
Brash, combative, and impatient, Peacock is easily the most outspoken and infamous member of the Anti-Skullgirl Labs, as well as the most prominent. Nothing sates Peacock's boredom more than a good cartoon and laying waste to anyone or anything in her sight. She is shown to own merchandise from the show as she is seen wearing Sagan slippers while in her sleeping attire. Peacock's favorite television program is "Annie: Girl of the Stars". They are imaginary cigars that are created in a similar manner to her other summons.Īlex Ahad has stated that Peacock will never stop believing in imaginary friends. Peacock took up smoking after her transformation. Some of her parts may need to be re-fitted because of this.

Stronger" Origin Story in Skullgirls Mobile. Her backstory was revealed in detail in the "Meaner. Additionally, due to Peacock being very flexible in using any amount of meter in a particular combo (with Lenny/Argus interactions), she can always meter dump at the end of combos however much she wants to generally do lots of damage, meaning it's pretty effective to save meter with Peacock as well.Peacock is one of the original eight playable characters in Skullgirls, standing out as having the most (unique) assist characters, and was among the first characters ever conceived by Alex Ahad.

But it's not essential given Peacock's already strong zoning tools especially combined with assists. Lenny is a powerful neutral tool that can halt some matchups completely, making this tool very tempting.
#PEACOCK FROM SKULLGIRLS THUMBSUP FULL#
Only used as a reversal to call out predictable ground throws, as it leads to a full combo if successful.

L Bang (236LP) - Grab invulnerable on start up.Peacock's most versatile zoning move that can stuff approaches, threaten space and allow for ranged hitconfirms. M Shadow of Impending Doom (214MP) - Creates a shadow that tracks the opponent up close and to midscreen, spawning a projectile from the top of the screen when the input is released.George's Day Out (236LK) - Projectile that travels slowly along the ground, posing a threat for a long time.2HK - Sweep that moves peacock forward while active, allowing her to break armored approaches and kara forward into specials.jHK - Aerial normal that acts as a high strike, then creates a 2-hit projectile that falls down to the ground, making a projectile wall that can stop approaches or trade with the opponent's projectiles.Great at creating space from the opponent and can challenge jump-ins with its disjoint.

jHP - High damage aerial normal that moves Peacock backwards with a large disjointed hitbox.This move is fundamental to setting up her zoning. Can be canceled into any special move to benefit zoning (SoID, Georges) or for defense (M Bang, teleports). 5HP - Two part grounded normal that acts as a strike, then generates a fireball.2LK - Anti-air with limited reach, but disjointed enough to be reliable if timed well.Once you are holding M item you can chose to either establish more projectile pressure or close in and try to fish for a hit. Strategy Goals Create space and throw out quick projectiles to be able to summon M item.
