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UPDATED FOR 1.2.1
TL;DR
best vars.
Untouchable
(MAIN: 15% no damage on hit or on block, also gains unflinching for 6 seconds)
Peashooter
(TEAM: 50% projectile dmg boost, 15% armor break for 6 seconds chance for projectile only)
best build.
1. Impending Doom
2. Argus Agony
3. George's Day Out / Goodfellows
4. George's Day Out
5. George's Day Out
hole idea.
You can perform any action out of it other than grab of dash backwards; however, most come up relatively slower other than hole idea's standard attack.
Hole idea's standard attack combos into GDO, Jab Combo, or BBs.
Cannot dodge some blockbusters.
Can be used to dodge many attacks.
This is not used much in battle.
Explanations + Advanced Combos + Tips & Tricks below!
----
Introduction:
Peacock is by far the most versatile, combo-heavy character in Skullgirls Mobile. With versatile abilities, special moves and blockbusters, Peacock suits any role in your team: she is an extremely effective damage dealer, a potential wall with certain specials, and may even be a great assist to a projectile heavy team. Peacock also has an undisputedly top tier character in her set, Untouchable Peacock, whose ability may allow you to potentially fall out of combos due to a combination of invincibilty and temporary (4-6 seconds, 15% on hit) unflinching.
Notable Variants:
From best to worst, the notable variants are:
Untouchable Peacock
(15% chance to become invincible for 1 hit. Also receives Unflinching for 6 seconds.
Peashooter Peacock
(35% stronger projectiles for entire team. All Projectiles have a 15% chance to inflict Armor Break.)
That's All Folks
(10% chance to receive Enrage on getting hit, also inflicts armor break on opponent for 10 seconds)
Inkling Peacock
(15% more damage per alive teammate, does NOT count herself)
Playstyle:
Peacock's unique in consideration that her variants can affect her general playstyle. The gameplan remains the same; however, some variants are stronger than others in many cases. Peashooter Peacock can team assist and also potentially create a wall with her large amount of projectile special moves and blockbusters if your opponent doesn't have BB3 ready. Untouchable Peacock, That's All Folks, and Inkling Peacock are more suited for offensive play.
Tips & Tricks:
George's Day Out, Argus Agony, Impending Doom, and Goodfellows are Peacock's best specials in order from best to worst.
George's Day Out has several uses that can condition your opponent to block, combo into more moves (including itself) and even reset combos against your opponent.
Peacock's juggle combo is unoptimal when far from the corner. It's optimal when your opponent is in the corner, unless you're using the Multiple GDO Combo*.
Lonesome Lenny is a terrible special and can even kill you as you use it. It's funny though.
George at the Air Show SM does less damage and is less effective than George's Day Out but does better defensively from long-range due to its speed.
Offensive Peacock builds synergise well with teams that reduce cooldown. Peashooter Peacock synergise with projectile heavy teams.
The Hole Idea
Using Peacock's the Hole Idea effectively is difficult; but some things to note are:
You can queue alternative actions to the underwhelming standard Hole Idea get-up attack.
Actions you can queue while underground are:
Standard attack. (Weak, knocksdown opponent, but has some follow ups)
Block.
Nothing. (No input or double swipe down)
Special Moves, including GDO which combos into jab combo out of the hole idea.
Block Busters, including unblockable Goodfellows BB3.
The fastest option you can use out of the hole idea is its standard attack, which combos into many special moves and block busters (GDO, Argus Agony most notably) against most characters.
Blocks, Block Busters, and Special Moves come out laggier than normal.
You cannot dodge all block busters with the hole idea, and you cannot dodge BB3s with the hole idea either.
Recommended Build:
1. Impending Doom
2. Argus Agony
3. Goodfellows / George's Day Out
4. George's Day Out
5. George's Day Out
Why?
