- 1 Profile
- 2 Special Skills
- 3 Introduction
- 4 Character Specific Data
- 5 Normal Moves
- 6 Command Normals
- 7 Special Moves
- 8 Finishing Moves
- 9 Strategy
- 10 Match-ups
- 11 Combos
- 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
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 consume 50% meter and, as the eyes are recalled, hitboxes around them will be bigger. You will also gain 1 Darkness Volt charge, a fast projectile that requires charges to use.
Friede's dashes and jumps are replaced with fixed-distance teleports.
Friede has a unique mechanic that makes her a very unconventional zoner: instead of doing the zoning herself, she can place up to 4 eye familiars around the stage, and shoot lasers from them by inputting the same command.
Mastering her eye familiars is essential to Friede's gameplay, as her damage and neutral capabilities without them are very poor. Match-ups heavily influence the efficacy of certain eye setups, so playing neutral as Friede can be very different depending on your opponent's character.
The combos she can perform also vary greatly depending on a number of factors, such as the position and number of eyes, directions they face, distances between Friede, eyes and opponent, distance from the corner and lots of character-specific combos and adjustments.
Combined with her unique and risky movement, playing Friede requires the ability to swiftly adapt to different situations and form new strategies.
Information on this page refers to version 0.938 of the game.
Character Specific Data
Total Life - 666
236P (Air OK)
236K (Air OK)
6S (Air OK)
214P/K/S/HS (Air OK)
Friede is a very situational character and everything from how you play neutral to what combos you perfom will need to adapt depending on eyes set, your opponent's character choice and both players' positions.
While there is no way to "auto-pilot" this character, this section will give insight on how to build your strategy and provide some instructions on building favorable situations. If you're struggling against a specific character, it may be preferable to just jump to the corresponding match-up section.
Friede's fixed-distance dashes and jumps make positioning yourself optimally not as quick and intuitive as it is for other characters. Combined with her mediocre normals, especially her grounded ones, and her specials, unfitting for the role, playing neutral relies on setting eyes strategically and making good use of them.
Playing Friede without her eyes puts you at a significant disadvantage and you should try to place your first eye as soon as possible, either by retreating at round start, cancelling into it during a blockstring, or after a simple combo that ends with 236P. Different eyes come out in different spots, and the directions they face heavily influence how you may use them. Generally, it's good for the first eye to be P (forward) or HS (forward or backwards).
In general, it's good to have many eyes out. Good moments to place an eye are after knocking your opponent down at the end of a combo, or when you've managed to put them on the defensive with other eyes.
It's important for eyes to be facing different directions, or be in different spots: setting an eye very close to another eye and with the same direction is usually a waste of time and prevents you from setting that eye elsewhere until you recall them all.
The effectiveness of eyes in neutral depends very much on the opponent's character.
Against slow characters that need to get close, it's effective to place P or HS eyes facing forward. The S eye, facing forward or backwards, will whiff on crouching opponents, but will hit certain characters when standing, even at max distance from it. Since it's so high up in the air, it will also be effective against jumps.
Opponents jumping over horizontally-facing eyes can be pretty scary, so consider setting an upwards-facing P or K eye when you get the chance.
When you're in the air, setting an eye facing downwards is similarly effective against jumps, and if you can manage to set it high enough (for example with an S eye), it may even remain off-screen when both players are on the ground, making for a rather scary, unexpected threat.
When you can't rely on eyes, you can make use of some of Friede's normals and her unique movement.
Rather than a regular normal, 2S releases a sparkle that slowly travels upwards. If you dash backwards after using this, it works as a deterrent against jumps.
When the opponent jumps on it and blocks it, if you're close enough, you can hit them with 4S, which is air-unblockable, and perform an air combo afterwards.
When you decide to use this move, make sure you're safe: it's rather slow to come out, and if Friede gets hit, it will go away. You can only have one of these out at a time.
4S is Friede's only air-unblockable move and has good vertical reach, but sports poor horizontal reach instead. Nonetheless, it can be an effective tool to anti-air opponents, as long as you're at the right distance and the opponent's character doesn't have bigger moves to jump-in on you with.
Friede's j.HS has really good reach upwards so it can be used to hit opponents above you. When you jump past your opponent, it can be used for cross-ups, as it hits behind Friede as well.
Her j.P is pretty fast and relatively big, making it effective for preemptive anti-air attempts, or while falling when you whiff a j.HS.
5S and 5HS offer good range for ground-to-ground pokes, but whiff easily when the opponent jumps and you will likely get punished. 2K hits low and has decent speed and range, but it's not an impressive move.
236P comes out very fast, but is extremely slow to recover on whiff: if the opponent jumps over it and airdashes, you will likely eat a full punish and end up in a very difficult situation. However, doing this move in the air, from full-screen away, can be effective to hit unsuspecting, jumping opponents, while remaining relatively safe.
