Skullgirls/Peacock

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SG pea.jpg

Peacock

Voiced by: Sarah Williams (EN), Kaneda Tomoko (JP)
Age: 13
Birthday: November 13
Bloodtype: B
Height: 4' 6
Weight: 94 lbs. / Varies
Measurements: 18A-17-20
Likes: Cartoons, TV Show “Annie: Girl of the Stars,” Movies, Violence, Junk food, Fast Cars, Explosives, Cigars, Being in charge
Dislikes: Weaklings, Bureaucracy, Authority figures, People, The Skull Heart, Nerds, Salad, Chopsticks
SG Peacock icon.png

Skullgirls main page


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.

  • 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 s.HP 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 s.HP xx special, s.HP 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 it's 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.
  • 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 teleport lets her escape should she get a bit uncomfortable at close range.
  • Although she is the only character in the game without a low attack on a light button, she can create tricky, hard to block crossup situations using a combination of her other tools. Her throw causes a sliding knockdown, and she can start charging an SoID then jump over the opponent. The item drop can land crossup, or she can use j.HP which sends her backwards in the air to fake crossup. Similar 50/50 situations can be setup from other starters using an assist. She can also use her teleport in conjunction with her projectiles or assists to create crossups.
  • Does phenomenal damage when she lands a clean confirm
  • Due to her lack of defensive tools, and the benefits she can get from assists in her zoning, it is usually recommended to play her in the point position on a team. Her only reversal is slow and only strike invulnerable, with little vertical reach. However, she can also benefit from being played mid: she has a strong and safe DHC option in Lonesome Lenny, and playing her mid can allow you to create a space with your point character and tag in Peacock safely at a distance, instead of having to riskily make space at the start of matches.


Important moves:

  • s.HP - 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.


Movement
Walk: Slow
Jump: Double jump
Dash or Run: Peacock has a forward run with noticeable start up and slow speed. Her backdash covers a large distance.
Air Dash: Airdash has a large startup time. Peacock cannot double jump after her forward air dash, and holding the forward direction as she lands will start a run as she hits the ground. Air backdash is similar to ground backdash, and covers a large distance.
Weight: Light
Chains
Standing: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png
Air: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png

Assists

Default Assists
  • M Shadow of Impending Doom: Drops a level 1 item for an unconventional anti-air assist.
  • George at the Air Show: Projectile assist that homes in on the opponents position from when it starts
Noteworthy Custom Assists
  • s.HP: A 2 in 1 lockdown/projectile assist. At long range, this attack acts as a projectile assist. At shorter ranges this 2 hit, high hit -and- block stun move can trap the opponent for the point character. A lockdown and projectile assist in one.
  • George's Day Out (236LK): Projectile assist that slowly moves across the floor. Amazing assist that always keeps a threat on the screen, and is very difficult to remove from play
  • Boxcar George (236MK): Projectile assist that travels fast across the screen from one end to the other. Can be useful to hit from behind, and the fast travel speed is good against grounded approaches
  • George at the Air Show (236HK): Projectile assist that travels across the air in an arc and homes in on the location the opponent was when summoned.
  • Throw: Peacock's throw assist not only has a good throw range, but it is also the only assist in the game that, when used as a combo starter, can allow you to call another assist mid-combo.
  • Shadow of Impending Doom (Level 3) (214LP+MP / 214MP+HP / 214HP+MP): Peacock will stay on screen looping her tag out animation until the item charges and drops once it reaches level 3. Just like when she's on point, the opponent can stop the SoID with a successful hit to Peacock.

Move List

Normals

Standing Normals

SG pea slp.png

Poke!

View hitbox
(?)

s.LP Standing SG lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% +4 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 14 19 18 7


  • Peacock delivers a one finger jab, her fastest attack up close. Chaining it twice gives her a low risk hit confirm to a longer ground chain.



SG pea smp.png

Pie Splat

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 500 7.5% -10 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 3 29 (30 on miss) 22 20 9


  • Far reaching normal, can be used at further distance than most other Peacock normals, making it occasionally useful.



SG pea shp.png

Screwball Cannonball

View hitbox
(?)

s.HP Standing SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile (2nd hit) 700, 500 5%, 5% +6 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 2, (10 / 17 on hit), - 26 33, 17 21, 15 11, 14 (8 on block)


  • Peacock pulls out a cannon, hitting once at close range before launching the projectile as the second hit. The intermediate start up frames before launching the projectile are shortened by 7f if the first hit does not touch an opponent, effectively shortening the startup of the projectile.
  • Due to being a normal, this is a projectile that is special cancelable. It's very useful to cancel the recovery into other zoning tools such as SoID or Georges, or teleport to escape the situation.
  • Shoots out several random projectiles, but all the different projectiles have the same hitboxes and frame data.