This build allows for a signficantly strong damage output by not allowing your opponent to breath with George's Day Out resets. The build also allows for you to launch your opponent far from you whilst doing thousands of extra damage in comparison to her subpar juggle. Impending Doom and George's Day Out are excellent conditionioning tools for AI to hold block to stay alive. This allows for you to grab your AI opponent easily, which successfully combos into a well positioned George's Day Out for thousands of damage if executed correctly.
The multiple George's Day Out SMs are necessary due to the SM's block-inducing effect and its versatile combo ability. You can replace one George's Day Out for Peacock's Goodfellows BB3 for quick finishers while reducing your combo potential at the corner.
Impending Doom + Argua Agony are also necessary in this build due to their powerful stacking damage, combo tool / finisher aspects, debuff inflicting properties (stun + armor break), and linking ability between the both of them.
Advanced Combos:
(Moves surrounded by brackets are optional.)
(Combos with an Asterisk* work best if your opponent is near the corner)
(Combos with two Asterisks** can only be done when your opponent is near the corner)
Double Impending Agony:
Due to a bug, using a Jab Combo after Impending Doom and following up with Argus Agony causes more projectiles to fall from Impending Doom to maximise damage. Read "Extended Impending Agony" for the most optimal combo / set-up into this tech.
[Any Combo] -> Impending Doom -> Jab Combo -> Argus Agony
Advanced Juggle
Allows for follow-ups after juggle, does more damage.
[Dash Attack] -> Jab Combo -> Impending Doom -> Launcher -> Juggle
Impending Agony
Bread and butter Peacock combo. Decent damage.
[Dash Attack] -> Jab Combo -> Launcher -> Impending Doom -> Argus Agony
Extended Impending Agony
Essentially as easy as Impending Agony, however does more damage. Due to a bug, this combo allows for more projectiles to fall from Impending Doom to maximise damage.
[Dash Attack] -> Jab Combo -> Launcher -> Impending Doom -> Jab Combo -> Argus Agony
Advanced Impending Agony
This combo completely separates you and your opponent while doing some major damage. It's one of the harder Peacock combos to pull off, but it's well worth it.
[Dash Attack] -> Jab Combo -> George's Day Out -> Dash Attack -> Impending Doom -> Launcher -> Juggle -> George's Day Out -> Argus Agony
In the Bag to GDO
If you're at long range and your opponent is blocking, you can use this combo to punish an opponent with some decent damage.
George's Day Out -> Grab Blocking AI slightly before GDO would generally hit them. -> (Most follow ups are true after GDO)
GDO Launcher Combo
You can add thousands of damage to your regular launcher combo just by using GDO right before using the launcher.
[Dash Attack] -> Jab Combo -> GDO -> Launcher
GDO Wall Bounce Combo
Usually, a juggle combo by Peacock doesn't force the opponent t bounce off the wall after completion. If you use GDO before the launcher and don't move after that, this forces the wall bounce, which can lead to follow ups.
[Dash Attack] -> Jab Combo -> GDO -> Launcher -> Juggle -> (Wall Bounce; don't input anything other than a special or BB) -> Follow Up
Multi GDO Combo*
If you want to link multiple GDO at once for heavy damage, you can by using this combo:
Jab Combo -> [GDO] -> Launcher -> GDO (up to three times)
GDO Resets*
This combo allows for several jab reset combos. With maximum cooldown buffs, you can link this indefinitely in the corner.
Jab Combo -> George's Day Out -> [Repeat]
(This combo can be repeated indefinitely with cooldown buffs)
GDO Reset Extension:**
If you don't have cooldown buffs but have your opponent in the corner and would like to pull off an advanced combo, this combo can indefinitely lock your opponent as long as they get stunned by impending doom. This is Peacock's most damaging combo, so it's rare that your opponent will live after a few seconds into the combo.
GDO Resets until GDO specials are unavailable -> Launcher -> Juggle -> Jab Combo -> Impending Doom -> Argus Agony
(This combo can be repeated indefinitely if the stun chance is landed. No cooldown buffs required if you have at least 3 GDOs)
That's All Folks!
For now, at least.
This guide will be updated periodically if I find new information or combos.
