Wonderful World/Friede

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Revision as of 17:20, 23 April 2019 by Shishidar (talk | contribs) (Added several combos.)
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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 as they disappear.

If, instead of simply O, you input 22O, she will recall her eyes in the same way, but you will also consume 50% meter to gain 1 Darkness Volt charge, a fast projectile that requires charges to use it.

Friede's dashes and jumps 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
- Any - - - - - - -

Tiny jab with decent speed. Not very useful, but it can be used right after a jump-in, to keep the offensive up if the opponent attempts to Fatal Switch.

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

Friede spins and kicks the opponent. A little slower than her 5P, but has decent range and recovers quickly when it whiffs.

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

Mantle swing which has pretty good reach and offers good speed, making this your main poke tool and combo starter. It's also jump-cancellable, so it's a valid blockstring tool.

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

Another mantle swing, with bigger reach since it moves Friede forward. It's a little slower than her 5S but the increased range makes it another valid poke tool.

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

Even smaller than her 5P, this normal really has pathetic range, but it is Friede's fastest normal and hits low. If you're not certain you'll reach the opponent, don't use this, as it is very easy to whiff it. Has very bad proration; if possible, avoid starting your combos with this.

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

Crouching kick that hits low and also has slightly better range than her 5K, meaning it's still pretty short, which is unfortunately the case for all of Friede's lows. If the opponent is ever-so-slightly off the ground, this will whiff, so be careful against jump-happy opponents.

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

Very unique normal that releases a sparkle that slowly travels upwards. If you have the time to use this and backdash, it can be a great tool to discourage your opponent from jumping in. It can be blocked in the air, but, on hit, it is untechable, so you can pick up the combo.

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

Low swipe that trips the opponent. Despite being a HS normal, its range is again pretty poor. Since it trips the opponent, however, it makes certain combos possible.

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

Air jab at chest height. The hitbox is pretty much just as big as the bat particle that appears, giving it very good reach for how fast it comes out. Good air-to-air tool, and also a good normal to throw out as you're landing if you happened to whiff some other air normal.

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

Air kick. Very small hitbox and extends Friede's hurtbox a lot. Rather poor normal, you won't use this much.

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

Downwards mantle swing. Good jump-in move, and also occasionally works as an air-to-air tool when you expect the opponent to jump after you.

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

Upwards-angled mantle swing. Excellent hitbox for air-to-air situations where your opponent is above you, and can be cancelled on hit or block. Crossing the opponent up with Friede's movement is a common occurrence, and since this normal hits behind Friede very well, it's a good tool to hit the opponent after jumping past them. When the opponent is behind you, hitting them or having it blocked will pull them towards you, making it easier to land Friede's smaller ground normals. Downwards hitbox is much better behind her than in front of her, but it can be still used as a jump-in, as long as you use it late, otherwise it may result in a whiff.

Command Normals

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

Friede's only air-unblockable normal and her only anti-air, unless you want to try intercepting jump-ins with j.P or j.HS. Upwards reach is pretty good, but the horizontal reach is poor. Can be cancelled into 5S or jump. Commonly used in combos.

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

Universal overhead, nothing special about its range and can be jump-cancelled on hit only.

j.2S
Pumpkin Smash
j.2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - - -

Friede halts her momentum and strikes downwards with a high hit. Afterwards, she bounces backwards. It can be useful right after j.B for an unexpected, fuzzy high. On hit, it does very little damage and forces knockdown, but you can air-dash cancel it to keep up the pressure as the opponent techs, sometimes with a cross-up, depending on the distance you were at when you used j.2S. On counter-hit, it will ground bounce the opponent and you can pick up the combo.

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

Friede halts her momentum and strikes at an upwards angle with her mantle. Better horizontal reach than j.HS, but vertical reach is not as good. Will whiff on any grounded opponent. Despite how it looks, it can be blocked in the air. On hit, it will grab the opponent and throw them behind her and you can follow it with 236P, [4]6S, 236K if you have any Darkness Volt charges, or 214P/K/S/HS or O if you have a properly placed eye. It can also be used ever-so-slightly off the ground by following a jump immediately with this move, to catch an opponent jumping from a bit of a distance.

