Peacock
Team Value
If you’re playing Peacock, you’re probably building the team around her, but she actually does contribute things to the team. She can be a wonderful battery because simply performing a special move builds meter whether or not it connects with an opponent, and Peacock is constantly throwing out special moves to zone her opponents. The best part is that your opponents don’t also gain a ton of meter from blocking the torrent of projectiles, as opposed to the meter gain they’d get from full combos. Her assists are weird, but can fill roles in space control that no other character can fill. She also provides a safe level 1 DHC in Lenny, which brings in Peacock with a threatening presence to help protect her.
What they bring
Unique space control assists
Safe level 1 DHC
If you choose not to spend it, builds a ton of meter just through carrying out her usual gameplan in neutral
While she really likes the point position, she is surprisingly flexible
What they want
Zoning assists to make it more difficult for opponents to escape your patterns... though don't auto-pilot too hard
Anti-zoning assists to make sure you're the one controlling the match when up against another zoner
While Peacock's defensive options are surprisingly good, it'd be better to let a DP assist do the reversals for her while she escapes
Item Drop reset enabler - If you can call Item Drop in the middle of a combo and still keep it going, you've been enabled... most of the recommended assists will allow this
Position - Point, Mid, Fake Anchor
You can never go wrong with enabling Peacock on point, and her support value with her safe DHC and deceptively great assist is enough to put her in the according slots. For the Fake Anchor role, the idea is to start the round off with Peacock in the last slot, but you plan to DHC or tag her in before she ends up being the last one alive on a team (though she actually fights alone surprisingly well). Whether it’s because you don’t like Peacock in a roundstart position in certain matchups, you want to save a character with a safe DHC, or you just really like Peacock’s assists, this is most certainly a viable position for her.
Most Common Assists
George’s Day Out (L George, 236LK) -
Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out. If you try to call Peacock again while George is still on the screen, she comes in and taunts in a very condescending manner that screams, “Hit me.”
Boxcar George (M George, 236MK) -
Projectile (Ground)
Travels across the ground at a fast speed. Good for fighting against other zoners who have to choose between contesting the projectile coming at their face, or the bomb in a car coming for their legs.
George at the Air Show (H George, 236HK) -
Projectile (Air)
Covers airspace in an arc. Tracks the opponent at the moment the plane is summoned, so it’s not the easiest thing to avoid if the opponent has other projectiles flying at them.
Screwball Cannonball (5HP) -
Projectile, Lockdown
At close-range, you get two hits making it good for pressure, as even if the opponent pushblocks Peacock out on the first hit, they'll still have to deal with the second projectile hit. Nice for covering gaps in zoning patterns as the projectile is pretty quick.
Shadow of Impending Doom (Level 3) (214LP+MP / 214MP+HP / 214LP+HP) -
Overhead, Toxicity
An item falls from the sky. Peacock stays on the screen the whole time the item charges to level 3, so she is very open to punishment... but changing sides so that the opponent faces away from Peacock can alleviate some of the danger. Tracks the opponent just like Peacock's item drop on point, depending on which version you pick. Good for combo videos and illegal resets if you can set it up. Extremely toxic.
