Peacock is the ultimate team player. She uses a number of abilities that increase the effectiveness of her allies and increase overall team synergy. Peacock has no concern for “fighting fair”, and would rather use ranged attacks than to trade blows punch for punch. Her ranged attacks and team buffs put her into a “bard” or “ranger” type role.
With low Health but high Attack, it’s important for Peacock to harass enemies and exploit their weak points while staying out of harm’s way. Her ranged attacks and high mobility help her achieve this, and staying alive means that she can continue to power-up her teammates.
Many of Peacock’s abilities grant persistent bonuses for herself and her teammates. She also has a number of abilities that cause ARMOR BREAK, which helps her deal lots of damage while still attacking from afar.
Click here to view her Prize Fight.
Biography
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.
Abilities
THE HOLE IDEA |
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Tap THE HOLE IDEA button to vanish into a hole, avoiding some attacks. Tap elsewhere to emerge with a wallop! Otherwise, tap the button again or wait 2 seconds to exit without attacking. |
SPECIAL FEATURE |
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When Peacock uses a SPECIAL MOVE, there is a 10/30% chance that the COOLDOWN will immediately reset |
CAST PARTY |
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When Peacock or any teammate uses a TAG IN, there is a 30/50% chance that the attack will be UNBLOCKABLE |
MANIC MUNITIONS |
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Peacock charges this ability each time she or the opponent is damaged by a PROJECTILE.
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Variants
On mobile devices, tap on the variant text to navigate to their page, not their card.
Bronze:
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Silver:
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Gold:
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Diamond:
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Special Moves
Blockbusters
Combo
Notes
- L5 means a chain of 5 normal ground attacks. (Usually by tapping 5 times on the screen)
- Up or Launcher means the normal move that sends your opponent up in the air (Performed by swiping up)
- A3 means a chain of 3 normal air attacks. (Usually by tapping once right after having launched your opponent)
- Dash means a dash attack (Swipe right)
- Trip or Sweep means a trip attack (Swipe down once)
- Grab refers to throwing your opponent. (Swipe with 2 fingers)
- Escape is how you escape a grab (Swipe with 2 fingers during enemy's grab animation)
- Block is a defensive stance (press and hold with two fingers)
- Charge is a powered attack (Press and hold with one finger for a few moments to charge then release)
- CA is the character's special ability (Performed by pressing the characters' unique button on the bottom left of the screen)
- Mid Screen means attacking an opponent when exactly in the middle of the fighting ring.
- Right Corner means attacking an opponent when his back is touching the right wall.
- 3/4 Screen means attacking an opponent when exactly between Mid Screen and Right Corner
- Be aware that some combos may be character-specific due to character weights or hitboxes.
- Most combos that start with L5 can be started with a dash instead.
Standard Combos
- L5 > Up > A5 > Impending Doom > Argus Agony
- L5 > Up > Boxcar George > George's Day Out (Does not work in corner)
- L5 > Impending Doom > L5 > Up > A5 > Argus Agony or Bandwagon Rushdown
- L5 > Up > Bang Bang Bang
- L5 > Impending Doom > L5 > Up > Argus Agony > Bandwagon Rushdown
- L5 > Impending Doom > L5 > Lonesome Lenny > Good Fellows
- The Hole Idea > Bang Bang Bang or Dash x2
- (Far away) George's Day Out > Grab (Once the grab ends, George will hit them if you grab them before he explodes.)
- L5 > George's Day Out > Launcher (Can be used instead of a launcher in most combos.)
- (Only in corner) L5 > Launcher > A5 > Impending Doom > Argus Agony
- Bang Bang Bang > Argus Agony (Recommended to use at a range, if you manage to land Bang Bang Bang in neutral.)
Competitive Mode Only
- Impending Doom > Charge Attack (Breaks block, allowing you to start a combo. Doesn't work if they dash at you instead of blocking Impending Doom, or if they stop blocking and get knocked down by the charge attack instead.)