Special Moves

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

Friede shoots out a straight laser. Can be used in the air. Comes out very fast and travels the whole screen practically instantly, but is quite slow to recover. On hit, the opponent is shot all the way to the wall, where they are wall-slammed. Causes knockdown against opponents on the ground or very low, but if they are higher up in the air, they will be able to tech. Common combo ender that puts distance between you and your opponent and gives time to set up an eye.

Keep in mind that on hit, since the opponent will travel across the screen until the wall, you get more time to recover the further away the opponent is from the wall. If you're right next to the opponent, mid-screen, you will have time to link this move into Darkness Volt or 236236HS, but you will be unable to do it if you're full screen away, or if the corner is right behind the opponent.

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

Friede generates a barrier around her for a brief moment. Does not have invulnerability, can be blocked in the air, and the hitbox is nowhere near as good as the barrier would make you think (hitbox consists in one square entirely contained within the barrier), so don't expect this to be your reversal.

It can be used in some combos or to deal with certain cross-ups, but most notably, this move absorbs projectiles and gives you 1 Darkness Volt charge for each projectile absorbed. Can be cancelled into Darkness Volt even on whiff, so you can use it right away to retaliate.

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

A projectile that travels the whole screen extremely fast, comes out fast and recovers fast. Wall-slams much in the same way as 236P. Combos into practically anything that can reach the opponent.

The catch to this move is that you need Darkness Volt charges for it to be available. You earn 1 charge for absorbing a projectile with 22K and 1 charge for using 22O, which will, however, cost you 50% meter. You can keep up to 3 charges at a time. When you have charges available, Friede will be surrounded by colorful lightning, but there is no indicator to tell you how many you have.

Use of this move is highly dependent on matchups. Opponents with slower projectiles will make it easier to build charges with 22K and the threat of Darkness Volt will make them afraid to shoot them, while absorbing some of the fastest projectiles will require a good read.

The use of 22O is also highly dependent on your meter situation, rounds won, and eyes set. Friede builds meter very slowly, so if you're over 50%, but not at 100%, that meter may go unused, so sacrificing it with 22O to gain access to Darkness Volt may be a good idea, especially if it's the last round and your opponent has little health. Keep in mind that this will recall your currently summoned eyes, so if you were relying on them to play neutral, it may be a bad decision. On the other hand, if you have over 100% meter and need to make a comeback, it's often better to save that meter for a damaging super combo, especially if you already have eyes placed around in useful locations.

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

Charge move that places a pretty big hitbox a set distance from Friede. Comes out pretty fast and the hitbox lasts quite a while, so it can be a great neutral tool. On block, it gives large frame advantage, giving you time to set an eye. Don't get too fixated on this move, as charging it means you can't input 214 or 236, so it's best to charge it while finishing a combo or blockstring.

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

Friede swings her mantle, pulling the opponent towards her and applying poison. Poison slowly eats away at the opponent's health, but will end as soon as your combo ends. Unfortunately, the only way to continue the combo is by launching or tripping the opponent before 623S, and then use O or 22O to recall an eye previously placed on top of the opponent. If you set 2S right before your combo, it can also connect after 623S, allowing for follow-ups, but it's extremely specific and impractical.

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 - Any - - - - - - -

Evil Eyes are fundamental to Friede's whole gameplan, so you need to get used to them. Button pressed after the motion determines which eye is summoned: P summons an eye with a pink aura right in front of Friede, K summons an eye with a blue aura further away, at ground height, S summons an eye with a green aura at the same distance as K, but above head level, and HS summons an eye with a red aura further away, at the same height as P. If you need help associating button and eye, look at the colors of the auras and the placement of each eye: they match the buttons on a PlayStation controller.

If you press a direction right after summoning an eye, you can alter the direction it's facing: the default is forward, but you can have it face backwards, upwards or downwards.

If an eye is already summoned, pressing its button will fire a laser out of it. You can fire 3 lasers consecutively from any eyes you have set. If you press the button of a not-yet-summoned eye, it will summon that eye and interrupt your lasers string. Lasers are composed of a thicker, short-range hitbox, and a thinner hitbox that reaches far away.