Friede's forward teleport will switch sides with the opponent when you're close enough: this can be used to disorient an opponent jumping in on you and hit them as they land.
In general, all of Friede's movement options have a small window of invulnerability. However, you cannot block until you reappear, and you may get thrown at any time, so it's pretty risky to teleport while in the opponent's range.
Friede's teleports are slow and fixed-distance, making it impossible to microdash. With her poor normals, lack of real mixup, and unfavorable frame data, trying to apply pressure from up close can be pretty dangerous.
You can shoot up to three eye lasers consecutively. In blockstrings, by alternating between stopping after 1, stopping after 2, and doing all 3 of them, you can make it harder for the opponent to guess when they can try to get out.
When you've got the opponent busy blocking the eye lasers, you can cancel the laser string into summoning an additional eye, to cover more space.
On block, eyes facing backwards will pull the opponent towards you, allowing you to mix up your pressure between eye lasers with normals.
Conversely, eyes facing forward will push the opponent away, which can be useful if they have dangerous moves up close to counter your pressure. Eyes facing upwards or downwards will always push in the same direction, away from where Friede was when she set them.
Friede's only lows are 2K and 2HS, both of which have rather poor range. Her universal overhead, 6HS, is also not impressive.
Friede's forward dash will switch sides with the opponent when close enough, even if they're in the corner. Her airdash also has the same effect. Thanks to this, your cross-ups will be scarier than your mix-ups, and you can even cancel j.S into forward airdash on block, coming down from the other side with another j.S.
You can cancel j.S into j.2S for an unpredictable double overhead, though you won't get much damage out of this, as j.2S is a valid combo-starter only on counterhit. It does cause hard-knockdown, so you can place an eye afterwards, or airdash for more pressure as they get up.
5S is jump-cancellable, so you can jump in the air right after to apply the previously discussed pressure, but don't get too predictable with it, as it is easy to punish her with an air-throw or some air-unblockable move.
Finally, don't forget that you have a command throw on 41236HS. While it doesn't do much damage, the meter it builds, combined with the health recovered and the hard-knockdown it provides, make for a valid tool when you get to land it.
Using this right after a cross-up is effective, as the opponent is often too busy reacting to side-switches to think about command grabs. Landing this move on some characters is much harder, because of how easily they can abuse mashing normals.
Generally, landing a hard-knockdown is a good time to set an eye, or you can use 2S instead to provide some cover against air attacks. You can also start charging 6S as you're ending the combo, so that you may place it right after.
If you're close, you can confuse your opponent with forward teleports, by switching sides once or twice as they get up to land another combo right away.
You can also jump and try to hit them with a cross-up j.HS.
- Ryuza's j.HS is extremely big and will easily win all air-to-air situations. In addition, his 623HS has enormous range in front, above and behind him and is air-unblockable, making it really risky to jump around him.
- Due to the size of his j.HS, and the speed of his airdash, he can close the distance from full-screen away very quickly, enough to punish Friede's 236P with a full combo when he jumps over it.
- His j.S hits a good distance behind him as well, so it's much riskier than usual to react to a jump by teleporting forward in an attempt to switch sides.
- Ryuza's pressure is very hard to get out of, due to the size of his moves and his j.HS and 623HS easily shutting down Friede's jumps, her main way to get out.
- Ryuza gets in very easily with airdashes and his 214P/K, and getting hit once can very well be enough to lose a round, making this a really tough match-up.
- Your main advantage in this match-up is that Ryuza is tall: S eyes will reach him when he's standing, even at full range. This makes them very effective to control both the ground and the air. 2S is also a good tool to discourage jumping, as you want to avoid having to deal with his massive j.HS.
- Ryuza's 236P and 236K can both be absorbed by Friede's 22K barrier; however, 236K hits several times, enough to outlast the barrier: when you absorb this move, make sure to input 236K immediately to shoot Darkness Volt and get Ryuza off of you.
- Aiwhen is very fast and can teleport around the stage very quickly. This makes it practically impossible to control space with eyes, as even a small gap is enough for her to get away and appear right next to you. Because of this, it's good to try to cover as much horizontal distance as possible with eyes, placing P and HS eyes back-to-back, facing opposite directions, as there is no real way to predict where she's going to be.
- Aiwhen's normals are very fast and rather big for how fast they are, especially her j.S and j.HS, but they're not so big that you can't challenge them with Friede's. As long as you're not trying to compete with speed, you can challenge her normals. She does have a very big, air-unblockable reversal that you have to be aware of.
- Her pressure is extremely tight, and her mix-up very powerful, so once you're on the defensive, try to get out with a jump teleport. Mashing or teleporting forward will just get you hit.