Partners
Beowulf
Recommended Assists:
H Hurting Hurl, Grendel Flex (chairless 2HP)
H Chair - Projectile DP
Good option for getting the opponent off of Peacock, even better Alpha Counter as it is +1 on block
Travels through the air in an arc similar to Peacock's plane projectile for double the air coverage, so useful as a zoning tool
Do be wary of the extra cooldown on chair assists; you don't want to be left without your DP assist when the opponent slips into an uncomfortable range
Grendel Flex - Armored Space-Control
Acts as an armored wall to protect Peacock from those trying to run in
Gives Peacock plenty of time to charge an Item Drop
Pros:
Beo's assists are nice for protecting Peacock
Beo gets a safe DHC through Lonesome Lenny
Safe DHC with M Bang > Lenny super > Airwulf DHC
Beowulf's Gigantic Arm combos after Argus Agony, and at the right spacings you can continue the combo, giving Peacock another way to capitalize on connecting with projectiles from fullscreen
Peacock can play point and bring in Beowulf on his terms very easily to deal with his worst matchups
Cons:
Hype building support isn't particularly good for Beo
Peacock's assists aren't amazing for helping Beo approach zoners and characters who can easily deal with Cannonball or L George
Synergy:
Good for Peacock, Decent for Beowulf
Not a strong duo; the support is nice for Peacock, but pretty so-so for Beowulf while he also fares poorly as an anchor
Two fake anchors, so look for a real anchor for a trio
Big Band
Recommended Assists:
L/M Beat Extend, H Brass Knuckles
Beat Extend - Anti-Air DP
Protects Peacock very well when the opponent closes in with its large hitbox
Pretty good combo tool for Peacock as she gets plenty of time to charge an Item Drop at various points in a route
Brass Knuckles - Armored Neutral, Anti-Zoning
Both covers gaps in Peacock's zoning and shields her from opposing projectiles while sending a giant fist across the screen
Amazing for counter-calling the assist that the opponent is probably trying to use to approach
Knocks the opponent back fullscreen on hit, sending them back to step 1 in getting in on Peacock
Also a useful tool if you wish to rushdown as Peacock
Does not setup for Item Drop resets, but all of the other benefits outshine this
Pros:
Big Band's assists are incredible for keeping opponents off of Peacock while also upping her damage output
L George assist is pretty damn good for Band
Super-Sonic Jazz into Peacock's Lonesome Lenny DHC is safe, Super Sonic Jazz DHCs converts from Argus Agony even fullscreen
Peacock will shoot the spooky bad matchups for Band while building him a lot of meter in the process (if she doesn't spend it herself)
Cons:
Nothing breathtaking
Synergy:
Favorite for Peacock, Good for Big Band
Great duo in either order
Any third wheels will do for a trio
Cerebella
Recommended Assists:
H Lock 'n' Load, Cerecopter
Lock 'n' Load - Armored Neutral, Pressure
Covers Peacock's deadzone very well and shields her from opposing projectiles
One of the only assists Peacock can use in fullscreen teleport mixups
Adds a large amount of damage and meter gain to combos
Cerecopter - Lockdown, Space-Control, Anti-Armor
Another great assist for covering Peacock's deadzone with its dangerous to contest hitbox
Knocks the opponent back fullscreen on hit creating all the space you need, and on block keeps the opponent locked down to let Peacock reposition
Pros:
Bella offers great assists that simultaneously help protect Peacock and help her be the aggressor
L George is a pretty good assist for Bella
Cerebella has consistent routes to DHC after Lonesome Lenny, continue the combo, and damage the enemy in the explosion without taking damage herself, all on top of Lenny being a safe DHC
Bella is a good battery to fuel Peacock's Lonesome Lenny and Argus funds
You get to do Teleport > Lonesome Lenny > 360 DHC for a fullscreen command grab for a lot of damage
Cons:
No help for Bella's Diamond Dynamo conversions outside of Shadow of Impending Doom
Synergy:
Favorite for Peacock, Good for Cerebella
A certain Peacock player places top 4 in tournaments with this duo very often
Any character is welcome for a trio
Double
Recommended Assists:
Hornet Bomber
Hornet Bomber - DP (L), Lockdown (L/M), Neutral (M, H), Zoning (H)
All versions of Hornet Bomber are great for Peacock, so choose based on your preference (or your third character if playing trio)
L version if you need a DP assist to keep opponents off of you
M version to better deal with the mid-range and get a bit more verticality than L Bomber
H version for better full-screen pressure, but you can't pull off Item Drop loops with this assist
Pros:
Double's Hornet Bomber assists aid Peacock very nicely for defense and zoning
Peacock supplies generally good assists for Double for neutral and pressure
Safe DHCs in both directions
Cons:
None
Synergy:
Favorite for Peacock, Good for Double
You can't go wrong running this duo
Whether you want to enable Peacock, or just put on a character you like, any character will fit for a trio
Eliza
Recommended Assists:
H Osiris Spiral, Butcher's Blade, Throne of Isis
H Spiral - Space-Control, Lockdown, Chip
Provides a nice wall for Peacock that gives her plenty of time to move to a more favorable position if it makes contact with the opponent
Perfectly covers Peacock's deadzone when the opponent is jumping in on her and she doesn't have Item Drop
900 points of chip damage (!!!!)
