Wonderful World/Friede: Difference between revisions

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==Special Skills==
==Special Skills==
By using her Original Ability, Friede is able to recall all her currently summoned eyes, creating a small hitbox around them. If, instead of simply O, you input 22O, you will also consume 50% meter to gain 1 Darkness Volt charge, a fast projectile that requires charges to use is.
By using her Original Ability, Friede is able to recall all her currently summoned eyes, creating a small hitbox around them. If, instead of simply O, you input 22O, you will also consume 50% meter to gain 1 Darkness Volt charge, a fast projectile that requires charges to use is.
Friede's dash and jump are replaced with fixed-distance teleports.
Friede's dash and jump are replaced with fixed-distance teleports.
==Introduction==
Information on this page refers to version 0.938 of the game.


== Character Specific Data ==
== Character Specific Data ==
Line 32: Line 36:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">5K</font> ======
====== <font style="visibility:hidden" size="0">5K</font> ======
{{MoveData
{{MoveData
Line 43: Line 46:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">5S</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
Line 54: Line 56:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">5HS</font> ======
====== <font style="visibility:hidden" size="0">5HS</font> ======
{{MoveData
{{MoveData
Line 65: Line 66:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">2P</font> ======
====== <font style="visibility:hidden" size="0">2P</font> ======
{{MoveData
{{MoveData
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  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">2K</font> ======
====== <font style="visibility:hidden" size="0">2K</font> ======
{{MoveData
{{MoveData
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  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">2S</font> ======
====== <font style="visibility:hidden" size="0">2S</font> ======
{{MoveData
{{MoveData
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  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">2HS</font> ======
====== <font style="visibility:hidden" size="0">2HS</font> ======
{{MoveData
{{MoveData
Line 109: Line 106:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">j.P</font> ======
====== <font style="visibility:hidden" size="0">j.P</font> ======
{{MoveData
{{MoveData
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  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">j.K</font> ======
====== <font style="visibility:hidden" size="0">j.K</font> ======
{{MoveData
{{MoveData
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  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">j.S</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
{{MoveData
Line 142: Line 136:
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">j.HS</font> ======
====== <font style="visibility:hidden" size="0">j.HS</font> ======
{{MoveData
{{MoveData
Line 155: Line 148:


==Command Normals==
==Command Normals==
====== <font style="visibility:hidden" size="0">4S</font> ======
{{MoveData
{{MoveData
|image=
|image=
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  }}
  }}
}}
}}
 
====== <font style="visibility:hidden" size="0">6HS</font> ======
{{MoveData
{{MoveData
|image=
|image=
Line 174: Line 168:
  }}
  }}
}}
}}
 
====== <font style="visibility:hidden" size="0">j.2S</font> ======
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=j.2S
|name=Pumpking Smash
|input=j.2S
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 184: Line 179:
  }}
  }}
}}
}}
 
====== <font style="visibility:hidden" size="0">j.2HS</font> ======
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=j.2HS
|name=Pain Nail
|input=j.2HS
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 195: Line 191:
}}
}}


= Move List =
==Special Moves==
====== <font style="visibility:hidden" size="0">Doom Bringer</font> ======
{{MoveData
|name=Doom Bringer
|input=236P (Air OK)
|data=
{{AttackData-WW
|description=Description.
}}
}}
====== <font style="visibility:hidden" size="0">Immortal Dark</font> ======
{{MoveData
|name=Immortal Dark
|input=22K
|data=
{{AttackData-WW
|description=Description.
}}
}}
====== <font style="visibility:hidden" size="0">Darkness Volt</font> ======
{{MoveData
|name=Darkness Volt
|input=236K (Air OK)
|data=
{{AttackData-WW
|description=Description.
}}
}}
====== <font style="visibility:hidden" size="0">Hollow Bind</font> ======
{{MoveData
|name=Hollow Bind
|input=[4]6S (Air OK)
|data=
{{AttackData-WW
|description=Description.
}}
}}
====== <font style="visibility:hidden" size="0">Poison Mantle</font> ======
{{MoveData
|name=Poison Mantle
|input=623S
|data=
{{AttackData-WW
|description=Description.
}}
}}
====== <font style="visibility:hidden" size="0">Evil Eye</font> ======
{{MoveData
|name=Evil Eye
|input=214P/K/S/HS (Air OK)
|data=
{{AttackData-WW
|version=P
|description=Description.
}}
{{AttackData-WW
|header=no
|version=K
|description=Description.
}}
{{AttackData-WW
|header=no
|version=S
|description=Description.
}}
{{AttackData-WW
|header=no
|version=HS
|description=Description.
}}
}}
====== <font style="visibility:hidden" size="0">Soul Sucker</font> ======
{{MoveData
|name=Soul Sucker
|input=41236HS
|data=
{{AttackData-WW
|description=Description.
}}
}}


