Skullgirls/Peacock

From Shoryuken Wiki!
Jump to: navigation, search
SkullgirlsSGEncoreLogo.png
Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG Peacock portrait.jpg
Peacock: Murder-Go-Round
Voiced by: Sarah Williams
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

Peacock

SG Peacock icon.png
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.[1]

In a nutshell
Peacock has the moves, the toys, and the mean streak to play a perfect zoning game. All three George projectiles can appear on screen at the same time to stick her opponent into frusturating lockdown from any range. Her teleport has the versatility to take her right to her opponent's face for a suprise close range attack or ruin the opponents fun by taking her out of a corner. At full screen distance her gun shots confirm that any of her combos can end with an aganozing look into the eyes of Argus. Peacock's ideal range depends on the matchup, but with a strong Ensemble to back her up she'll always find a way to fill the screen with garbage.

Basics

Movement
Walk: Slow
Jump: Double jump
Dash or Run: Peacock has a forward run with brief start up and average speed. Her backward dash is slow, covers a long distance, and leaves her in the air for the last few frames.
Air Dash: Peacock has slow, 2 way (forward and backward) air dashes. Both have a brief start ups like her forward run. 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.
Chains
Standing: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png
Crouching: 6 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png ---.png Hk.png
Air: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png

Signature Techniques

  • Peacock's wide array of normal, special and Blockbuster Proj.png attacks let her fight with a highly effective zoning strategy. Peacock can send multiple projectiles at an opponent, forcing them to dodge or endure lengthy block stuns from full screen. Peacock's teleport, The Hole Idea, lets her escape should she get bit uncomfortable at close range. At her best Peacock only needs a single successful projectile to hit confirm into Argus Agony, an extremely quick, full screen beam.
  • Whenever the opponent blocks a special move Proj.png , Peacock slowly drains their life with unavoidable chip damage. If the defending player must block a George bomb or falling item, why not add on 3 extra hits of chip with Bang Bang Bang!? The damage adds up surprisingly quickly, and can give Peacock a lot of Dramatic Tension if the opponent keeps blocking at full screen.
  • As a solo character Peacock can struggle without a close range Ensemble for defense. Her general strategy makes her a better anchor character for a team. Coming out later in the round lets teammates stock up Dramatic Tension for her, giving Peacock plenty of ammunition for hit confirms into Argus Agony. A Blockbuster Sequel into Argus Agony will, rather conveniently, send the opponent to full screen distance for Peacock to immediately begin her ranged attacks as she tags in. Peacock often wastes a lot of time while she's running away and trying to deal damage from full screen, allowing her to win rounds by intentional time out more often than other characters.

Ensemble Selection

  • Screwball Cannonball (s.HP): This versatile Default Ensemble Choice may be Peacock's best. At long range, this attack acts as a Proj.png Ensemble. At shorter ranges this 2 hit, high block stun move can trap the opponent for the point character.
  • BANG! (↓↘→+MP): When called during a combo, this Default Ensemble Choice can Wallbounce.png the opponent and start a combo for the point character.
  • Bang Bang Bang! (↓↘→+HP): Limited to only one button press for her custom action, Peacock can only shoot a single Proj.png with this attack as an custom Ensemble.
  • George (↓↘→+K): All 3 versions of George work as a Proj.png custom Ensemble. LK George walks slow and can stay on the screen for a unusually long amount of time after Peacock leaves. The fast MK version allows the point character to charge in behind projectile backup. The HK plane's short reach from the side of the screen makes it less attractive as a projectile Ensemble, but it is one of Peacock's few anti air Ensemble choices. The best George Ensemble may depend on Peacock's team or the preferences of the player.
  • Shadow of Impending Doom (↓↙←+P): Dropping a level 1 item gives Peacock an unconventional anti-air Ensemble choice at the chosen range. Using a ↓↙←+LP+MP, ↓↙←+MP+HP, or ↓↙←+HP+MP command as a custom Ensemble will choose a LP, MP, or HP level 3 version of the attack. Peacock will stays on screen looping her tag out animation until the item charges and drops. Just like when she's on point, the opponent can stop the Shadow of Impending Doom with a successful hit to Peacock.
  • Hi Hi Birdie (↑+LK+MP+HK): Peacock can use her taunt as a custom Ensemble, chosen by hitting all of the required inputs at once. Alternatively, the start button acts as a hotkey for a custom Ensemble taunt command for any character with a taunt. When used, Peacock saves the Shadow of Impending Doom effect for herself and offers little assistance to the point character.