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Not quite as good as Spiral for protecting Peacock, but a wonderful pick if you want to play more aggressively
M-Bang + Butcher's can let you steal your turn back off of a DP
While a strong option, weaker than other DP + assist options as M-Bang is easy to jump over and hit Eliza before her armor starts up
If the opponent is quick enough with their Alpha Counters, they can punish both characters
The better option for counter-calling
Throne of Isis - Anti-Zoning Projectile
Throne passes through (but does not negate) projectiles
Decent counter-pick for zoning characters as they have to stop chucking projectiles to either smack or avoid the throne
Pros:
Eliza has a good selection of assists to keep opponents locked down to give Peacock time to escape/setup/rush in, as well as counter-zoning options
L George can help Eliza's slow approach and protect her decently well
Eliza has good meter gain so can act as a battery for Peacock
Peacock can easily tag into Eliza mid-combo and continue if you need to get her out
Safe DHC with Lonesome Lenny, and Peacock can also combo after Lady of Slaughter both midscreen and in the corner after summoning Lenny
Cons:
Outside of the corner, Peacock has to end Argus Agony early for Eliza to be able to combo afterward with her DHCs
Lonesome Lenny then DHC'ing into Eliza is... weird
Level 1 DHC causes Lenny to explode on Eliza (and only Eliza) outside of certain setups that are character specific
Level 3 DHC after Lenny is... very jank
Synergy:
Good for Peacock, Good for Eliza
A fine duo outside of the Peacock > Eliza DHC issues
Any third character will fit well in any slot for a trio
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral, Anti-Armor, Chip
Pushes the opponent pretty far on hit and block, while keeping them locked down to allow Peacock to readjust her position and zoning
Hairball carries Lonesome Lenny a good distance across the screen
Good for stopping opponents trying to armor through your barrage of projectiles
400 points of chip damage (!)
Updo - Anti-Air DP
It's a DP assist
Pros:
Peacock gels really well with Hairball assist, Filia gets help in neutral
Argus Agony into Gregor DHC keeps the combo going even from fullscreen
Safe DHC with Lonesome Lenny
Cons:
None
Synergy:
Favorite for Peacock, Good for Filia
A solid duo in either order
Pretty flexible shell, so any character will work for a trio
Ms. Fortune
Recommended Assists:
H Fiber Upper, Cat Strike (214P), Zoom/2HP, Dash
Fiber Upper - Anti-Air DP
While converting off of Fiber Upper assist isn't easy for Peacock without level 2 Item Drop ready, she does not mind the opponent being pushed back helpless into the air, restoring neutral and letting her reposition
Cat Strike - Projectile DP, Combo Tool (Stagger)
While the startup and hitbox aren't stellar, it is still a DP assist that offers a lot of frame advantage on both hit and block
Fortune tosses the head just shy of fullscreen, so can be used in zoning patterns
While Fortune does have to "reload" the head, the opponent won't be able to wail on the head freely with Peacock chucking projectiles
Inflicts stagger on hit, opening up high damaging routes that Peacock wouldn't be able to get from her own L Bang stagger
Zoom (Headless) / 2HP (Head-on) - Ground Projectile
With Zoom, you get a projectile that travels quickly along the ground, but it has a limited length the direction it flies depends on the head's position relative to the opponent
The opponent can still hit the head, but the opponent must hit Fortune's body to kill her
Not the greatest projectile, but still has its use in tightening up zoning patterns so it has its uses over Fiber Upper, and does not need to "reload" like Cat Strike
When head-on, you get... a launcher as an assist
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Peacock gets nice defensive support from Fortune, Fiber Upper works just fine for her and she gets great Alpha Counter options
Fortune gets good neutral help through Peacock's assists
For matchups where you don't like the roundstart situation for Peacock, you can easily let Fortune start out on point and tag her in once you're in a more favorable position
Fortune builds a lot of meter for Peacock to spend on Lonesome Lenny supers to hold down the neutral
Cons:
None of Fortune's DHCs combo after Argus Agony if the opponent is too far away
Synergy:
Decent for Peacock, Good for Fortune
A bit of a weird duo as both are thought of as point characters and neither really enables the other with their support, but it works. Both characters build a lot of meter, and both characters are good as solos, so your anchor will likely have lots of meter to use for a comeback.
A good anchor is highly recommended with this shell.
Fukua
Recommended Assists:
H Platonic Drillationship, M/H Love Dart
H Drill - Lockdown, Neutral, Anti-Armor, Chip
Covers Peacock's deadzone in the mid-range pretty well, and locks the opponent down to give her time to reposition
Good way to counter armored approaches with its quick multi-hits
500 points of chip damage (!!)