TL;DR
best vars.
Untouchable
(MAIN: 15% no damage on hit or on block, also gains unflinching for 6 seconds)
Peashooter
(TEAM: 50% projectile dmg boost, 15% armor break for 6 seconds chance for projectile only)
best build.
1. Impending Doom
2. Argus Agony
3. George's Day Out / Goodfellows
4. George's Day Out
5. George's Day Out
hole idea.
You can perform any action out of it other than grab of dash backwards; however, most come up relatively slower other than hole idea's standard attack.
Hole idea's standard attack combos into GDO, Jab Combo, or BBs.
Cannot dodge some blockbusters.
Can be used to dodge many attacks.
This is not used much in battle.
Explanations + Advanced Combos + Tips & Tricks below!
----
Introduction:
Peacock is by far the most versatile, combo-heavy character in Skullgirls Mobile. With versatile abilities, special moves and blockbusters, Peacock suits any role in your team: she is an extremely effective damage dealer, a potential wall with certain specials, and may even be a great assist to a projectile heavy team. Peacock also has an undisputedly top tier character in her set, Untouchable Peacock, whose ability may allow you to potentially fall out of combos due to a combination of invincibilty and temporary (4-6 seconds, 15% on hit) unflinching.
Notable Variants:
From best to worst, the notable variants are:
Untouchable Peacock
(15% chance to become invincible for 1 hit. Also receives Unflinching for 6 seconds.
Peashooter Peacock
(35% stronger projectiles for entire team. All Projectiles have a 15% chance to inflict Armor Break.)
That's All Folks
(10% chance to receive Enrage on getting hit, also inflicts armor break on opponent for 10 seconds)
Inkling Peacock
(15% more damage per alive teammate, does NOT count herself)
Playstyle:
Peacock's unique in consideration that her variants can affect her general playstyle. The gameplan remains the same; however, some variants are stronger than others in many cases. Peashooter Peacock can team assist and also potentially create a wall with her large amount of projectile special moves and blockbusters if your opponent doesn't have BB3 ready. Untouchable Peacock, That's All Folks, and Inkling Peacock are more suited for offensive play.
Tips & Tricks:
George's Day Out, Argus Agony, Impending Doom, and Goodfellows are Peacock's best specials in order from best to worst.
George's Day Out has several uses that can condition your opponent to block, combo into more moves (including itself) and even reset combos against your opponent.
Peacock's juggle combo is unoptimal when far from the corner. It's optimal when your opponent is in the corner, unless you're using the Multiple GDO Combo*.
Lonesome Lenny is a terrible special and can even kill you as you use it. It's funny though.
George at the Air Show SM does less damage and is less effective than George's Day Out but does better defensively from long-range due to its speed.
Offensive Peacock builds synergise well with teams that reduce cooldown. Peashooter Peacock synergise with projectile heavy teams.
The Hole Idea
Using Peacock's the Hole Idea effectively is difficult; but some things to note are:
You can queue alternative actions to the underwhelming standard Hole Idea get-up attack.
Actions you can queue while underground are:
Standard attack. (Weak, knocksdown opponent, but has some follow ups)
Block.
Nothing. (No input or double swipe down)
Special Moves, including GDO which combos into jab combo out of the hole idea.
Block Busters, including unblockable Goodfellows BB3.
The fastest option you can use out of the hole idea is its standard attack, which combos into many special moves and block busters (GDO, Argus Agony most notably) against most characters.
Blocks, Block Busters, and Special Moves come out laggier than normal.
You cannot dodge all block busters with the hole idea, and you cannot dodge BB3s with the hole idea either.
Recommended Build:
1. Impending Doom
2. Argus Agony
3. Goodfellows / George's Day Out
4. George's Day Out
5. George's Day Out
Why?