SG pea slk.png

Pop Eye

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 400 2.5% +6 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 2 13 20 18 8


  • Far reaching normal, can hit at certain ranges that c.LK can not otherwise, making it occasionally useful.



SG pea smk.png

Springboard Panic

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 600 7.5% +4 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3 25 31 17 11


  • Peacock's launcher. Peacock is the only character who doesn't have a launcher on a heavy button.



SG pea shk.png

Kick the Football, Peacock

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid - 950 10% KD -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 3 33 25 21 12


  • 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.



Crouching Normals

SG pea clp.png

Stuff n' Puff

View hitbox
(?)

c.LP Crouching SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% +7 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 13 22 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 300 2.5% +5 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 3 12 19 19 7


  • Has a lower and larger hitbox than s.LP, making it useful to pick up characters for OTG purposes
  • The second hit being +8 makes it very good for close range pressure.



SG pea cmp.png

Eyes of Tomorrow

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 525 7.5% +4 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3 15 21 17 9


  • Drags mid-air opponents down to the ground and closer to peacock, making it very useful in combos for restands/consistency and the occasional anti-air tool.



SG pea chp.png

Red Hot Buckshot

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Low - 800 10% -7 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3 30 25 17 10


  • Avery shoots a shotgun blast out of Peacock's hat. With a 6 button chain for crouching normals, Peacock can chain cancel her c.HP when most characters cannot. c.HP chains into s.HK for higher damage ground chains, or c.HK for 3 low hits in a row.



SG pea clk.png

Curb Your Shoe

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 350 2.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 5 13 18 21 7


  • 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 s.LK in most situations.



SG pea cmk.png

Ant Wasted

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 550 7.5% +1,
KD (vs. air)
-1
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 3 21 19 17 9


  • 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 c.MK right after.



SG pea chk.png

Banjo Trouble

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 1100 10% Soft KD (Invuln.) -33
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 28 24 15 18 10


  • Peacock's sweep moves her forward a far distance, which not only makes it a good poke, but also as a general movement tool.
  • Can cancel into L George for certain combo conversions, teleport to escape situations, MP bang for an extended kara DP, or even SoID.
  • Very useful to break the opponents armored moves or armored assists.



Jumping Normals

SG pea jlp.png

Hammer for the Worms

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High (rising mid) - 300 2.5% -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 19 17 20 7


  • Disjointed air normal, making it one of Peacock’s better air options when coming down on the opponent close up or as an air-to-air tool



SG pea jmp.png

The Bear Trap of Seville

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 525 7.5% +1 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2, (2), 3 21 28 21 10


  • Far reaching air normal with large hitstun, making it very useful in combos for conversions and rejump combos.



SG pea jhp.png

Robo with a Shotgun

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High - 1050 7.5% ±0 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 2 27 28 21 10


  • Peacock shoots a shotgun, causing her to fly backwards from the recoil. It can be used as a runaway tool, especially in conjunction with air backdash. Jump back > j.HP xx air backdash, j.HP cover quite a bit of distance.
  • Is still useful in combos, since she can air dash cancel during the blast to stop the backward momentum.



SG pea jlk.png

How to Handle a Chainsaw

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 225 x3 2% x3 -8 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 8 [1, 1, 1...] 22 19 x3 22 x3 8 x3 (7 x3 on block)


  • 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 Thgeneric IAD overhead tool when needed.



SG pea jmk.png

Nice Booby Trap

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 500 7.5% -6 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
23 3 32 19 17 9


  • An unusual jumping attack which alters Peacock's air momentum and summons a projectile on the ground which hits mid.
  • Can be used to catch opponents approaching from the ground, or sometimes as a decent air button to hit opponents OTG for certain combos.
  • When used instantly from the ground, can be canceled immediately before the hit with an air dash to slow peacock's ascent, which can then go into a jLP or jLK. While odd, this kara sequence keeps peacock lower to the ground than her IAD height, resulting in lower air normals, allowing her to convert easier off of jLP (though IAD jLP is still the same speed).



SG pea jhk.png

Buzzin Buzzard

View hitbox
(?)

j.HK Jumping SG hk.png
1st hit Guard Properties Damage Meter On Hit On Block
High - 800 7.5% -14 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 2 35 22 25 11
Avery Guard Properties Damage Meter On Hit On Block
Mid Projectile 400 x2 2.25% x2 N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 6, 6... N/A 19 x2 17 x2 5 x2


  • Peacock launches Avery from her hat for the first, close range hit. As Avery falls he acts as a 2 hit projectile and stays active until he hits the ground.
  • The first hit will pop grounded opponents up into the air.
  • Very useful tool to aid in running away, due to the falling Avery acting as a wall.
  • The following moves will cause Avery to disappear (since he appears in the animation): s.HK, c.HP, c.LK, c.HK, j.HK, Argus Agony, and taunt



Throws

SG pea throw.png

Burlap Beatdown

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 150 x5, 400 2% x5, 5% Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • Above average range for a throw. Causes a sliding knockdown which is untechable and sets up okizeme.
  • In the corner or fullscreen, she can also confirm using an Argus Agony. Canceling the recovery of the throw into a SoID before the Argus can net Peacock another Argus, or even a full combo confirm when near the corner.
  • Can confirm meterlessly with H Bang on the following characters: Big Band, Eliza, Painwheel, Cerebella, Valentine, Double, Beowulf. When combined with certain assists, can allow peacock a full meterless confirm from a grounded throw.
  • As an assist, when combo’d after the throw as a starter, it is the only assist in the game that allows you to call another assist within the same combo
  • "As the only two moves in the game to put you directly into sliding knockdown with no chance of hitting the victim out of the air first, Eliza’s Weight of Anubis assist and Peacock’s normal throw assist cause twice as much sliding time before the opponent is allowed to tech."



SG pea airthrow.png

Big Ball of Violence

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 200 x5 1.43% x5 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 N/A N/A N/A


  • Peacock ends her air throw with a rather long recovery animation. If she manages to hold a Shadow of Impending Doom before landing the throw, the extra hit from the falling item gives her enough time to land and attempt an extended combo.
  • Can also convert with an airdash cancel j.LK, j.LP, or j.MK. If close enough, only a falling j.LK can work as well.



Team Moves

SG pea tag.png

Pop Goes the Weasel

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 7.5% KD -35
Startup Active Recovery Hit Stun Block Stun Hit Stop
42 6 43 10 13 20 (12 on block)


  • Peacock's tag appears from the bottom of the screen.



SG pea snap.png

Who's on Second?

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 25 14 17 (9) 13


  • A normal snapback move.



Specials

SG pea qcflp.png

"Gotcha!"

View hitbox
(?)

Bang! Qcf.png + SG lp.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Throw) 700 (150) (2.5%) 11.25% Stagger (+26),
Soft KD (Invuln.) (vs air)
-17
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3 36 26 21 9


  • Staggers the opponent. If this move is used for the second time in a combo or against an airborne opponent, the opponent is knocked down with full invulnerability.
  • If close enough, can follow up the hit with a light normal or even a throw. However, note that the opponent can shake out of the stagger so you have to be quick, and the throw attempt is techable for staggered opponents. Cancel into Lonesome Lenny for an easier and damaging combo.
  • Throw invulnerable from the 1st frame, can be used as a reversal if you have a hard read on the opponent doing a throw. But, jumping away from throws is much less risky. If you do choose to use it as a reversal and they block it, canceling into Lenny on block is -1.
  • Commonly referred to as "L Bang"



SG pea qcfmp.png

"Reach for the sky!"

View hitbox
(?)

BANG! Qcf.png + SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike) 700 (150) (2.5%) 11.25% Wall Bounce -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 4 21 12 15 11


  • 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.
  • Shoots out several random swords, but all the different swords have the same properties.
  • Commonly referred to as "M Bang"



SG pea qcfhp.png

"Garbage day!"

View hitbox
(?)

BANG BANG BANG! Qcf.png + SG hp.png
SG hp.png x1 Guard Properties Damage Meter On Hit On Block
Mid Projectile 350 (133) (2.5%) 3.6% -3 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 - 33 18 15 11 (8 on block)
SG hp.png x2 Guard Properties Damage Meter On Hit On Block
Mid Projectile 350 (133) (1.6667%) 3.6% -8 -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 - 38 18 15 11 (8 on block)
SG hp.png x3 Guard Properties Damage Meter On Hit On Block
Mid Projectile 350 (133) (1.6667%) 3.6% -13 -19
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 - 43 18 15 11 (8 on block)


  • 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.
  • Commonly referred to as "H Bang"



SG pea qcflk.png

"Here, catch!"