When hit by a laser, the opponent will be launched in the direction the eye is facing, so you can shoot the opponent away from you with a forward-facing eye, pull them towards you with an eye that faces towards you, launch them in the air with an eye that faces upwards or knock them down with an eye that faces downwards. On block, eyes facing forward or downwards will push the opponent away, and eyes facing backwards or upwards will pull them towards you.

Below Friede's healthbar are 4 bat symbols, with colors matching the auras of the eyes. When you summon an eye, the corresponding bat symbol will turn black to indicate that the eye is out. By using O or 22O, all summoned eyes can be recalled, generating a small hitbox as they disappear, which can be useful for combos, neutral or pressure. You can summon eyes again right away afterwards.

When you place an eye and decide its direction, it's important to take into consideration which eye you're placing, the matchup you're playing and what you plan to do as the match goes on. Even if you accidentally place the wrong eye, or give it the wrong direction, don't immediately consider it a failure and recall them, as you might be sacrificing other eyes as well, and even that "wrong" one may turn out to be useful later.

As far as the P eye is concerned, it comes out right in front of Friede and any direction can come in handy. Facing it forward is good to keep opponents away if it's the kind of character that wants to get close to you, but it won't reach the full screen. Facing it backwards is mostly planning for the future, so it's recommended if you already have eyes to handle what's in front of you. Pointing it upwards can be a useful tool to deal with jumps. Downwards only comes in handy if you're in the air while placing it

K - Any - - - - - - -

Comes out a little further away than the P eye, at ground height, but still hits mid. A tricky eye to make good use of, as its low height makes it prone to whiff when the opponent jumps if it's facing forward or backwards. When facing upwards, its low height doesn't give it good reach to deal with jumps, and facing it downwards renders it pretty useless. When setting it while grounded, it's best to direct it upwards, or as a substitute for the P or HS eyes if they're already out somewhere else. Otherwise, it is a great choice when setting it in the air.

S - Any - - - - - - -

Comes out at the same distance as the K eye, but higher than any other eyes. The utility of this eye is very matchup-dependent. When set forward or backwards, the laser will whiff against any crouching opponent, but its effectiveness on standing opponents depends on the opponent's character. Tall characters like Ryuza and Sabe will get hit by both the thicker and the thinner, longer hitbox, while middle-height characters like Aiwhen and Neva will get hit by the thicker, short hitbox, but at a distance, the laser will whiff, as the thinner, longer hitbox doesn't reach down enough. The laser will whiff at all distances against short characters like Semnia or Rosalice.

This eye is fantastic against tall characters, due to how well it can perform when facing forward or backwards. Against middle-height or short characters, it's still useful due to its anti-air capabilities. When placing it in the air, it's good to aim it downwards, as its laser will result in a tall hitbox, and sometimes the eye will remain off-screen, making it a dangerous, unexpected threat.

HS - Any - - - - - - -

This eye comes out at the same height as P, but further away than all other eyes. Great to face it backwards to enable some of the more high-damage combos, but it's also good to face it forward to keep slow characters in the corner. Facing it upwards can also work as a long-distance deterrent against attempts to jump out. Otherwise, placing it downwards while in the air can work in a similar fashion.

Soul Sucker
Soul Sucker
41236HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- No - - - - - - -

Kiss command grab. Very short range and doesn't deal much damage, but recovers a small portion of Friede's health and also gives her 25% meter, which is very good considering how slowly Friede builds it. Crossing the opponent up with Friede's dash teleport and hitting them with this can be effective as the opponent may be too busy trying to figure out which side you're going to be attacking from to expect a command grab. Can also be used against sloppy pressure up-close.


Afterwards, Friede hops backwards while knocking the opponent down, but if there is an eye on top of the opponent, you can sacrifice it with O or 22O and pick up the combo for better damage.

Finishing Moves

Evil Omen
Evil Omen
2146P/K
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - - - - - - - - -

Freezes the match and summons all eyes, even re-summoning ones that are already out. You can change their directions as usual. Cannot be used in the air. Useful for some high-damage combos. If any projectile is out while this animation is playing, it will continue moving and interrupt you if it hits you, although the enemy will remain frozen for the usual duration of this super.

K - - - - - - - - -

Same thing as the P version, but all eyes appear at a further distance.