Move List

Normals

Command Name / Quote Properties (glossary)
Lp.png Poke! Chains Twice
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.
Damage Meter Gain Start Up Active Recovery
300 2.5% 6 2 14
Hit Stop Hit Stun Block Stun On Hit On Block
7 19 18 4 3
  • When chaining twice, the second attack is identical to the first.
Mp.png Pie Splat
Coconut!
Damage Meter Gain Start Up Active Recovery
500 7.5% 15 3 30 (29 on miss)
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 20 -10 -12
Hp.png Screwball Cannonball Default Ensemble Choice Proj.png
Avast!
Peacock pulls out a cannon, hitting once at close range before launching the cannonball as the second hit. All 3 randomly chosen projectiles have the same properties.
Damage Meter Gain Start Up Active Recovery
700, 500 10.0%, 5.0% 15 2, (15), - 28
Hit Stop Hit Stun Block Stun On Hit On Block
11, 14 (8 on block) 33, 16 21, 15 5 -2
  • The intermediate start up frames before launching the projectile are shortened by 7f if the first hit does not touch an opponent, creating a faster version of the attack.
Lk.png Pop Eye
Eye got sole!
Damage Meter Gain Start Up Active Recovery
400 2.5% 12 2 13
Hit Stop Hit Stun Block Stun On Hit On Block
8 20 18 6 4
Mk.png Springboard Panic Launch.png
Bored to death!
Damage Meter Gain Start Up Active Recovery
600 7.5% 16 3 25
Hit Stop Hit Stun Block Stun On Hit On Block
11 31 17 4 -10
Hk.png Kick the Football, Peacock Knockdown.png Avery!
Laces out!
Peacock preforms clumsy kick, ending in a vulnerable recovery animation as she picks herself up from the ground. This attack always causes knockdown for the opponent after sending them nearly full screen. The long, floaty hitstun works well for combos in the corner.
Damage Meter Gain Start Up Active Recovery
1100 10.0% 19 3 33
Hit Stop Hit Stun Block Stun On Hit On Block
12 25 21 Knockdown.png -14
D.png + Lp.png Stuff n' Puff Chains Twice
Damage Meter Gain Start Up Active Recovery
300 2.5% 6 3 13
Hit Stop Hit Stun Block Stun On Hit On Block
7 22 21 7 6
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
300 2.5% 14 3 12
Hit Stop Hit Stun Block Stun On Hit On Block
7 19 22 5 8
D.png + Mp.png Eyes of Tomorrow
Like this!
Damage Meter Gain Start Up Active Recovery
525 7.5% 12 3 15
Hit Stop Hit Stun Block Stun On Hit On Block
9 19 17 2 0
D.png + Hp.png Red Hot Buckshot Low.png Avery!
Hats off to ya!
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 or c.HK, which is useful for chaining c.MK > c.HP > c.HK for 3 low hits in a row.
Damage Meter Gain Start Up Active Recovery
950 10.0% 16 3 30
Hit Stop Hit Stun Block Stun On Hit On Block
10 25 17 -7 -15
D.png + Lk.png Curb Your Shoe Avery!
Here we go!
Damage Meter Gain Start Up Active Recovery
350 2.5% 7 5 13
Hit Stop Hit Stun Block Stun On Hit On Block
7 18 21 1 4
D.png + Mk.png Ant Wasted Low.png
Burn!
Peacock attempts to burn an ant with a magnifying glass. This move can be canceled during its start up to save the ant, then kill multiple ants with the same c.MK.
Damage Meter Gain Start Up Active Recovery
550 7.5% 16 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
4 24 22 1 -1
D.png + Hk.png Banjo Trouble Low.png Avery!
Bass in your face!
Damage Meter Gain Start Up Active Recovery
1100 10.0% 17 18 34
Hit Stop Hit Stun Block Stun On Hit On Block
10 15 18 Sweep.png -33
(air) Lp.png Hammer for the Worms
Test your strength!
Damage Meter Gain Start Up Active Recovery
300 2.5% 9 2 19
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 20 -3 0
(air) Mp.png The Bear Trap of Sevelle
Chomp!
Damage Meter Gain Start Up Active Recovery
525 7.5% 11 7 21
Hit Stop Hit Stun Block Stun On Hit On Block
10 28 21 1 -6
(air) Hp.png Robo with a Shotgun
Stick em up!
Peacock shoots a shotgun, causing her to fly backwards from the recoil. It can be used as a runaway tool or she can air dash cancel during the blast to stop the backward momentum.
Damage Meter Gain Start Up Active Recovery
1200 7.5% 14 2 27
Hit Stop Hit Stun Block Stun On Hit On Block
8 28 21 0 -7
(air) Lk.png How to Handle a Chainsaw
Damage Meter Gain Start Up Active Recovery
225 x3 2.0% x3 10 8 22
Hit Stop Hit Stun Block Stun On Hit On Block
8 x3 19 x3 22 x3 -8 -5
(air) Mk.png Nice Booby Trap Proj.png
Down here!
Peacock bites at the opponent's ankles with an unusual jumping attack from below. Peacock's jaws hit mid and count as a projectile as they appear from the ground.
Damage Meter Gain Start Up Active Recovery
500 7.5% 23 3 32
Hit Stop Hit Stun Block Stun On Hit On Block
9 19 17 -6 -8
(air) Hk.png Buzzin Buzzard Strk.png Proj.png Avery!
My little friend!
Peacock launches Avery from her hat for the first, close range hit. This knocks the opponent upward, even when on the ground. As Avery falls he acts as a 2 hit projectile and stays active until he hits the ground.
Damage Meter Gain Start Up Active Recovery
900 10.0% 13, 10 2 35
Hit Stop Hit Stun Block Stun On Hit On Block
11 22 25 -14 -11
Proj.png
Damage Meter Gain Start Up Active Recovery
450 x2 7.5% x2 8 6, 6... N/A
Hit Stop Hit Stun Block Stun On Hit On Block
5 x2 19 x2 17 x2 N/A N/A

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Burlap Beatdown Throw.png 50% Damage Scaling
Peacock's normal throw has longer range than the average LP+LK from the rest of the cast. When Peacock manages catch an opponent she can make it count by using her Goodfellows Blockbuster. Even without 3 meters the slide can combo into a BAND BANG BANG! or Argus Agony.
Damage Meter Gain Start Up Active Recovery
150 x5, 400 2.0% x5, 5.0% 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Slide.png N/A
(air) Lp.png + Lk.png Big Ball of Violence Airthrow.png 50% Damage Scaling
Peacock ehds he 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.
Damage Meter Gain Start Up Active Recovery
200 x5 1.4% x5 7 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Airthrow.png N/A Knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + Lp.png Bang! Startupinv.png
Peacock shoots flag out of her revolver, her fastest ↓↘→+P attack. This move has invulnerability to throws only and can be used as a reversal if Peacock wants to take a guess on defense.
Damage Meter Gain Start Up Active Recovery
700 (2.5%) 11.4% 16 3 36
Hit Stop Hit Stun Block Stun On Hit On Block
11 26 21 Stagger.png OR -12 -17
  • Invulnerable to throws for all start up and active frames.
Qcf.png + Mp.png BANG! Default Ensemble Choice Startupinv.png
Peacock shoots a randomly chosen sword from her revolver. The move always has the same properties and always has invulnerability to hits only. Peacock can use the wall bounce and combos near the corner.
Damage Meter Gain Start Up Active Recovery
700 (2.5%) 11.4% 20 2 23
Hit Stop Hit Stun Block Stun On Hit On Block
11 18 15 Wallbounce.png -9
  • Invulnerable to hits for all start up and active frames.
Qcf.png + Hp.png BANG BANG BANG! Proj.png
Peacock shoots up to 3 bullets, which appear as the same randomly chosen objects from s.HP. 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.
Damage Meter Gain Start Up Active Recovery
350 (2.5%) 3.6% 18 - 33
Hit Stop Hit Stun Block Stun On Hit On Block
11 (8 on block) 18 15 -3 -9
---.png Hp.png
Damage Meter Gain Start Up Active Recovery
350 (2.5%) 2.6% 6 - 38
Hit Stop Hit Stun Block Stun On Hit On Block
11 (8 on block) 18 15 -8 -14
---.png ---.png Hp.png
Damage Meter Gain Start Up Active Recovery
350 (2.5%) 2.6% 6 - 43
Hit Stop Hit Stun Block Stun On Hit On Block
11 (8 on block) 18 15 -13 -19
Qcb.png + P.png (hold) Shadow of Impending Doom Proj.png
Head's up!
Peacock causes a randomly chosen falling object to drop on her opponent. The LP version falls at set distance directly in front of Peacock, the MP version will track the opponent on the half of the screen closest to Peacock, and the HP version tracks the opponent on the half of the screen farthest from Peacock. Charging Shadow of Impending Doom delays the projectile, growing shadow and increasing the size of the item. The move will cancel if Peacock gets hit, but continues to charge as she attacks or blocks. Level 1 and level 2 projectiles have the same amount of damage and hit stun for all possible falling items. Most level 3 versions are the same, but Peacock can get lucky and drop an item with unique effects.