View hitbox
(?)

George's Day Out Qcf.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 550 (200) (2.5%) 4.5% +12 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 - 25 27 13 9


  • 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
  • None of the Georges will explode or disappear if Peacock gets hit.
  • Each of the Georges can be canceled into each other once using an additional corresponding button press, or into an L Teleport using 214LK.
  • Only two Georges can be on the screen at once, and only one of each type.
  • Commonly referred to as "L George", or "L Bomb"



SG pea qcfmk.png

"And they're off!"

View hitbox
(?)

Boxcar George Qcf.png + SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 650 (250) (2.5%) 4.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 - 24 23 17 9


  • Peacock calls a George bomb in go-kart, and appears from the side of the screen behind Peacock and zooms across the floor at a high speed. Can catch opponent teleports and airdashes that go behind Peacock. Otherwise similar to the LK version since he avoids most projectiles by being low to the ground.
  • None of the Georges will explode or disappear if Peacock gets hit.
  • Each of the Georges can be canceled into each other once using an additional corresponding button press, or into an L Teleport using 214LK.
  • Only two Georges can be on the screen at once, and only one of each type.
  • Commonly referred to as "M George", or "M Bomb"



SG pea qcfhk.png

"Bombs away!"

View hitbox
(?)

George at the Air Show Qcf.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 550 (250) (2.5%) 4.5% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 - 21 23 17 9


  • Peacock calls a George bomb in plane, appearing from the side of the screen above the screen and crashing to the ground in an arc. Tracks the opponent's location for trajectory upon being summoned, but stays on same course once it starts moving towards the opponent. This makes it somewhat tough to dodge. Unlike the LK and MK Georges, this version will explode on his own once it hits the floor.
  • None of the Georges will explode or disappear if Peacock gets hit.
  • Each of the Georges can be canceled into each other once using an additional corresponding button press, or into an L Teleport using 214LK.
  • Only two Georges can be on the screen at once, and only one of each type.
  • Commonly referred to as "H George", or "H Bomb"



SG pea qcbp.png

"Look out below!"

View hitbox
(?)

Shadow of Impending Doom Qcb.png + [ SG p.png ]
Summon Guard Properties Damage Meter On Hit On Block
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 N/A 16 N/A N/A N/A
Item (Lv. 1) Guard Properties Damage Meter On Hit On Block
Mid Projectile,
80% Damage Scaling
850 (200) 6.26% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
11~81+4 (Until ground) 18 26 21 9
Item (Lv. 2) Guard Properties Damage Meter On Hit On Block
Mid Projectile,
80% Damage Scaling
1400 (300) 7.2% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
82~205+3 (Until ground) 18 34 21 11
Item (Lv. 3) Guard Properties Damage Meter On Hit On Block
High Projectile,
80% Damage Scaling
2100 (500) 9% Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
206~241+3 (Until ground) 18 38 24 14
Item (Road Roller) Guard Properties Damage Meter On Hit On Block
High Projectile,
Hit Grab,
80% Damage Scaling
2400 (500) (2.5%) 0% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
206~241+3 (Until ground) 16 N/A 24 N/A (14 on block)
Item (Tenraiha) Guard Properties Damage Meter On Hit On Block
High Projectile 1300, 200 x7 (500, 80 x7) (2.5%) 11.25%, 5.14% x7 Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
206~241+3 (Until ground) 16 38, 18 x7 24, 15 x7 14, 11 x7 (14, 6 x7 on block)


  • Peacock blows a whistle which causes a shadow to appear on the ground. On the release of P, an item falls where the shadow is. The item levels up as P is held, starting at level 1, and gaining levels as exclamation points appear on the shadow, up to a max of level 3. The increased levels increase the hitstun/blockstun, have bigger hitboxes, and hit overhead at level 3.
  • The button used determines how the shadow tracks the opponent.
  • SG lp.png
    • The shadow is at a set distance directly in front of Peacock
  • SG mp.png
    • The shadow will track the opponent on the half of the screen closest to Peacock.
    • Holding this version discourages opponents from dashing in on Peacock.
  • SG hp.png
    • The shadow will track the opponent on the half of the screen farthest from Peacock.
    • Tapping this version is good for fullscreen zoning.
  • There are several different random items that can appear. All items within the same level have the same properties except for slightly different hitboxes. There are two unique level 3 items which are exceptions to this
    • The Road Roller level 3 item appears rarely, causes a cinematic on hit and deals significantly higher damage than other level 3 items.
    • After using a taunt, the next level 3 item is upgraded to Tenraiha, a multi-hitting item.
  • The shadow will go away without dropping an item if Peacock is hit.
  • After an item drops, this move can't be done again until the dropped item starts flashing.
  • Air blocking an item drop will add some slight forward momentum to the blocking character as they fall back to the ground


