twitter.com/Jorgituzin @Jorgituzin] | |||
|color = 2 | |||
|region = br | |||
|status = Active | |||
|notes = {{CharLink-SG|pea| L George}} / {{CharLink-SG|beo| H Hurl}} / {{CharLink-SG|big| H Brass}} <br> <br>[https://youtu.be/a3Ovv-2GPjM?t=900 Example Play] | |||
}} | |||
{{PlayerListEntry | {{PlayerListEntry | ||
|name = Lawnba <br> | |name = Lawnba <br> | ||
|color = 8 | |color = 8 | ||
|region = us | |region = us | ||
|status = Active | |status = Active | ||
|notes = Various <br>Hi <br>[https://www.youtube.com/watch?v=jtwUntNtbQ4 Example Play] | |notes = Various <br>Hi <br>[https://www.youtube.com/watch?v=jtwUntNtbQ4 Example Play] | ||
}} | }} | ||
Line 1,387: | Line 1,425: | ||
|status = Retired | |status = Retired | ||
|notes = {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|big| L Beat}} / {{CharLink-SG|pea| L George}} <br>Old school Double/Band/Pea player, also wrote the Big Band compendium. <br>[https://youtu.be/P1y0GHygLrM?t=1h14m12s Example Play] | |notes = {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|big| L Beat}} / {{CharLink-SG|pea| L George}} <br>Old school Double/Band/Pea player, also wrote the Big Band compendium. <br>[https://youtu.be/P1y0GHygLrM?t=1h14m12s Example Play] | ||
}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry | ||
Line 1,399: | Line 1,430: | ||
|color = 11 | |color = 11 | ||
|region = br | |region = br | ||
|status = | |status = Retired | ||
|notes = {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| M Beat}} <br> <br>[https://youtu.be/ | |notes = {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| M Beat}} <br> <br>[https://youtu.be/HKOX92z71cU?t=923 Example Play] | ||
}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry | ||
Line 1,425: | Line 1,456: | ||
|notes = {{CharLink-SG|pea| Charged M Item}} / {{CharLink-SG|rfo| H Beam}} / {{CharLink-SG|squ| DnB}} or {{CharLink-SG|pea| Charged M Item}} / {{CharLink-SG|squ| DnB}} / {{CharLink-SG|eli| H Spiral}}<br>Aggressively mobile, switches from keepaway zoning to claustrophobic pressure at the drop of a hat. Likes to be stylish. <br>[https://www.youtube.com/watch?v=7kkYnE9AmcM&feature=youtu.be&t=3055 Example Play] | |notes = {{CharLink-SG|pea| Charged M Item}} / {{CharLink-SG|rfo| H Beam}} / {{CharLink-SG|squ| DnB}} or {{CharLink-SG|pea| Charged M Item}} / {{CharLink-SG|squ| DnB}} / {{CharLink-SG|eli| H Spiral}}<br>Aggressively mobile, switches from keepaway zoning to claustrophobic pressure at the drop of a hat. Likes to be stylish. <br>[https://www.youtube.com/watch?v=7kkYnE9AmcM&feature=youtu.be&t=3055 Example Play] | ||
}} | }} | ||
{{PlayerListEntry | |||
|name = Nope.avi <br> | |||
|color = 10 | |||
|region = us | |||
|status = Active | |||
|notes = {{CharLink-SG|pea| 5HP}} / {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|umb| 6HP}} <br>"Corny a** two touch", Triv's brother and taught by Aeroshire, pioneer of Pea Umby and unscaled item drop ambassador. <br>[https://www.youtube.com/watch?v=wRV6ZenGaHU Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Sanji <br> | |||
|color = 16 | |||
|region = de | |||
|status = Active | |||
|notes = {{CharLink-SG|big| H brass}} / {{CharLink-SG|pea| L george}} / {{CharLink-SG|beo| 2HP}} <br>Point Band Fiend, EU's Peacock, L george assist criminal. <br>[https://youtu.be/_BsjY8tdBvo?si=0ihaiR1sxFYUwwhE&t=2814 Example Play] | |||
}} | |||
}} | }} | ||
{{SG}} | {{SG}} |
Latest revision as of 08:53, 19 March 2024
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.
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 | 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:
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
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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"Toodles!"
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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. |
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Color 26![]() Based on Cuphead from Cuphead. |
Color 27![]() Based on Woody from Toy Story. |
Color 28![]() Based on Sir Pentious from Hazbin Hotel. |
Color 29![]() Based on Mojo Jojo from Powerpuff Girls. |
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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 ![]() |
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 |
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aeroshire |
![]() United States TX |
Active | ![]() ![]() ![]() Keepaway fiend. Eager to jab punish unsafe offense and likes to spend meter on AC/safe dhc to keep advantage state. Example Play | |
Chuck N. Plazma |
![]() United States MI |
Active(?) | ![]() ![]() ![]() ![]() Lab monster Example Play | |
Jorge @Jorgituzin |
![]() Brazil |
Active | ![]() ![]() ![]() Example Play | |
Lawnba |
![]() United States |
Active | Various Hi Example Play | |
McPeanuts |
![]() United States MA |
Retired | ![]() ![]() ![]() Old school Double/Band/Pea player, also wrote the Big Band compendium. Example Play | |
Receita Federal @MillerRobert1 |
![]() Brazil |
Retired | ![]() ![]() ![]() Example Play | |
SwiftfoxDash @swiftfox_dash |
![]() United States TX |
Active | ![]() ![]() Rocking Pea/Bella since long ago, very strong player that consistently places in top 8. Converts off of almost every hit. Example Play | |
thewingit1234 @thewingit123 |
![]() 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 | |
Triviality |
![]() United States |
Active | ![]() ![]() ![]() ![]() ![]() ![]() Aggressively mobile, switches from keepaway zoning to claustrophobic pressure at the drop of a hat. Likes to be stylish. Example Play | |
Nope.avi |
![]() United States |
Active | ![]() ![]() ![]() "Corny a** two touch", Triv's brother and taught by Aeroshire, pioneer of Pea Umby and unscaled item drop ambassador. Example Play | |
Sanji |
![]() Germany |
Active | ![]() ![]() ![]() Point Band Fiend, EU's Peacock, L george assist criminal. Example Play |