- Compared to other match-ups, you will be relying on your normals a lot more, due to how easily Aiwhen can get around eyes.
- Cielo is the grappler of this game. Her air normals and air command throw are particularly big, with the latter dealing immense amount of damage, making it tough for Friede, who relies on jumps so much and is so vulnerable to throws during teleports.
- Her j.HS is enormous below, in front and above Cielo, so it's pretty much impossible to challenge it with anti-air or air-to-air moves.
- Her j.S hits a long distance both in front and behind her, and is active for a very long time, so forward dashing against it will just get you hit.
- Cielo lacks an air-dash, making her air movement a little more predictable, but her forward dash covers a long distance very quickly.
- Once she gets in, her command grabs are very dangerous, and the damage they deal can end a round in seconds. While it's tempting to jump away, sometimes it's best to restrain yourself, simply to avoid the enormous damage that Cielo's air command throw can deal.
- Cielo is really small, so you can't rely on the S eye to cover you much. Upwards-facing K or P eyes, as well as 2S are effective against her air approaches, due to her lack of air-dashes.
- While her forward dash is so long and quick, it's a hop dash that covers a fixed distance, so if have an upwards-facing eye in the right spot, it can work against both ground and air approaches.
- All of Neva's specials are air-unblockable, as well as her 5HS, and they're huge too. 214HS is completely unblockable.
- Her 236P has invulnerability, covers almost the whole screen horizontally very quickly, has a good hitbox upwards as well. This move alone makes neutral extremely hard for Friede.
- Controlling space is practically impossible due to how quickly Neva's 236P will get her away from eyes, and will land a hit on Friede. Once she gets in, jumping out is very unlikely to work, as Neva's enormous, air-unblockable moves will likely hit Friede without the Neva player even having planned for it.
- Neva's air normals are big, but overall her air options are not as oppressive and her air-dash covers little distance, so most of the time, Neva will remain on the ground.
- You can place P and HS eyes back-to-back, facing opposite directions, to try and cover as much horizontal space as possible. If Neva is less than full-screen away from you, firing eye lasers is very risky, as she can just get through them with 236P's invulnerability and hit you.
- In this match-up, eye lasers are mostly used for punishes, during combos or from a full-screen distance.
- Getting away from her pressure is very difficult, and your best bet is often to patiently wait for a slow move and teleport forward to make it whiff and punish Neva.
- This match-up is not as straight-forward as mirror-matches tend to be. One player can gain a significant advantage if they have set eyes to threaten the opponent with, and the opponent couldn't do the same, because of how lasers can prevent them from summoning their own.
- In this situation, getting close is also hard, due to Friede's slow movement. 22K does not absorb eye lasers or 236P, so you can't rely on Darkness Volt either.
- Your best bet is to take advantage of 236P's fast startup to hit the opponent and place an eye right after.
- Claudette has a very fast ground dash, that covers about half the screen and can be cancelled into a normal or throw at any moment. Her normals are small, but they're very fast, so her pressure is extremely tight.
- She is unable to block while ground-dashing, so the threat of an eye can prevent her from dashing forward mindlessly.
- Her air-dash is pretty good, but her air normals can be anti-aired with 4S. If close enough, the S eye can hit her when standing, making it viable both to counter jumps and hit her when she's on the ground.
- Claudette's 4S is a huge somersault, with a hitbox that hits in front, behind and straight above. It can be blocked in the air.
- The biggest threats come from Claudette's specials.
- 623S has invulnerability, is air-unblockable and its hitbox is massive horizontally and big vertically as well. It cannot hit grounded opponents, so you shouldn't fear it when you're applying pressure from the ground.
- Her 236HS hits overhead. Its sprites and its slow startup may make you want to jump out, but don't be deceived: this move actually has a massive squared hitbox, that can hit Friede even when she's higher up than Claudette.
- Claudette's j.214S divekick hits mid, but is very difficult to counter and will even go through 2S unharmed.
- When fighting Claudette, you should try to keep her at a distance with eye lasers and, if she manages to get at half-screen distance or closer, be on the lookout for her specials and try to regain distance, refraining from jumping predictably to avoid getting hit by her air-unblockable moves.
- Fuga's projectiles are very fast on start-up and recovery, but the angles she can shoot at are limited, especially when she's in the air. Her movement and normals are pretty poor.
- Fuga has 12 bullets and is extremely weak when she runs out, so she will have to reload.
- It's advisable to place eyes along the ground, facing forward or backwards, to try to cover the entire horizontal stage. If you can manage to get Fuga to run out of bullets either playing neutral or turtling through her shots, you can make it really hard for her to reload, rendering her pretty harmless. Friede's 236P is also a good tool to do so.