  • The item will fall from the very top of the screen no matter where the camera is. After an initial 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.
  • 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.
  • Commonly referred to as "Item Drop" or "Item", otherwise abbreviated as "SoID".



SG pea qcbk.png

"Open Sesame!" (L)
""Hocus poke you" (M)
"Bada boom!" (H)



The Hole Idea Qcb.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Full) (Frame 4) N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
31 N/A 21 N/A N/A N/A


  • Peacock teleports to a different spot on the ground depending on the button pressed. Has an invulnerable period which lets Peacock use the move to escape bad situations up close or even surprise the opponent by getting closer.
  • SG lk.png
    • Teleports behind Peacock
  • SG mk.png
    • Teleports in front of the opponent
  • SG hk.png
    • Teleports behind the opponent
    • Crosses up on the 27th frame
    • If H teleport is used in the while an assist is being called (around 20 frames), then the H Teleport will instead turn into an M teleport. However, if an assist has landed on the ground , then the H Teleport will be normal. This makes certain assists with longer startups useful as crossup tools when combined with a slightly delayed H Teleport (examples: H Lock n Load, Silver Cord, M/H Pinion dash).



SG pea qcbkp.png



View hitbox
(?)

Fire in the Hole! During M or H The Hole Idea:
[ SG p.png ]
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (Frame 4),
Projectile
550 (100) (2.5%) 6.92% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
52, 27 5 20 23 17 9


  • Peacock fakes a teleport, reappearing in the same place while placing a bomb at the opponent's feet. There is only one version of this attack so the button pressed doesn't matter.
  • The input makes it impossible to teleport forward while holding a P button for SoID. L teleport can still be used.
  • If the opponent is ready, they can throw peacock in between when Peacock returns from the ground and when the bomb hits. However if an L or M item is currently being held, then the item can be released early to keep peacock safe during this move.



Supers

SG pea qcfpp.png

"Eyes... of Argus!"

View hitbox
(?)

Argus Agony
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile,
Beam
300x5, 750, 180x30 (100 x6, 25 x30) -100% -3 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 + 10 6 x6, (33), - 37 25 x5, 43, 30 x30 17 x36 (9), 8 x5, 25, 2 x30 (4 x6, 8 x30 on block)


  • Peacock's hat and arms transform into a laser array, shooting a 6 hit initial, full screen beam, then 30 smaller single hit projectiles. Since the first part of the attack is a beam, the laser's attack box covers the entire length of the screen as soon as it becomes active. It can hit multiple defending characters and nullify all oncoming projectiles on the same frame. For the second part, all of the hits will not connect in most situations since their pattern is slightly random.
  • Pushes the opponent to full screen on hit hits, which allows Peacock to reset her zoning game.
  • If the first part is blocked, most characters can find a way to punish either by super jumping over the second part or using a move that avoids projectiles.
  • If used in the corner, it's unsafe on hit and block.
  • A SoID item can be held during the duration of this super, which allows several things. If an opponent happens to block the first beam parts of Argus, then an item can be released between the gap of the first and second parts to keep the opponent blocking, ensuring better chip damage from the full super. It can also be dropped after the second part hits to allow for follow-up combos.



SG pea qcfkk.png

"Fall down, go boom!"

View hitbox
(?)

Lonesome Lenny
Level 1
Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid - 3800 (800) -100% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 7 1 18 24 27 (9), 16