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

Friede dashes across the screen, causing high damage if it connects. Travels almost the whole screen very quickly, so you can link into this after 236K or 236P, as long as the opponent had at least half screen to fly across before getting wall-slammed. Worth doing even simply for the fact that Friede strips naked during the startup animation.

Combos

Friede's combos heavily rely on previously set eyes, sometimes Darkness Volt charges or meter. Even when you do have these resources, the combos you can perform are dictated by your and the opponent's positions in relation to each other, on top of distance from corners, so you'll need quick thinking to figure out what you can do when you land a hit. Different characters might have character-specific combos, or need adjustments to timing. Some combos sacrifice eyes, so consider if you want to do that or if you'd rather keep the eyes out. Each individual combo listed in this section will describe any requirements.

Combo damage is described as damage dealt when the opponent is at maximum health. To give you an idea of how much damage each combo does in percentage, know that Ryuza has 800 health. Note that damage may vary depending on how close opponents are to eyes, since lasers deal slightly more damage up close, or depending on how much you were able to prolong poison status.

Meterless

  • No requirements: 5P > 5S > 5HS > 236P (113 damage)
Very basic combo, does little damage. Sadly, it's your best combo when you don't have eyes, Darkness Volt charges or meter. You can replace the initial 5P with 2P if you need the extra speed, but its bad proration will make this combo even weaker. 5K and 2K should not be added to this combo for the same reason.
  • Air: j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (163 damage)
Your main air combo: get used to doing this, as it is effective off of stray air-to-air hits, and is very common in combos. Whenever a combo launches the opponent, you can usually go into this.
  • Eye facing towards Friede, opponent in-between: 5P > 5S > 5HS > 214X > 5HS > 214X > 4S > 9j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (275 damage)
Replace X with the button of the eye you're using (likely P or HS). A side-switch will happen before 4S.
  • Eye facing any direction, opponent in-between, all 3 close to each other (sacrifice): 5P > 5S > 2HS > 623S > O > 9j.S > delay > j.HS > land > 9j.P > j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (342 damage)
Poison combo, deals good damage. The delay has to be stretched very long, so it can be difficult to perform: if you can't do it consistently, consider just going for the usual air combo, instead of the re-jump. Sacrifices all eyes.
  • Eye facing towards Friede, opponent in-between, all 3 close to each other (sacrifice): 5P > 5S > 5HS > 214X > 5HS > 623S > O > 4S > 9j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (352 damage)
Replace X with the button of the eye you're using (likely P or HS). Another poison combo, deals slightly better damage than the previous one and is also easier to perform. Sacrifices all eyes.
  • Eye facing towards Friede, opponent in-between, more than half-screen distance between Friede and the eye, less than full-screen between Friede and opponent: 5P > 5S > 5HS > 214X > delay > 5HS > 236P > delay > 214X > delay > 5HS > [4]6S > 6HS > 214X > 4S > 9j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (337 damage)
Replace X with the button of the eye you're using (likely P or HS). A lot of requirements, but this combo does good damage and you will find yourself in this situation fairly often while zoning. A side-switch may happen before 4S, but the combo can still be performed.
Delays can be more strict depending on your opponent's character: in general, you should try to hit the opponent when they're as close to the ground as possible, before they're able to tech. If you mess delays up, the opponent will be too high for 6HS to connect: you can just omit this move and do the rest of the combo.
Remember that if your opponent is too far away for the first 3 normals to connect, you can start the combo from the first 214X and it will still deal a good 315 damage.

100% Meter

  • No requirements: 5P > 5S > 5HS > 236236HS (383 damage)
Simple and damaging combo that costs 100% meter due to the super at the end. You might have noticed that, from mid-screen, you can fit a 236P after 5HS and link into the super. Don't do this: you will actually deal less damage due to proration.

Character Specific

  • (vs. Ryuza, Duna, Corona, Alicephia, Sabe, Neva, Lynia, Fuga), no S eye summoned: 6HS > 214S4 > 5P > 5HS > 214S > 2S > 4S > 9j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (237 damage)
Overhead starter combo with good damage. Tested against all characters. Note that a side-switch will happen between 2S and 4S. If you cannot summon your S eye for this combo, you can replace it with HS, as long as you're not too close to the corner (doing 214HS too close to the corner will NOT summon an off-screen eye: the animation will play, but no eye will be summoned).


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