Peacock swings a heavy portable cannon in front of her. Her cigar lights the fuse for the cannon, which subsequently fires off a cannonball. If she is close range to the opponent, the swing of the cannon counts as an additional hit.
Peacock spies a tiny ant scurrying on the ground, and wastes no time frying it with one of her Eyes of Argus. The ant can and will be spared if attack is canceled in time. The ant will scurry along the ground across the entire stage.
Peacock pulls her hat down over her head and shoves her face through a portable hole. Her face appears at a variable distance from the floor in front of her, striking middle. This move will interrupt momentum and cause a small float effect during the animation. Peacock's face will always appear below her opponent, up to a surprising maximum distance.
Kick the Football, Peacock!
Avery appears in front of Peacock with a football on his head. Peacock attempts to kick the football, only to have Avery pull it away at the last moment, causing Peacock's foot to instead slam into the next closest thing.
Peacock boots Avery out of her hat, who starts to wildly brandish knives around him until he hits the ground. If Peacock is in close range to her opponent, the kick will count as an additional hit. While active, Avery acts as a 2 hit projectile. Attack immediately halts all forward momentum for Peacock and her opponent (if hit is successful).
Ground throw. Peacock throws the opponent in a burlap sack and proceeds to stomp on them, with the last hit freeing the opponent.
Big Ball of Violence
Air throw. Peacock pulls the opponent into a cartoon smoke bubble and beats them up.
George's Day Out
Peacock tosses a George bomb that waddles across the screen at slow speed.
Peacock points at her opponent as a George bomb in a tiny car comes from behind her and races across the screen at medium speed.
George at the Air Show
Peacock engages in Semaphore as a George bomb in a tiny airplane flies in from the top of the screen behind her. The plane flies in a downward arc, crashing to the ground just before the opposite edge of the screen.
The Hole Idea
Peacock falls down into a portable hole, popping back up in a location dependent on the K button used. LK teleports Peacock half the distance between her and her opponent. MK teleports her directly in front of the opponent, and HK teleports directly behind the opponent.
+ ~ (hold)
Fire in the Hole!
Peacock feigns her Hole Idea move, instead pops right back where she was standing and drops a George bomb on her opponent's position.
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Hi Hi Birdie
Peacock's taunt. Peacock taunts her opponent by taking her hat off, revealing Avery on her head who also takes his hat off, with the insect on his head taking its hat off as well. Using a fully charged Shadow of Impending Doom after performing a taunt will result in dropping a Tenrai Ha instead of a standard Level 3 object.
Hit Invincible. Peacock shoots a mostly harmless flag from her revolver. Attack causes Stagger to grounded enemies.
Throw Invincible. Peacock shoots a mostly harmful blade from her revolver. Has large hitbox, knocks back enemy.
+ (→ → )
BANG! BANG! BANG!
Peacock pulls out her revolver and shoots the opponent. Can be chained three times.
Shadow of Impending Doom
A random object drops down from the sky and hits the opponent in an overhead attack. LP drops the object at a set distance from Peacock. MP drops the object at the same distance as LP, but will track the opponent if it locks on. HP drops the object at least half a screen away from Peacock, but will lock on to the opponent at any distance farther away than half screen. Holding down the punch button charges the attack; Level 2 deals twice as much damage and is reached after two seconds, Level 3 deals twice as much damage as Level 2 and is reached after three additional seconds. If a taught is used prior to inputting a fully charged Shadow of Impending Doom the object dropped will be a Tenrai Ha instead of a standard Level 3 object. Any number of moves (including the use of Level 1 and Level 2 Shadow of Impending Doom object drops) can be used prior without negating the effect of the Tenrai Ha summon. After dropping a Tenrai Ha another cannot be summoned afterwards unless you taught again.
Outtake. Peacock hits the opponent with a spiked baseball bat.
Level 1 Blockbuster.
Peacock fires a continuous laser beam from her hat, then fires individual laser bolts from her Eyes of Argus. Laser beam penetrates all objects. Maximum of 30 hits possible (6 hits from beam, 24 maximum hits from bolts).
Level 1 Blockbuster.