  • Peacock plants a massive Lenny bomb, which has 4800 HP that acts as a timer, counting down at 1 HP per frame and ending with a massive, single hit explosion that damages opponents, Peacock, and Peacock's teammates. Both teams can hit Lenny, pushing him across the screen and damaging him, effectively shortening his fuse. Creative use of Lenny in a DHC can lead to combos that last long enough to guarantee the opponent gets stuck in the explosion.
  • Lenny can act like a shield in certain cases, either absorbing hits entirely for Peacock, or keeping the opponent wary if they want to avoid getting hit with the explosion themselves. The player who summoned Lenny can hit Lenny with projectiles, but the projectiles will remain active.
  • While both players can hit Lenny, the distance he travels is much greater for Peacock than it is for the opponent, making him a useful neutral tool as well against other projectiles.
  • If Argus Agony or Goodfellows from Peacock is used at the same time a Lenny she made is out, then Lenny will always wait for the end of Argus to explode. This can be useful to extend Lenny's timer, or it can be useful to keep the opponent from countering Argus Agony if they want to avoid the explosion from Lenny. To convert off of the explosion from Lenny, use a well timed M George into H Teleport (uses OTG), or use sHP into H Teleport (more difficult and variable weight timing, but doesn't use OTG).
  • Lenny's explosion hits physically and can not be countered by Valentine's Countervenom or avoided by projectile invul moves.
  • Skullgirls Tuestorials 04 - Peacock's Lenny Super



SG pea qcbpp.png

"All together now!"

View hitbox
(?)

Goodfellows
Level 3
During Throw:
Qcb.png + SG p.png + SG p.png
Point Guard Properties Damage Meter On Hit On Block
N/A 45% Min. Scaling 6225 (total) -300% Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A N/A N/A N/A N/A
DHC Guard Properties Damage Meter On Hit On Block
Mid Hit Grab,
55% Min. Scaling
6225 (total) (250) -200% Sliding KD -35
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 56 N/A 23 N/A (10 on block)


  • Peacock's level 3 is a follow up to her throw and cannot be done on its own, unless it's a DHC.
  • From a throw, doing a metered combo with Argus Agony does more damage, so this is mostly a style super.
  • The explosion at the end of the throw will detonate Lonesome Lenny in a single hit.



Taunt

SG pea taunt.png

"Why ya so bad at video games?"



Hi Hi Birdie SG lk.png , SG hk.png , SG mp.png , SG mp.png , U.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 94 N/A N/A N/A


  • If Peacock completes the animation, the next level 3 SoID will be upgraded to Tenraiha.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
s.LP > s.MP > c.MK > c.HP > s.HK
A basic ground chain combo. Unsafe on block, but can cancel into L George or use s.HP instead of s.HK for safety.
2.
s.LP > s.MP > c.MK > s.HP xx M Bang
A basic ground chain ending in a special cancel. Unsafe on block, but safe if the M Bang is omitted.
3.
s.LP > s.MP > c.MK > s.HP xx H Bang xx Argus
A basic super cancel combo that sends the opponent back to fullscreen distance.
4.
s.LP > s.MP > s.MK,
j.LP > j.LK > j.MP adc j.LP > j.MP,
(restand) s.LP > s.MP > s.HP xx H Bang xx Argus
A basic air chain into restand combo. After the restand, you can go for a throw or overhead (IAD j.LK) mixup.
The timing on the air dash cancel can be tough at first, since Peacock has noticeable startup on her airdash. Make sure you delay j.LP long enough after the air dash, so that Peacock gains her forward momentum

Bread and Butter Combos

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.

Midscreen - ~8.8k dmg (2 bars) (video)
s.LP > c.MK > c.HP > s.HK* xx 214MP,
dash s.LP > s.MP > s.MK
j.MP > j.HP adc j.LP > j.MP,
s.LK > c.MK > c.HP > s.HK xx 214[HP] xx Argus,
]HP[ Argus
* s.HK moves Peacock forward, be sure to cancel it after the forward movement occurs


Corner - ~8.3k / ~10.1k dmg (video)
s.LP > c.MK > c.HP > s.HK xx 214MP
j.MK > j.HK,
j.MP > j.HK,
super jump j.HP adc (delay) j.LP > j.MP,
c.MK > s.HK xx L George
walk forward s.LP > s.LK > c.MP > c.MK > c.HP > s.HK xx 214[HP] xx Argus,
]HP[ Argus


Double Snap combo
c.LP > s.MK xx 214LP
[c.LK > s.MP > s.MK xx 214LP]
repeat

Conversions

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

Setups

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Strategy

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Goals
Offense
Neutral
Defense
Other techniques

Peacock: Tricks for Beating Anti-Zoning Tools

Peacock: MORE Tricks for Beating Anti-Zoning Tools

Counterplay

This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!

How to beat this character

How to Fight Against Peacock

Navigating the garbage

Counters to common techniques

Resources

For videos of Peacock players, check out the match videos page.

Colors

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

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

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

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

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


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