Damage Meter Gain Start Up Active Recovery
850 OR 1400 OR 2100 (2.5%) 7.9% OR 9.1% OR 11.4% 12 - 18
Hit Stop Hit Stun Block Stun On Hit On Block
9 OR 11 OR 14 26 OR 34 OR 38 21 OR 21 OR 24 N/A N/A
  • The "Tenrai Ha" level 3 item appears infrequently, has multiple hits, and causes more total damage than other level 3 items.
  • The "Road Roller" level 3 item appears rarely, causes a cinematic on hit and deals significantly higher damage than other level 3 items.
Qcf.png + Lk.png George's Day Out Proj.png
Peacock pulls out a George bomb, who hits as a projectile as he appears and during his leisurely walk across the screen. George will walk under conventional projectiles and will not explode or disappear if Peacock gets hit.
Damage Meter Gain Start Up Active Recovery
550 (2.5%) 4.5% 13 - 22
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 13 12 2
Qcf.png + Mk.png Boxcar George Proj.png
Peacock calls a George bomb in go kart, hitting as a projectile and always appearing from the side of the screen. Like the slower LK George, this stays low to the ground, avoids other projectiles, and doesn't disappear when Peacock gets hit.
Damage Meter Gain Start Up Active Recovery
650 (2.5%) 4.5% 21 - 21
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 17 N/A N/A
Qcf.png + Hk.png George at the Air Show Proj.png
Peacock calls a George bomb in plane, appearing from the side of the screen and crashing to the ground in a half screen length arc. As always George hits as a projectile and won't disappear when Peacock gets hit. Unlike the LK and MK bombs, this George will explode on his own. HK George is one of the only projectiles Peacock has to protect her against airborne opponents.
Damage Meter Gain Start Up Active Recovery
550 (2.5%) 4.5% 16 - 20
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 17 N/A N/A
Qcb.png + K.png The Hole Idea Startupinv.png
Hocus poke you!
Peacocks teleports, going nowhere with LK, directly in front of the opponent with MK, and directly behind the opponent with HK. The invulnerability lets Peacock use the move to escape bad situations up close or even surprise the opponent by getting closer.
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 31 N/A 21
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
  • Invulnerable from 4f of start up to 8f of recovery.
During The Hole Idea:
P.png
Fire in the Hole! Startupinv.png Proj.png
Peacock fakes teleport, staying in place with the same start up invulnerability and placing a bomb at the opponent's feet. Holding the P button during The Hole Idea ensures the fake will trigger with no timing requirement for the button press. Unfortunately, this also makes it impossible to teleport while holding a button for Shadow of Impending Doom.
Damage Meter Gain Start Up Active Recovery
550 (2.5%) 7.0% 52, 27 7 20
Hit Stop Hit Stun Block Stun On Hit On Block
9 23 17 24 18
  • Invulnerable from 4f of start up to 7f of recovery.

