Wonderful World/Pale: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(Simple template with placeholders, will fill at a later time.)
 
(Introduction of the character)
Line 21: Line 21:
= Introduction =
= Introduction =


Introduction text.
Pale is characterized by moves that hit a long distance away, but leave big dead zones right in front of her. With so many long range attacks, she can control the match very well from a distance, but is almost completely helpless when up close.
 
When one of her specials hits an opponent, it sets a sweet mark on them, which can be activated with her Original Action, consuming all marks on the opponent with an attack that hits the whole screen.
 
Pale has some great anti-air tools, especially her 623HS, and her fast movement allows her to move around quickly and nimbly slip away from the opponent when given the chance to. While she really struggles up close, Sweet Jewel can be used to stop an opponent's pressure, or making it scary for them to blindly dash in.


Information on this page refers to version 0.938 of the game.
Information on this page refers to version 0.938 of the game.


'''Pros'''
'''Pros'''
*Pro 1
*Great when fighting from a distance
*Pro 2
*Excellent anti-air
*Pro 3
*Good damage
   
   
'''Cons'''
'''Cons'''
*Con 1
*Some near-impossible matchups and many hard ones
*Con 2
*Very hard to get out of pressure, especially without any sweet marks, as opponents can get away with almost anything
*Con 3
*A couple forward ground dashes, even if mediocre, will allow the opponent to get too close for most of Pale's moves to connect


= Move List =
= Move List =
Line 73: Line 77:


= Combos =
= Combos =
== BnBs ==


= Move Details =
= Move Details =

Revision as of 10:16, 7 March 2019

Full Name: Pale Bustear (ペール・バステア)
Age: 11
Profession: Bounty Hunter
Height: 137 cm
Weight: 35 kg
Likes: Sweets
Dislikes: Spicy food
Values: Herself
Weapon: Chakram

Introduction

Pale is characterized by moves that hit a long distance away, but leave big dead zones right in front of her. With so many long range attacks, she can control the match very well from a distance, but is almost completely helpless when up close.

When one of her specials hits an opponent, it sets a sweet mark on them, which can be activated with her Original Action, consuming all marks on the opponent with an attack that hits the whole screen.

Pale has some great anti-air tools, especially her 623HS, and her fast movement allows her to move around quickly and nimbly slip away from the opponent when given the chance to. While she really struggles up close, Sweet Jewel can be used to stop an opponent's pressure, or making it scary for them to blindly dash in.

Information on this page refers to version 0.938 of the game.

Pros

  • Great when fighting from a distance
  • Excellent anti-air
  • Good damage

Cons

  • Some near-impossible matchups and many hard ones
  • Very hard to get out of pressure, especially without any sweet marks, as opponents can get away with almost anything
  • A couple forward ground dashes, even if mediocre, will allow the opponent to get too close for most of Pale's moves to connect

Move List

Special Skill
Sweet Jewel (スイートジュエル) O.png
Honey Sweet Jewel (ハニースイートジュエル) 2.png2.png+.pngO.png
Encore (アンコール) Some of Pale's normals hit a second time if the button is pressed again.
Specials
Chocolate Scissors (チョコレートシザー) (Also in the air) 2.png3.png6.png+.pngS.png
Cookie Saucer (クッキーソーサー) 2.png1.png4.png+.pngS.png
Candy Drop (キャンディドロップ) 2.png3.png6.png+.pngK.png
Caramel Coaster (キャラメルコースター) 6.png2.png3.png+.pngHS.png
Cocoa Rainbow (ココアレインボー) 2.png1.png4.png+.pngHS.png
Finish Skill
Ripple Mont Blanc (リップルモンブラン) 2.png1.png4.png6.png+.pngHS.png


Notation Key
7.png8.png9.png 7 8 9
4.png N 6.png 4 5 6
1.png2.png3.png 1 2 3
P.pngK.pngS.pngHS.pngO.pngSP.png P K S HS O SP
BRK Skill Break, used on the previous move.
xx Some suitable chain or lead-in to the rest of the combo.
> A link or cancel into something other than a normal.
~ Input move 2 quickly after move 1, actual timing may vary.
X > Y / Z X goes into Y OR Z.
(<move>) Possible to omit some move.
<move>(X) Some move hits X times.
j(X)., dj(X). Jump or double jump. May or may not specify a direction (X).
cl., f. Close and far version of a move, respectively.


Strategy

Neutral Game

Pressure Game

Combos

Move Details

Specials

Chocolate Scissors - 236S
Move description.

Finishing Moves

Ripple Mont Blanc - 2146HS
Move description.

Command Normals

Just Break - 6HS
Universal overhead.

Normals

5P
Move description.

Air Normals

j.P
Move description.


General
Changes
FAQ
HUD
Netplay
Mechanics
Characters
Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
Kiki
Chartette
Claudette
Shake
Fuga
Eldio
Etielle
Pale
Semnia
Rosalice
Magenda
Hinokage
Abeldy