{| style="width:500px; border:1px solid silver"
==Finishing Moves==
|-
====== <font style="visibility:hidden" size="0">Evil Omen</font> ======
| colspan=2 style="background:#B0B0B0" | '''Specials'''
{{MoveData
|-
|name=Evil Omen
| Doom Bringer / ドゥームブリンガ || [[image:2.png]][[image:3.png]][[image:6.png]][[image:P.png]] (air usable)
|input=214P/K
|- style="background:#DDDDDD"
|data=
| Poison Mantle / ポイズンマント || [[image:6.png]][[image:2.png]][[image:3.png]][[image:S.png]]
{{AttackData-WW
|-
|version=P
| Immortal Dark / イモータルダーク || [[image:6.png]][[image:2.png]][[image:3.png]][[image:K.png]]
|description=Description.
|- style="background:#DDDDDD"
}}
| Evil Eye / イビルアイ || [[image:2.png]][[image:1.png]][[image:4.png]][[image:P.png]] or [[image:K.png]] or [[image:S.png]] or [[image:HS.png]] (air usable)
{{AttackData-WW
|-
|header=no
| Soul Sucker / ソウルサッカー || [[image:4.png]][[image:1.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:HS.png]]
|version=K
|-
|description=Description.
| colspan=2 style="background:#B0B0B0" | '''Finishing Moves'''
}}
|-
}}
| Night Walker / ナイトウォーカー || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:HS.png]]
====== <font style="visibility:hidden" size="0">Night Walker</font> ======
|-
{{MoveData
| Evil Omen / イビルオーメン || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:P.png]]
|name=Night Walker
|}
|input=236236HS
<br>
|data=
{{WW_Key}}
{{AttackData-WW
 
|description=Description.
= Strategy =
}}
 
}}
== Neutral Game ==
 
== Pressuring ==


= Combos =
= Combos =
Line 243: Line 315:
:'''Example Combo Ender''' <notation
:'''Example Combo Ender''' <notation
:•<description(if needed)>
:•<description(if needed)>
== Confirms ==
'''<Meter Cost, Location''' <notation>
<br>
•<description(if needed)>
== OTGs ==
== Post OTG Game ==
== Okizeme ==
= Match-ups =
'''[[Wonderful World/Ryuza | Ryuza]]:'''
:<please indent descriptions>
'''[[Wonderful World/Duna | Duna]]:'''
'''[[Wonderful World/Lemius | Lemius]]:'''
'''[[Wonderful World/Aiwhen | Aiwhen]]:'''
'''[[Wonderful World/Corona | Corona]]:'''
'''[[Wonderful World/Sasari | Sasari]]:'''
'''[[Wonderful World/Lunathia | Lunathia]]:'''
'''[[Wonderful World/Orphe | Orphe]]:'''
'''[[Wonderful World/Cielo | Cielo]]:'''
'''[[Wonderful World/Alicephia | Alicephia]]:'''
'''[[Wonderful World/Sabe | Sabe]]:'''
'''[[Wonderful World/Neva | Neva]]:'''
'''[[Wonderful World/Lynia | Lynia]]:'''


= Move Details =
= Move Details =
Line 453: Line 485:


|}
|}
= Frame Data =
== Normals ==
{| style="width:500px; border:1px solid silver"
|- style="background:#B0B0B0"
! Move !! Startup !! Duration !!  Recovery  !!  Total  !!  Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage
|-
| 5P || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| 5K || _ || _ || _ || _ || _ || _ || _
|-
| cl.5S || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| f.5S || _ || _ || _ || _ || _ || _ || _
|-
| 5HS || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| 2P || _ || _ || _ || _ || _ || _ || _
|-
| 2K || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| 2S || _ || _ || _ || _ || _ || _ || _
|-
| 2HS || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| j.P || _ || _ || _ || _ || _ || _ || _
|-
| j.K || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| j.S || _ || _ || _ || _ || _ || _ || _
|-
| j.HS || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| 6HS || _ || _ || _ || _ || _ || _ || _
|}
== Specials ==
{| style="width:500px; border:1px solid silver"
|- style="background:#B0B0B0"
! Move !! Startup !! Duration !!  Recovery  !!  Total  !!  Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage
|-
| <special1> || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| <special2> || _ || _ || _ || _ || _ || _ || _
|}
== Finishing Skills ==
{| style="width:500px; border:1px solid silver"
|- style="background:#B0B0B0"
! Move !! Startup !! Duration !!  Recovery  !!  Total  !!  Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage
|-
| <super1> || _ || _ || _ || _ || _ || _ || _
|- style="background:#DDDDDD"
| <super2> || _ || _ || _ || _ || _ || _ || _
|}
== Notes ==
*<nowiki>*</nowiki>1: <note1>
*<nowiki>*</nowiki>2: <note2>


{{WW}}
{{WW}}

Revision as of 05:31, 21 April 2019

Friede

Profile

  • Full Name: Friede (フリーデ)
  • Age: 574
  • Nick Name: Demon Lord Fang
  • Height: 135cm
  • Weight: 32kg
  • 3 sizes: B65 W54 H69
  • Likes: Afternoon tea time
  • Dislikes: Sunlight, ill-mannered people
  • Values: Mantle
  • Weapon: Familiar

Special Skills

By using her Original Ability, Friede is able to recall all her currently summoned eyes, creating a small hitbox around them. If, instead of simply O, you input 22O, you will also consume 50% meter to gain 1 Darkness Volt charge, a fast projectile that requires charges to use is.

Friede's dash and jump are replaced with fixed-distance teleports.

Introduction

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

Character Specific Data

Total Life - 666

Normal Moves

5P
5P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

5K
5K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

5S
5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

5HS
5HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

2P
2P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

2K
2K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

2S
2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

2HS
2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

j.P
j.P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

j.K
j.K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

j.S
j.S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

j.HS
j.HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)

Command Normals

4S
4S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard universal overhead, decent startup.

6HS
6HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard universal overhead, decent startup.

j.2S
Pumpking Smash
j.2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard universal overhead, decent startup.

j.2HS
Pain Nail
j.2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Standard universal overhead, decent startup.

Special Moves

Doom Bringer
Doom Bringer
236P (Air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Immortal Dark
Immortal Dark
22K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Darkness Volt
Darkness Volt
236K (Air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Hollow Bind
Hollow Bind
[4]6S (Air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Poison Mantle
Poison Mantle
623S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Evil Eye
Evil Eye
214P/K/S/HS (Air OK)
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - - - - - - - - -

Description.

K - - - - - - - - -

Description.

S - - - - - - - - -

Description.

HS - - - - - - - - -

Description.

Soul Sucker
Soul Sucker
41236HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Finishing Moves

Evil Omen
Evil Omen
214P/K
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - - - - - - - - -

Description.

K - - - - - - - - -

Description.

Night Walker
Night Walker
236236HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - - -

Description.

Combos

BnBs

Meterless, Anywhere: xx > 236P/623K
•Filler combo. Gives enough time to setup an eye.

100% Meter, (Near) Corner(?): xx > 5HS > 2146P > 5S (5HS) 623S > 5O 214HS4 > 5HS 214HS > 5HS 6HS 5O > 5HS 6HS > j.S (slight delay) j.HS > land 4S j.S j.HS > dj.S j.HS j.236P
•Tricky meter combo as seen in this video.