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + Hk.png Pop Goes the Weasel Tag In Startupinv.png
Move over, dingbat!
A unique attack that appears from the bottom of the screen.
Damage Meter Gain Start Up Active Recovery
700 (2.5%) 11.4% 16 3 25
Hit Stop Hit Stun Block Stun On Hit On Block
6 26 21 -1 -6
  • Peacock becomes vulnerable after 14f of recovery.
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png Who’s on Second? Outtake Startupinv.png
You're outta here!
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
Qcf.png + P.png + P.png Argus Agony Uses 1 level of Dramatic Tension Startupinv.png Proj.png Avery!
The Eyes of Argus!
Peacock's hat and arms transform into a laser array, shooting a 6 hit initial beam and 30 smaller, single hit projectiles. All of the smaller hits will not connect in most situations. As 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. Peacock can center most of her offense on landing this powerful Blockbuster, pushing the opponent to full screen as it hits, and using the distance to get as many other projectiles going as possible. Although the Blockbuster has invulnerable frames, it many not be the best idea to use this move at point blank as a reversal; it is unsafe on hit at point blank.
Damage Meter Gain Start Up Active Recovery
250 x5, 350, 320 x30 -100% 6 + 10 6 x6, (30), - 40
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 8 x5, 24, 2 x30 25 x5, 28 x31 17 x6, 19 x30 -8 (or worse) -11 (or worse)
  • Invulnerable for 4f of start up after the super flash.
Qcf.png + K.png + K.png Lonesome Lenny Uses 1 level of Dramatic Tension Startupinv.png
Fall down go boom!
Peacock plants a massive Lenny bomb. Lenny 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 Blockbuster Sequel can lead to combos that last long enough to guarantee the opponent gets stuck in the explosion. Some players find Lenny combos lightly less impressive if they involve friendly fire. Do the ends truly justify the means?
Damage Meter Gain Start Up Active Recovery
3800 -100% 5 N/A 25
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 16 24 27 Knockdown.png N/A
  • Invulnerable from 2f of start up to 4f of recovery.
During Burlap Beatdown:
Qcb.png + P.png + P.png
Goodfellows Uses 3 levels of Dramatic Tension
All together now!
Peacock's level 3 Blockbuster deals large, scaling free damage from a normal throw. The throw "requirement" makes this move impossible to use as a Blockbuster Sequel. A throw then a more complex combo may be more efficient damage for the tension, but many players find the stylish animation a more entertaining way to end a round. The explosion at the end of the throw will detonate Lonesome Lenny in a single hit.
Damage Meter Gain Start Up Active Recovery
6200 (total) -300% N/A N/A N/A
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A N/A N/A

