A high into mid attack that is +3 on block and is mainly used at close-range for pressure and to punish unsafe moves.
Head On Approach2,2,1+3High, Mid, Throw
A high into mid attack ending with a command grab. If it connects, it can be cancelled into Enhanced Special Moves, Beautiful Bird Bullet, Kameo Attacks, and Fatal Blow. It's primarily used at close-range for mix-ups.
Kommited Kick2,2,4High, Mid, Mid
A high into mid attack.
Krotch ObliteratorB+2,4Mid, Mid
A mid attack that can be hit confirmed into a combo.
Coming Through!F+4,1Mid, Mid
An advancing mid attack that can be hit confirmed into a combo.
Special Moves
Silent And DeadlyDB1Unblockable
An anti-aerial attack that can be thrown out to preemptively counter jump attacks. It can also be used to extend combos.
Force MultiplierBF1High
A high projectile that is mostly used in zoning to keep opponents away. When enhanced, 2 additional projectiles are fired.
Activate Human Torpedo!BF2Mid
A fast 12 frame advancing mid attack. When enhanced, it grants armor. It can be used to punish unsafe moves from a distance or thrown out occasionally as a surprise attack.
Activate Anti-GravityDB2Overhead
An overhead attack where Peacemaker flies into the air before landing on top of the enemy. It can also be directed In Front or Behind. It can be cancelled by holding U to land without attacking the opponent. When enhanced, Peacemaker flies away from the opponent.
Activate Force FieldFDB3
Activates a force field that deflects projectiles for a duration. When enhanced, it briefly reflects projectiles and repels foes, then deflects projectiles for a duration.
Activate Sonic BoomBF3Mid
A mid attack. When enhanced, it launches for a combo. It's mostly used as a combo starter or to extend combos.
Ground-Air OffensiveDF4Low
A low attack that travels quickly across the screen and launches for a combo. It can be thrown out occasionally as a surprise attack.
Beautiful Bird BulletDB4Mid
A mid attack that travels quickly across the screen. It's very useful for creating distance from the opponent. It also grants greater block advantage the farther away it's blocked.
Peacemaker's Activate Sonic Boom (BF3) launches for a combo and is usually done after hit-confirming attacks such as 1,2 and 2,2. This is typically followed with a forward dash into F+4,1,2, and ended with Activate Human Torpedo! (BF2).
1,2 BF3 FF F+4,1,2 BF2
MEDIUM
259.81
Combo damage can be increased by using Enhanced Activate Sonic Boom (BF3+EX) instead. By enhancing this move, it'll launch the opponent even higher, allowing for a jump attack U+F+2,1,2.
1,2 BF3+EX U+F+2,1,2 2,2 BF3 BF2
MEDIUM
308.54
Corner
In the corner, combos are started with Beautiful Bird Bullet (DB4). Peacemaker's Silent And Deadly (DB1) can be used repeatedly in the corner to keep opponents juggled. It's usually best to end corner combos with Activate Sonic Boom (BF3) as it'll grant enough advantage for Peacemaker to continue his offense.