Love Dart - Straight Flying Projectile (M), Aerial Projectile (H)
M version is a standard fireball and goes at a good speed
H version... looks stronger than it is for fullscreen lockdown, but still covers a good area
How to Fight Against Peacock - YouTube - Timestamp: 5:19
Pros:
Fukua bestows good assists for covering angles that Peacock has trouble with
Peacock gives Fukua good assist support for controlling space
Peacock is a great battery if you're willing to not spend all the meter on Lonesome Lenny
Good DHC options for capitalizing off of zoning with both Fireball and BFF supers
Fukua has consistent routes to utilize Lonesome Lenny in a combo after a DHC with BFF super, hitting the opponent but not herself
Cons:
None
Synergy:
Good for Peacock, Good for Fukua
Very solid duo in either order
Any character will fit in nicely for a trio
Painwheel
Recommended Assists:
H Pinion Dash
H Pinion - Zoning, Combo Tool
Goes just shy of fullscreen, and on block pushes the opponent a respectable distance while inflicting a fair amount of blockstun and hitstop
While it does bring opponents toward Peacock on hit, she can easily convert into a combo, just be ready to reposition again if you do mess up as the opponent is going to be able to ground tech in your direction
Pros:
H Pinion is a good addition to Peacock's zoning
L George assist really holds it down for Painwheel
Hatred Install DHC already provides a lot of damage, but Painwheel can also take advantage of Hatred Guard and Lonesome Lenny's explosion to... explode both her own and your opponent's health bar
Cons:
N/A
Synergy:
Good for Peacock, Good for Painwheel
A weird, but fine duo combination. Peacock builds a lot of meter, and you have safe DHCs in both directions which is very nice to have as both characters hate being rushed down.
The most bang for your buck in a trio would be to look for a good anchor character, as your point and middle slots are pretty much taken with this shell
Parasoul
Recommended Assists:
Napalm Pillar, L/H Napalm Shot
Napalm Pillar - Anti-Air DP
It's a DP assist
L/H Napalm Shot - Projectile, Pressure
Another projectile to add to your arsenal, with the leftover tear adding additional pressure when it explodes
Using Parasoul's L Shot assist to set up Peacock Resets - YouTube
Pros:
Para offers Peacock good assist support for zoning and general defense
L George assist does their best to hold down the neutral for Parasoul
All of Parasoul's DHCs can connect from fullscreen Argus Agony, Parasoul's level 3 even allowing for a combo
Parasoul gets a safe DHC with Lonesome Lenny
Cons:
None
Synergy:
Good for Peacock, Good for Parasoul
Nothing special about this duo, but it works out fine
Any character for any slot would fit for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
H Beam - Beam Projectile, Anti-Armor
Gives you the best projectile in the game to cover gaps in zoning, and make it harder for opposing zoners to fight back
Safely breaks armor from a distance to stop those trying to bulldog their way in
750 points of chip damage (!!!)
Saw - Armored Lockdown, Anti-Armor
Good pick if you need a more defensive option as it'll take the space in Peacock's deadzone
Pros:
Both characters assist each other with their zoning game; Peacock gets a beam, Robo gets several choices to cover different heights
Amazing DHC options to capitalize off of projectiles, with Robo's Beam supers being the hardest hitting DHCs, and Magnetic Trap allowing for a full combo off of Argus Agony
Cons:
At close-range, Robo has no way to make DHC'ing into Peacock's Lonesome Lenny a safe option
Robo gets no good assists for getting meterless conversions from throw or 5HK, or for mid-combo head summons
Synergy:
Favorite for Peacock, Good for Robo Fortune
Seemingly a strong duo as the synergy is nice, but the potential of ending up with solo Robo Fortune is a liability. While Peacock's assists are nice for Robo, they don't really do much to enable her. They also get counter-picked by anti-zoning comps (Fortune/Big Band, for example) and can just crumble on defense once the opponent manages to get in.