<Meter Cost, Location <notation>
•<description(if needed)>

Example Combo Ender <notation
•<description(if needed)>

Move Details

Specials

Doom Bringer - 236P (ground and air) [ <property1>, <property2> ]
Fires a laser straight forward. Quick to start, but pretty slow to recover. Wallslams. Guaranteed knockdown against opponent low to the ground, but they can recover after hitting the wall if they are high enough.
Poison Mantle - 623S [ <property1>, <property2> ]
A two-hit swipe with her cape which poisons the opponent. Pulls the opponent towards you. The poison ends as soon as the opponent recovers from your combo, so it's best to set up a way to continue afterwards.
Immortal Dark - 623K [ <property1>, <property2> ]
Barrier move. Slow on recovery. Knocks the opponent away. Works as a reversal. Don't get baited as it's airblockable and fairly easy to punish. Nullifies projectiles.
Evil Eye - 214P or K or S or HS (ground and air) [ <property1>, <property2> ]
Summons an Evil Eye. Each eye has an aura color, depending on which button was used to summon it: P = purple, K = blue, S = green, HS = red. These colors correspond to the four bat icons under Friede's lifebar. You cannot summon multiple eyes of the same aura color at the same time. (Note for mirror matches: the eye itself matches the color of Friede's cape - use this to differentiate who owns which eyes)

When summoning an eye, hit a direction (2/4/6/8) to change what direction it faces - the default is forward.

If this command is entered while the corresponding eye is already placed, it will instead fire a laser in the direction it is facing. You can continue to hit P/K/S/H to fire lasers up to three times. The lasers have pushback in the direction they fire, so you could potentially have one facing downward that causes knockdown on hit, or upward that causes a launch on hit. If you hit a button that corresponds to a not-yet-summoned eye, that eye will be summoned and you won't be able to add more actions until the animation finishes. Keep in mind, however, that when summoning an eye like this, you cannot pick the direction it faces.

Interestingly enough, this seems to be the only special move you can cancel directly into from Friede's Just Break (6HS).

Finally, hitting the original action button while any eyes are out will cause all of your eyes to burst, creating a small 2-hit explosion that launches and has great hitstun. This unsummons the eyes, allowing them to be placed again. Note that you can't do this (the O-burst) in the middle of another move, but you can cancel into it early from the recovery of special moves. Depending upon the number of eyes out, Friede will also gain certain amount of HP and counter gauge.

Soul Sucker - 41236HS [ <property1>, <property2> ]
Command grab. Drains life.

Finishing Moves

Night Walker - 236236HS [ <property1>, <property2> ]
A rush into an auto-combo on hit. Does pretty great damage.
Evil Omen - 2146P [ <property1>, <property2> ]
Summons all four evil eyes in front of Friede. This will even resummon eyes that are already placed elsewhere. You can still hit directions to change the facing of each eye.

While the animation looks real slow, everything is paused until it finishes, so it's actually pretty quick - you can even combo into and out of it, if you want.

Known bug: during the super freeze of this move, projectiles still travel and can hit her out of the super, stopping the eyes from being summoned. However, Friede will regain movement and the opponent will still remain frozen for remaining duration.

Command Normals

Just Break - 6HS [ Overhead, Jump (on hit only) ]
Friede's overhead launcher.

Normals

5P
A waist-level whack. Not much range on this.
2P
A poke at the opponent's knees. Again, not much range.
5K
Spins to kick the opponent at waist-level. Pretty quick, and has decent reach.
2K [ Low ]
Kick along the ground. Decent speed and reach, easily her fastest low attack.
cl.5S / 4S [ Jump, Air Unblockable ]
Swings arm upward. Not too much reach horizontally, but pretty good vertical reach. Can be done at far range by entering 4S.
f.5S [ Jump ]
Swings arm in front. Good reach horizontally.
2S [ Projectile ]
Releases a sparkle that slowly travels upward for a bit. Might be awkward to use, but seems to be completely untechable if it hits the opponent out of the air.
5HS
A horizontal swipe much like f.5S.
2HS [ Low ]
A low swipe which knocks the opponent down.

Air Normals

j.P [ Overhead ]
A downward poke. Much like 5P and 2P, has very little reach.
j.K [ Overhead ]
A horizontal kick. Decent reach.
j.S [ Overhead, Jump ]
A downward angled thrust with her cape. Good jump-in hitbox.
j.HS [ Overhead, Jump ]
Slightly upward angled cape swing. Hits behind her as well, so can be useful in a few situations where you're facing incorrectly when crossing over someone in the air.


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