Peacock plants an enormous Lenny bomb. Lenny's fuse lasts 5 seconds, which can be shortened by attacking it. Lenny will also detonate immediately after Peacock exits Argus Agony, if he was hit by the laser during the attack. Detonates in a large area, causing large chip damage on block.
Level 3 Blockbuster.
Peacock shoves her opponent into a burlap sack, then calls her buddies to stomp down on them in unison. A small George bomb joins in and beats down on the sack with a baseball bat before Peacock flicks away a spent cigar at the George bomb, blowing up the sack in a great explosion. Very high damage, even without multiplier. Deals 32 hits (24 in stompfest, 7 from George bat, 1 in George explosion).
Fighting as Peacock
Powerful and numerous ranged attacks
Bang! and BANG! provide great assists
Good tag-in attack
Grab has good range and knocks back opponents
Can easily confuse/frustrate opponents
Always maintain range, always. Peacock's vast arsenal of ranged attacks make her impossible to match at range (save for a player well-versed in Cerebella's Diamond Deflector). Whenever the opponent gets too close to use ranged attacks, use Bang! to stagger them, use BANG! to sweep them off their feet, or call an assist (when available).
Shadow of Impending Doom (SID) is more useful for stunning enemies and less about actually dealing damage; rarely will a player ever get a chance to drop a Level 3 SID. When an opponent has closed in on Peacock, she could quickly tap SID MP to immediately drop an object and stun them, then use BANG! to send them back to range. SID could be used to discourage air dashes that could quickly close the gap between the opponent and Peacock, thus keep them at range. SID is the perfect anti-air attack, briefly disrupting the opponent's momentum without having Peacock risk health trying to send them backwards with j.. An expert Peacock player could even start a SID and Argus Agony a split second later so the end of Argus Agony coincides with a Level 3 SID, allowing much more damage to be dealt and even lead to a second Argus Agony right after the SID.
The Hole Idea is quite possibly the most useful and most annoying Special in Peacock's armory. Just when an opponent closes the gap between them, Peacock could Hole Idea () behind them, throw them into a burlap sack, then stun them long enough to allow Peacock to retreat and regain her range advantage. Damage from Blockbusters could be avoided entirely through judicious use of the Hole Idea; certain misplaced Blockbusters can even leave foes vulnerable to a grab from behind (i.e. Checkmate Incision, Argus Agony).
You can string Lonesome Lenny and Argos Agony together to create huge damage as a standalone action or during a combo. Using Argos Agony almost immediately after Lonesome Lenny will cause him to get pushed across the screen, essentially trapping the opponent alongside a fixed screen guarantying the Lonesome Lenny will make full contact.
It is imperative that any players who use Peacock learn how to use Goodfellas. The ludicrous damage output outweighs almost all (if not all) other Tension 3 Blockbusters, and can easily spell doom to teams of any size.
Fighting against Peacock
Argus Agony is easily anticipated and blocked; cannot strike opponents who are airborne or behind Peacock.
Against another Peacock, Hole Idea HK could be used after the beam attack to gain an attack advantage
Against Cerebella, Diamond Deflector could be used after (or even before) the beam attack to stagger the enemy Peacock
Lonesome Lenny could horribly backfire and damage both Peacock and any called in assists
Goodfellas is difficult to pull off, especially in high-lag gameplay
Fancy hat provides a larger hitbox
Specials and Blockbusters do not work in the air
Sub-par air and anti-air attacks
Tag-in attack leaves Peacock vulnerable when blocked
Attacks have very small vertical hitboxes
Near unusable in high-lag gameplay
A good way of dodging most of Peacock's attacks is by jumping; by doing so, the only attacks that can still hit are Shadow of Impending Doom and George at the Air Show, both of which require time to summon and have a chance to miss.
Approaching Peacock is the worst part of facing her. Each player is different with their attacks at range; some prefer using BANG! BANG! BANG!, others prefer Shadow of Impending Doom. After figuring out their M.O., their attack patterns become easily discernable, thus easier to avoid. Rushdown characters such as Filia and Ms. Fortune are preferable because they not only have the appropriate mobility to avoid most projectiles, but will also be able to top Peacock at close range, a domain Peacock isn't as skilled in.