For a strong trio, you should look toward the good anchor characters
Squigly
Recommended Assists:
Drag 'n' Bite
DnB - Lockdown, Neutral
Good mid-range presence that opponents have to avoid, and can't easily contest with Peacock protecting Squigly
Keeps the opponent locked down for a pretty long time, giving Peacock time to resummon items and either runaway or rush in
Pros:
DnB assist's lockdown is nice for Peacock, both offensively and defensively
L George assist holds it down for Squigly
Peacock is an amazing battery for Squigly if you're willing to have Peacock save the meter
Safe DHC in both directions
Cons:
If you do want to play Peacock in a style that uses a lot of meter (Lenny for neutral and damage, Argus from long-range confirms for damage), then you'll leave Squigly starving
No good DHC options for converting from Argus Agony fullscreen
Synergy:
Good for Peacock, Good for Squigly
Suffers a bit on Squigly's end because Peacock's assists only do so much to cover Squigly while she tries to get a charge. There's also the common issue of ending up with solo Squigly if Peacock dies first, but at least with Peacock's meter gain then Squigly may end up with a lot of meter to help her fare much better. Flawed, but functional duo.
An anchor character would be the best fit for a trio
Valentine
Recommended Assists:
H Savage Bypass
H Bypass - Zoning, Combo Tool
Pretty decent pick for Peacock as Valentine travels fullscreen at a fast speed
Deals a good chunk of damage on hit if your opponent gets clipped trying to maneuver
While Valentine does taunt helplessly in front of the opponent, Peacock is there to cover her from heavy punishes
Pros:
Valentine is an excellent point character to deal with the roundstart matchups you don't wish to handle as Peacock
Cons:
Valentine's assist options are super meh for Peacock
L George is nice, but more active neutral assists benefit Valentine more, and she gets no real Vial loading support
Valentine has no good DHC options after Argus Agony, with Scalpels doing little damage and EKG just... not working sometimes
Synergy:
Poor for Peacock, Decent for Valentine
While a good shell, as a duo these are basically two solo characters paired together. They don't address each other's strengths or weaknesses very well, and crumble on defense.
Stuck to looking for a good anchor if you want a good trio
Annie
Recommended Assists:
H North Knuckle, H Destruction Pillar, H Crescent Cut
H Knuckle - Neutral, Lockdown
Another ground threat for the opponent to worry about when dealing with Peacock's bombs, and if they get hit they're sent back to the opposite side of the screen
One of the few assists that Peacock can use to crossup with H Teleport (see below)
Destruction Pillar - Anti-Air DP
High reaching DP assist to swat opponents away
Peacock can easily convert into a combo with H Teleport
The high knockback works out well in combos, letting Peacock stall to reach a higher Item Drop level or get the positioning of her bombs just right for a real Bombo
H Cut - Projectile
Another projectile to oppress the opponent, or absorb incoming projectiles when fighting opposing zoning teams
Pros:
Annie's assists work out almost too well for Peacock
Peacock supplies Annie with generally good assists
Annie's DHCs have no problem connecting after Argus Agony, and can even lead to a follow-up combo
Peacock is an amazing battery character to fuel Annie
Safe DHC with Lonesome Lenny
Cons:
None
Synergy:
Favorite for Peacock, Good for Annie
A very strong duo
Any third character will fit for a trio
Umbrella
Recommended Assists:
Cliff Hanger (6HP)
Cliff Hanger - Anti-Air, Neutral
Covers Peacock's deadzones nicely, making it very difficult to close in on her
Second part of the assist activates slow enough that it can be used in Peacock's teleport mixups
Gives Peacock a nice vortex setup
basicpeaumbyvortex (streamable.com) - Credit to Nope.avi
Pros:
Cliff Hanger assist is very good for Peacock, both defensively and offensively
Peacock's assists are pretty ok for Umbrella
Safe DHCs in either direction
Cons:
Nothing to clown on
Synergy:
Favorite for Peacock, Good for Umbrella
A solid duo. Both characters support each other well, and if Peacock is on point then she can build a lot of meter for anchor Umbrella.
A good anchor character would probably be your best bet for this shell, but honestly any character in any position could work.
black dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Extra tool to protect Peacock in the deadzone where Item Drops won't reach
Item Drop Reset enabler
She gets two mousebear traps through the assist and her own jMK, that's kinda messed up
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal bullet is another projectile for the zoner to do zoning things, special bullets are probably criminal with this character
Pros:
Peacock likes Dahlia's trap assist for offensive and defensive purposes, and any Order Up! shot can serve her well
Peacock's assists aren't especially amazing for Dahlia, but they work for her
Dahlia can setup into Peacock's tag easily and she can combo from it
Last Call and Barrel DHCs
Cons:
None
Synergy:
Good for Peacock, Good for Dahlia
Works fine as a duo
An anchor character with a good DP or neutral assist would be cash money
marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]