Skullgirls/Peacock: Difference between revisions
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* 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 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** | ||
* Level 2 items have an increased cooldown of 20f. | |||
* 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> | ||
* When used as an assist, will drop the item ASAP. If you select the assist with 2 punch buttons however, the item will charge to Level 3 before dropping. Peacock stays on the screen for the entire time the item charges. | * When used as an assist, will drop the item ASAP. If you select the assist with 2 punch buttons however, the item will charge to Level 3 before dropping. Peacock stays on the screen for the entire time the item charges. |
Revision as of 21:24, 1 July 2022
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.
{{#evt: service=youtube |id=https://youtu.be/QMlK6ZrYVqg |alignment=center |urlargs=start=2326 }}
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Light | Run | Yes | Yes | 8 |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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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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"Toodles!"
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Colors
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. |
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. |
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. |
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. |
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. |
Color 26 Based on Cuphead from Cuphead. |
Color 27 Based on Woody from Toy Story. |
Color 28 Based on Sir Pentious from Hazbin Hotel. |
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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.
Intro pose 1: Hold OR Peacock paints herself into existence. It's time to paint the town red! Here comes trouble! | |
Intro pose 2: Hold OR Peacock climbs out of her eye and puts it back on her face. Cartoon noises. | |
Intro pose 3: Hold OR 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
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 | L George / H Bomber / M Beat Keepaway fiend. Eager to jab punish unsafe offense and likes to spend meter on AC/safe dhc to keep advantage state. Example Play | |
Chuck N. Plazma |
United States MI |
Active(?) | L George / L Beat or H Brass / H Pinion Lab monster Example Play | |
Jorge @Jorgituzin |
Brazil |
Active | L George / H Hurl / H Brass Example Play | |
Lawnba |
United States |
Active | Various Hi Example Play | |
McPeanuts |
United States MA |
Retired | H Bomber / L Beat / L George Old school Double/Band/Pea player, also wrote the Big Band compendium. Example Play | |
Receita Federal @MillerRobert1 |
Brazil |
Active | H Bomber / L George / M Beat Example Play | |
SwiftfoxDash @swiftfox_dash |
United States TX |
Active | L George / H LNL Rocking Pea/Bella since long ago, very strong player that consistently places in top 8. Converts off of almost every hit. Example Play | |
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 | Charged M Item / H Beam / DnB or Charged M Item / DnB / H Spiral Aggressively mobile, switches from keepaway zoning to claustrophobic pressure at the drop of a hat. Likes to be stylish. Example Play |