Taunts

Command Name / Quote Properties (glossary)
Lk.png , Hk.png , Mp.png , Mp.png , U.png Hi Hi Birdie Avery!
Why ya so bad at vidya games?
Peacock, Avery, and a leftover c.MK ant all tip their hats to the opponent. If Peacock completes the animation, her next Shadow of Impending Doom will be upgraded to the Tenrai Ha. If the upgraded Shadow of Impending Doom is not completed or does not charge to level 3, Peacock wastes the taunt effect.
Damage Meter Gain Start Up Active Recovery
N/A 0% N/A N/A 94
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A

Colors and Costumes

SG palette Pea01.jpg Palette 1:
Lp.png

Default color palette.
SG palette Pea02.jpg Palette 2:
Mp.png

Original alternate color palette used for the Double mirror match in Peacock’s story mode.
SG palette Pea03.jpg Palette 3:
Hp.png

Based on Alucard from Hellsing.
SG palette Pea04.jpg Palette 4:
Lk.png

Original alternate color palette.
SG palette Pea05.jpg Palette 5:
Mk.png

Original alternate color palette.
SG palette Pea06.jpg Palette 6:
Hk.png

Based on the leprechaun mascot of Lucky Charms.
SG palette Pea07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Original color palette based on Peacock's story mode intro.
SG palette Pea08.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Original color palette based on black and white cartoons.
SG palette Pea09.jpg Palette 9:
Lp.png + Lk.png

Based on Cirno from Touhou Project.
SG palette Pea10.jpg Palette 10:
Mp.png + Lk.png

Original alternate color palette.
SG palette Pea11.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Based on Super Milk Chan.
SG palette Pea12.jpg Palette 12:
Lp.png + Hp.png

Based on Cable from Marvel vs Capcom 2.
SG palette Pea13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Original alternate color palette.
SG palette Pea14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Based on Hsien-Ko from Darkstalkers.
SG palette Pea15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Original alternate color palette.
SG palette Pea16.jpg Palette 16:
Lp.png + Mp.png

Based on The Warden From Superjail.
SG palette Pea17.jpg Palette 17:
Lp.png + Mk.png

Based on Inspector Gadget.
SG palette Pea18.jpg Palette 18:
Mp.png + Mk.png

Based on Sayaka Miki from Puella Magi Madoka Magica.
SG palette Pea19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Based on Raspberyl from Disgaea.
SG palette Pea20.jpg Palette 20:
Hp.png + Mk.png

Based on The Grinch.

Extras

  • Screwball Cannonball and BANG BANG BANG! randomly chosen projectiles:
  • Baseball
  • Bowling ball
  • Bullet Bill (Super Mario)
  • BANG! randomly chosen swords:
  • Squall Leonhart's Gunblade (FFVIII)
  • Cloud Strife's Buster Sword (FFVII)
  • Jin Saotome's Blodia Punch (MvC)
  • Ash Williams's chainsaw arm (Evil Dead)
  • Sol Badguy's Fuuenken Sword (Guilty Gear)
  • Shadow of Impending Doom item drops:
SG DLC Andy.jpg
Level 1 Item Drops:
  • Potted plant
  • Sand bag
  • Old boot
  • Tea cup (with a face)
  • Fish
  • Bowling ball
  • "Jippo" bottle
Level 2 Item Drops:
  • Loaded safe
  • Tommy 10-Tons
  • Andy Anvil
  • TV with the girl from The Ring as played by Filia
  • TV with a Japanese emoticon face (゚∀゚)
  • TV with Avery
  • Ball and chain
  • Oil drum with a chicken inside (Final Fight)
  • ゆっくりしていってね (Take it Easy!) Ms. Fortune head
Level 3 Item Drops:
  • Feta Fridge (Requiem for a Dream)
  • Elephant
  • Grand piano
  • Easter Island head (Gradius)
  • Hsien-Ko's Tenrai Ha (Darkstalkers): Multiple hits, different damage, infrequent.
  • Dio Brando's Road Roller Da! (JoJo's Bizarre Adventure): Starts a cinematic on hit while everything else on screen is frozen in time, multiple hits, different damage, extremely rare.

Patch History

Unfinished Business Edition to Are Your Ready For? Edition

  • Fixed speech bubble and whistle bubble on specific palettes for Parasoul and Peacock.

Encore to Unfinished Business Edition

  • Fixed error in palette #7.
  • s.LP hit box extended back towards Peacock; it will not miss an opponent at close range.
  • Bang! push back on block reduced.
  • BANG BANG BANG! hit box extended back towards Peacock on the first frame; it will not miss an opponent at close range.
  • George's Day Out hit box extended back towards Peacock on the first frame and while George is in the air; it will not miss an opponent at close range.
  • Argus Agony start up invulnerability reduced; Peacock can no longer react to and beat other projectile supers from full screen.
  • Lonesome Lenny can no longer explode in the middle of an Argus Agony; he will wait until the end.

More Different Edition to Encore

  • Shadow of Impending Doom no longer lowers meter gain while charging the attack.
  • George at the Air Show will aim for the defending character as it is summoned instead of traveling a set horizontal distance.
  • Argus Agony gives the opponent less meter on hit.

