From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
|
| 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
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: OR
|
| Crouching: | 6 Buttons:
|
| Air: | 5 Buttons: OR
|
Signature Techniques
- Peacock's wide array of normal, special and Blockbuster
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
, 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
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
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
with this attack as an custom Ensemble.
- George (↓↘→+K): All 3 versions of George work as a
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): Although Peacock cannot charge this move for a custom action, dropping a level 1 item gives Peacock an unconventional anti-air Ensemble choice.
Move List
Normals
| Command
| Name / Quote
| Properties (glossary)
|
|
| 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.
|
|
| Pie Splat
|
|
| Coconut!
|
| Damage
| Meter Gain
| Start Up
| Active
| Recovery
|
| 500
| 7.5%
| 15
| 3
| 32 (29 on miss)
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 22
| 20
| -12
| -14
|
|
|
| Screwball Cannonball
| Default Ensemble Choice
|
| 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.
|
|
| 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
|
|
|
| Springboard Panic
|
|
| 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
|
|
|
| Kick the Football, Peacock
| 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
|
| -14
|
|
|
+
| 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
|
|
|
| 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
|
|
|
+
| 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
|
|
|
+
| Red Hot Buckshot
| 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
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 10
| 25
| 17
| 1
| -7
|
|
|
+
| 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
|
|
|
+
| Ant Wasted
|
|
| 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
| 19
| 17
| -4
| -6
|
|
|
+
| Banjo Trouble
| 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
|
| -33
|
|
|
(air)
| 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)
| 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)
| 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)
| 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
| 17 x3
| 20 x3
| -10
| -7
|
|
|
(air)
| Nice Booby Trap
|
|
| 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%
| 12
| 3
| 33
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 19
| 17
| 6
| 4
|
|
|
(air)
| Buzzin Buzzard
| 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
| 3
| 46
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 11
| 22
| 25
| -26
| -23
|
|
|
| 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)
|
|
+
| Burlap Beatdown
| 50% Damage Scaling
|
|
|
| Peacock's normal throw is slower and 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%
| 9
| 5
| 34
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
|
| N/A
|
|
|
(air) +
| Big Ball of Violence
| 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
| N/A
| N/A
|
| N/A
|
|
|
Special Moves
| Command
| Name / Quote
| Properties (glossary)
|
|
+
| Bang!
|
|
|
|
| Peacock shoots flag out of her revolver, her fastest ↓↘→+P attack. This move can be used as a reversal if Peacock wants to take a guess on defense, cancel a c.HK to make it slightly safer, or go through her own Lonesome Lenny explosion in certain creative combos.
|
| 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
|
|
|
|
|
+
| BANG!
| Default Ensemble Choice
|
|
|
| Peacock shoots a randomly chosen sword from her revolver. The move always has the same properties. Peacock can use the wall bounce and combos near the corner. With invulnerability to throws only, Peacock must make a rather narrow guess to use the attack as a reversal.
|
| 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
| 21
|
| -3
|
|
|
|
|
+
| BANG BANG BANG!
|
|
|
|
| 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 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
|
|
|
| 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
|
|
|
| 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
|
|
|
+ (hold)
| Shadow of Impending Doom
|
|
| 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, the MP version falls at nearly full screen distance, and the HP version tracks the opponent as Peacock holds the button for the attack. 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.
|
|
+
| George's Day Out
|
|
|
|
| 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%
| 10, 1
| -
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 23
| 13
| 12
| 2
|
|
|
+
| Boxcar George
|
|
|
|
| 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%
| 18
| -
| 21
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 23
| 17
| N/A
| N/A
|
|
|
+
| George at the Air Show
|
|
|
|
| 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%
| 18
| -
| 22
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 23
| 17
| N/A
| N/A
|
|
|
+
| The Hole Idea
|
|
| 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%)
| 24
| N/A
| 28
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| N/A
| N/A
| N/A
| N/A
| N/A
|
|
|
During The Hole Idea:
| Fire in the Hole!
|
|
|
|
| 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%
| 41, 29
| 7
| 28
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 9
| 23
| 17
| N/A
| N/A
|
|
|
Team Moves
| Command
| Name / Quote
| Properties (glossary)
|
|
+ OR +
| Pop Goes the Weasel
| Tag In
|
| 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.
|
|
+ + OR +
| Who’s on Second?
| Outtake
|
| 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)
|
|
+ +
| Argus Agony
| Uses 1 level of Dramatic Tension 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
| -
| 40
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 8 x5, 24, 2 x30
| 25 x5, 28 x31
| 17 x6, 19 x30
| -8 (or worse)
| -11 (or worse)
|
|
- Invulnerable for start up frames after 2f of start up.
|
|
+ +
| Lonesome Lenny
| Uses 1 level of Dramatic Tension
|
| 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%
| 4 + 3
| N/A
| 27
|
| Hit Stop
| Hit Stun
| Block Stun
| On Hit
| On Block
|
| 16
| 24
| 27
| N/A
| N/A
|
|
|
- Invulnerable through all start up through 5f of recovery.
|
During Burlap Beatdown: + +
| Goodfellows
| Uses 3 levels of Dramatic Tension
|
| All together now!
|
| Peacock's level 3 Blockbuster causes 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.
|
|
Colors and Costumes
| Palette 1:
Default color palette.
|
| Palette 2:
Original alternate color palette.
|
| Palette 3:
Based on Alucard from Hellsing.
|
| Palette 4:
Original alternate color palette.
|
| Palette 5:
Original alternate color palette.
|
| Palette 6:
Based on the leprachun mascot of Lucky Charms.
|
| Palette 7:
+ +
Original color palette based on Peacock's story mode intro.
|
| Palette 8:
+ +
Original color palette based on black and white cartoons.
|
| Palette 9:
+
Based on Cirno from Touhou Project.
|
| Palette 10:
+
Original alternate color palette.
|
| Palette 11:
+ +
Based on Super Milk Chan.
|
| Palette 12:
+
Based on Cable from Marvel vs Capcom 2.
|
| Palette 13:
+ +
Original alternate color palette.
|
| Palette 14:
+ +
Based on Hsien-Ko from Darkstalkers.
|
| Palette 15:
+ + +
Original alternate color palette.
|
| Palette 16:
+
Based on The Warden From Superjail.
|
| Palette 17:
+
Based on Inspector Gadget.
|
| Palette 18:
+
Based on Sayaka Miki from Puella Magi Madoka Magica.
|
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:
- 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
Version 1.0 to 1.01
- 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.