- Open World Combos: Peacemaker has a wide array of combo starters and enders, meaning pretty much any stray hit can be followed up from at any point on the screen. This also grants him high damage potential for relatively few, if any, resources. His high damage can destroy lifebars in about two or three touches, scenarios that are realistic thanks to this next point:
- Fighting for Peace: Up close, Peacemaker keeps his opponent on their toes with his 22 strings, forcing them to choose between a unique, special cancellable Throw (221+3) or a dropkick that's only punishable on Flawless Block (224). He can also stagger this to call out anyone challenging the armor gap. 221+3 also restands in combos, allowing for extensions for more damage or 12 frames of hit advantage that's especially dangerous in the corner;
- Keeping the Peace: Peacemaker's defense is also quite strong with projectile immunity, both of his Eagly projectiles (a low hitting combo starter and a -5 at point-blank mid projectile), a teleport series, and...
- TORPEDO: Activate: Torpedo is possibly the best armored reversal in the game owing to its speed (being both fast to start up and fast while traveling) and full screen range. Kameo Ambush coverage allows him to effectively get in at will in order to start his offense;
- Kameo Suppression: Eagly can be summoned to attack the opponent's Kameo if they are on screen, shutting down that option for the opponent and putting the burden of freeing the Kameo on them.
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- Gone to Roost: All of Eagly's moves share a cooldown, meaning Peacemaker has to commit to an option lest he be locked out his stronger moves. Suppressing a Kameo with Eagly also disables the ability to summon him as a projectile, adding a small cost to such a powerful ability.
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