Slightly Different Edition to More Different Edition

  • New taunt added: Hi Hi Birdie (LK, HK, MP, MP, ↑).
    • A successful Hi Hi Birdie makes her next attempted level 3 Shadow of Impending Doom item a Tenrai Ha. If done while charging a Shadow of Impending Doom, that item will be upgraded to the Tenrai Ha. If the upgraded Shadow of Impending Doom is not completed or is not charged to level 3, the taunt effect is used up.
    • To select as an Ensemble, input ↑+LK+MP+HK as a custom Ensemble. The start button can also be used as a hotkey when selecting a taunt as a custom Ensemble.
  • Improved range on s.MK.
  • j.LK hit stun increased from to 19f from 17f.
  • Air throw recovery changed to allow OTG combos midstage.
  • Bang! (LP version) is now throw invulnerable and causes stagger on hit.
  • BANG! (MP version) is now hit invulnerable.
  • Shadow of Impending Doom received the following changes:
    • HP version tracks furthest half of the field relative to Peacock.
    • MP version tracks nearest half of field relative to Peacock.
    • LP version unchanged, stays in place in front of Peacock.
    • The rare level 3 Road Roller item does 500 chip damage like all other level 3 items.
  • George special attacks received the following changes:
    • Only two (2) bombs can be placed on the screen at once instead of three (3).
    • After the initial George toss, pushing another K button immediately cancels to the next bomb. One button cancels do not work while holding ↓, ↘, or → to avoid unwanted bombs when attempting links or other techniques on defense.
    • Canceling with a full ↓↘→+K works as before.
  • Lonesome Lenny received the following changes:
    • Lenny's life scales with Peacock's damage ratio, so the same combo will detonate him at the same point regardless of team size.
    • Lenny will not explode while Peacock is throwing the opponent.
    • The explosion from Goodfellows will always detonate Lenny.
  • Goodfellows total damage now 6200.

Initial Release Version to Slightly Different Edition

  • Shadow of Impending Doom received the following adjustments:
    • Reduced overall meter gain by two thirds while charging the attack.
    • All small items will now always OTG in the proper direction, towards Peacock.
    • The chip damage on items has been increased:
      • Small: 150 to 200
      • Medium: 250 to 300
      • Large: 400 to 500
  • The Hole Idea received the following adjustments:
    • Increased the recovery time by 4 frames.
    • Reduced the start up time by 3 frames.
    • Able to be Blockbuster-canceled much earlier during recovery.
  • The LP and MP Bang! special attack variants received the following adjustments:
    • Extended the hitboxes back towards Peacock to prevent the attacks from missing up close in certain circumstances.
    • The attacks now carry over their specific invincibilities (LP invincible to hits, MP to throws) through the entire active portion
  • Argus Agony received the following adjustments:
    • Redistributed damage:
      • Reduced unscaled damage by around 300.
      • Same minimum damage on average.
    • Extended the hitbox closer to Peacock, so it no longer misses up close against standing Painwheel or some other close attacks.
    • Increased the hit stun on the small lasers by 2 frames to prevent certain random patterns that allow the opponent to recover and retaliate.
  • Lonesome Lenny received the following adjustments:
    • Increased damage from 3000 to 3800.
    • Increased chip damage from 650 to 800.
    • Blockbuster Sequel window is the same, but it is no longer possible for the cancel to be "too early" and result in the bomb not appearing.
    • Can now place another Lenny as soon as the first one explodes.
    • Reduced recovery after placing Lenny by 5 frames.
  • Increased the input window for the ↓↙← + PP follow-up for Goodfellows after a successful throw
  • All George bomb tosses can now be cancelled into each other anytime after the bomb is created.
  • All special moves now correctly face the opponent.
  • Slightly reduced meter gain for connecting with all BANG BANG BANG! gunshots, HP cannonball, and all George bombs.
  • Increased the chip damage on BANG BANG BANG! shots from 300 to 400.
  • Air throw recovery on hit shortened to prevent low air throws from being punishable by Double.
  • Increased the speed of tag in by 10 frames to match every other character.