This build allows for a signficantly strong damage output by not allowing your opponent to breath with George's Day Out resets. The build also allows for you to launch your opponent far from you whilst doing thousands of extra damage in comparison to her subpar juggle. Impending Doom and George's Day Out are excellent conditionioning tools for AI to hold block to stay alive. This allows for you to grab your AI opponent easily, which successfully combos into a well positioned George's Day Out for thousands of damage if executed correctly.
The multiple George's Day Out SMs are necessary due to the SM's block-inducing effect and its versatile combo ability. You can replace one George's Day Out for Peacock's Goodfellows BB3 for quick finishers while reducing your combo potential at the corner.
Impending Doom + Argua Agony are also necessary in this build due to their powerful stacking damage, combo tool / finisher aspects, debuff inflicting properties (stun + armor break), and linking ability between the both of them.
Advanced Combos:
(Moves surrounded by brackets are optional.)
(Combos with an Asterisk* work best if your opponent is near the corner)
(Combos with two Asterisks** can only be done when your opponent is near the corner)
Double Impending Agony:
Due to a bug, using a Jab Combo after Impending Doom and following up with Argus Agony causes more projectiles to fall from Impending Doom to maximise damage. Read "Extended Impending Agony" for the most optimal combo / set-up into this tech.
[Any Combo] -> Impending Doom -> Jab Combo -> Argus Agony
Advanced Juggle
Allows for follow-ups after juggle, does more damage.
[Dash Attack] -> Jab Combo -> Impending Doom -> Launcher -> Juggle
Impending Agony
Bread and butter Peacock combo. Decent damage.
[Dash Attack] -> Jab Combo -> Launcher -> Impending Doom -> Argus Agony
Extended Impending Agony
Essentially as easy as Impending Agony, however does more damage. Due to a bug, this combo allows for more projectiles to fall from Impending Doom to maximise damage.
[Dash Attack] -> Jab Combo -> Launcher -> Impending Doom -> Jab Combo -> Argus Agony
Advanced Impending Agony
This combo completely separates you and your opponent while doing some major damage. It's one of the harder Peacock combos to pull off, but it's well worth it.
[Dash Attack] -> Jab Combo -> George's Day Out -> Dash Attack -> Impending Doom -> Launcher -> Juggle -> George's Day Out -> Argus Agony
In the Bag to GDO
If you're at long range and your opponent is blocking, you can use this combo to punish an opponent with some decent damage.
George's Day Out -> Grab Blocking AI slightly before GDO would generally hit them. -> (Most follow ups are true after GDO)
GDO Launcher Combo
You can add thousands of damage to your regular launcher combo just by using GDO right before using the launcher.
[Dash Attack] -> Jab Combo -> GDO -> Launcher
GDO Wall Bounce Combo
Usually, a juggle combo by Peacock doesn't force the opponent t bounce off the wall after completion. If you use GDO before the launcher and don't move after that, this forces the wall bounce, which can lead to follow ups.
[Dash Attack] -> Jab Combo -> GDO -> Launcher -> Juggle -> (Wall Bounce; don't input anything other than a special or BB) -> Follow Up
Multi GDO Combo*
If you want to link multiple GDO at once for heavy damage, you can by using this combo:
Jab Combo -> [GDO] -> Launcher -> GDO (up to three times)
GDO Resets*
This combo allows for several jab reset combos. With maximum cooldown buffs, you can link this indefinitely in the corner.
Jab Combo -> George's Day Out -> [Repeat]
(This combo can be repeated indefinitely with cooldown buffs)
GDO Reset Extension:**
If you don't have cooldown buffs but have your opponent in the corner and would like to pull off an advanced combo, this combo can indefinitely lock your opponent as long as they get stunned by impending doom. This is Peacock's most damaging combo, so it's rare that your opponent will live after a few seconds into the combo.
GDO Resets until GDO specials are unavailable -> Launcher -> Juggle -> Jab Combo -> Impending Doom -> Argus Agony
(This combo can be repeated indefinitely if the stun chance is landed. No cooldown buffs required if you have at least 3 GDOs)
That's All Folks!
For now, at least.
This guide will be updated periodically if I find new information or combos.
Last edited: