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, which can be activated with her Original Action, consuming all marks with an attack that will hit the opponent no matter where they are on the 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 the 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.
- Great when fighting from a distance
- Excellent anti-air
- Good damage
- 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
Each of Pale's specials will apply a different sweet mark on the opponent when hitting them. Using her Original Action will trigger all marks, causing a fast, full screen attack that will deal more damage with more marks.
|5P [ Mid ]|
|Very short mid attack. Combos into 5K and 2K, but just like those moves, you cannot combo it into any special, so the resulting damage will be insignificant. Knowing how weak Pale is up close, opponents tend to mash buttons when in close range, so it's not a good tool for tick throws either. You won't be using this much.|
|2P [ Low ]|
|Low, fast attack that hits full-screen away, making it an excellent poke at that distance. If you push P again immediately, it will do a second hit, which also hits low, and will very slightly pull the opponent closer, allowing you to combo into 2HS afterwards for a little more damage and a hard knockdown. If the opponent was a little closer than full-screen, you can add either 236+S or 623+HS after 2HS, for some more damage and a sweet charge.|
|5K [ Mid ]|
|Very similar to 5P, but it doesn't combo into any normal. Just like 5P, you won't use this much.|
|2K [ Mid ]|
|Despite how it looks, it hits mid. Pale's best up-close normal, as it has more viable range. It doesn't combo into anything, but if you do 214S after, the window between the two attacks will be very short, so it may hit or, if it gets blocked, it will at least push the opponent away.|
|5S [ Mid ]|
|Mid attack, hits a long distance away but doesn't reach full-screen.|
|2S [ Air-unblockable, whiffs on grounded opponents ]|
|Pale throws her chakram up behind her. Very weird attack, but it's air unblockable and will pull the opponent right in front of you, where you can combo into 214+S, so it can lead to good damage in the rare occasions where you get to use it.|
|5HS [ Mid ]|
|Large swing that hits mid. The hitbox is one of the largest, making it a pretty good option when you don't know if the opponent is going to stay on the ground or jump. If you catch them jumping, you can follow it with 623+HS, which is air-unblockable.|
|2HS [ Low ]|
|Low, long range swing. Unless it's at max distance, it can be followed into 236+S or 623+HS.|
|j.P [ High ]|
|Very stubby normal, but on hit, it will shoot the opponent on the ground, with a bit of hard knockdown. If, by any chance, the opponent has 1 pixel of health left afterwards, you can follow it with an off-the-ground hit with j.2HS.|
|j.K [ High ]|
|j.S [ Mid ]|
|j.HS [ Mid ]|
|6S [ Mid, whiffs on crouching opponents ]|
|3S [ Air-unblockable, whiffs on grounded opponents ]|
|6HS [ High ]|
|j.2S [ High ]|
|j.2HS [ High ]|
||Chocolate Scissors - 236+S [ Mid, BRK ]|
||Cookie Saucer - 214+S [ Mid, BRK ]|
||Candy Drop - 236+K [ Mid, BRK ]|
||Caramel Coaster - 623+HS [ Air-unblockable, whiffs grounded opponents, BRK ]|
||Cocoa Rainbow - 214+HS [ Mid, BRK ]|
Pale's combos vary depending not only on distance and starter, but also on whether or not Honey Sweet Jewel (22O) was used. After using 22O, which consumes 50% meter, and until the end of the round or using 22O again, any sweet mark is immediately consumed upon being set, which provides additional hitstun, making different combos possible, but also preventing previous combos from working due to the opponent's position being changed by the extra hit.
Combos in Honey Sweet Jewel mode are more damaging, but remember that losing the ability to control marks will weaken your neutral game.
Using 22O a second time will consume 50% meter again, but you will regain control of activating sweet marks at will.
Meterless, anywhere, no 22O: 6HS > 214HS > 3S > 5HS > 623HS
Weaker overhead starter combo that can be used almost anywhere, as sometimes being close to a corner may prevent the last hit of 214HS to connect. Overall this combo is to be used when you're not sure the next one will work, as it is more lenient on the opponent's distance, and position relative to corners.
Meterless, midscreen, no 22O: 6HS > 214S > 6HS > 214S > 6HS > 214HS > 3S > 5HS > 623HS
Overhead starter combo that deals about 40% health to Ryuza. The opponent needs to be a bit on the close side of 6HS, or one of the 214S may end up whiffing. If you or the opponent are in the corner, it may mess up the combo.
Excellent combo as it sets 3 sweet marks on the opponent, can be followed with 236K for oki, or O to activate the marks if the opponent just barely survives the combo.
Meterless, anywhere, with 22O: 6HS > 214HS > delay > 214HS > delay > 214HS > delay > 214HS > 5HS > 623HS
Overhead starter combo that requires Honey Sweet Jewel mode. It may look silly, but it does over 60% damage on Ryuza. Pale can actually do a visually similar combo without 22O active, but it doesn't do nearly as much damage due to the lack of the extra hit that Honey Sweet Jewel provides.