- Be wary of her super, usable when she's out of bullets too: it's very quick, covers the whole screen in front of her horizontally and has a big hitbox vertically as well. Due to Friede's inability to block until she reappears after jumping, she can catch you during a jump, dealing high damage and reloading in the process. The hitbox is smaller in front of her, so you can jump over it when up close.
- Keep an eye on her super gauge: when she has enough for a super and you're far away, you should not shoot eye lasers blindly and rely more on reactions.
- Etielle has good pressure and her ground normals have good range. Her movement is pretty poor: her grounded dash is pretty delayed and her air dash covers a small distance. This makes it pretty hard for her to get out of eye pressure.
- You should however not feel overconfident at half-screen away: her 6S special is extremely quick to come out and its hitbox reaches very far horizontally, while her 8S special is a similar, air-unblockable move, angled diagonally upwards.
- Rosalice is characterized by very slow movement, but fast and very big moves. In addition, almost everything other than her P and K normals is air-unblockable.
- Being in Rosalice's vicinity is very dangerous: her moves have fast start-ups, especially considering how big they are, and you can suddenly get hit from a distance. Once you get hit, or even block one of her attacks, you'll be subject to her very oppressive pressure and unreactable 50/50 mixups that lead to big damage.
- Due to so many of her moves being air-unblockable and her j.HS being massive and very fast, air approaches are unlikely to work.
- You should try to place an eye on the ground, facing forward, to pressure her with eye lasers. P or K eyes facing upwards can also be very effective. Rosa's offensive tools are mostly grounded and her airdash is poor, so she will generally remain on the ground and not attempt air approaches. Since her ground movement is also poor, she will struggle to get away from eyes.
- She will likely attempt to instead hit you with her thunder pillar (22P/K), which is fast and hits far away. It does not count as a projectile, so 22K can't absorb it. Alternate how many lasers you chain, otherwise she will use the pillar in-between strings.
- When you're very high up in the air, the thunder pillar won't reach you. She may use it while you're landing, but it can be blocked in the air. When you're around half-screen away, thunder pillars come out too far to hit you and it's also hard for Rosa to hit you with her other moves.
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, and the average health is around 730. 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.
- 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.
- Mid-screen, 1 Darkness Volt charge: 5P > 5S > 5HS > 236P > 236K > 236P (208 damage)
- Simple mid-screen combo with Darkness Volt. If you have more charges, you can use 236K consecutively up to 3 times. Also, if you have meter to spend and need the extra damage, you can replace the final 236P with 236236HS.
- Mid-screen, 1 Darkness Volt charge: 5P > 5S > 5HS > 236K > 66 > 5S > 5HS > 6S > 66 > 4S > 9j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (237 damage)
- Slightly more damaging combo with Darkness Volt. 66 must be done immediately. The delay afterwards is rather short and needed so that the opponent falls a little bit lower for both 5S and 5HS to connect on all characters.
- 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 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 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 > 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, but some characters, like Orphe, require the delay to be a little shorter instead. If you mess delays up and the opponent, caught by 6S, is too high for 6HS to connect, you can just omit this move and go for the air 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.
- Eye facing any direction, close to the opponent (sacrifice): 41236HS > O >  > 5P > 4S > 9j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (236 damage)
- Command grab starter combo that sacrifices all eyes. The amount of distance walked with  varies depending on your opponent's character, and some characters like Pale or Orphe will require you to walk forward as much as possible.
- Eye facing towards Friede, opponent in-between: j.S > j.214X > j.P > land > 4S > 9j.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (227 damage)
- Replace X with the button of the eye you're using (likely P or HS).
- The weird requirements for this combo and its j.S starter are because this combo works when this cross-up is successful: 9j.S > j66 > j.S, with the last j.S being the starter of this combo. This means that, before the cross-up, the opponent would be in front of Friede and the eye, and would end up in-between after the airdash.
- If you do the starting j.S late, or cancel into j.214X too late, you will be too close to the ground for j.P to come out as you're landing: you can replace it by landing and doing 2P, but the damage will be a little lower (209).
- Eye facing towards Friede, opponent in-between, about half-screen away from the eye: j.S > j.214X > j.P > 4S > 9j.S > j.2S > j.214X > j.5HS > j.6S > land > 9hj.S > j.HS > 9dj.S > j.HS > j.2HS > j.236P (314 damage)
- Replace X with the button of the eye you're using (likely P or HS). Improved version of the combo above, but requires the eye to be more distant.
- Corner, no P eye summoned: 6HS > 214P4 > 5P > 5S > 9j.S > j.2S > j.214P > j.HS > land > 4S > 9j.S > j.2S > j.214P > j.HS > j.2HS > j.236P (310 damage)
- Overhead starter combo to use in corners that deals nice damage. You can use the S eye instead of the P one, but since this combo leaves the eye out, it's preferable to set the P one, as the S eye would have reduced reach, because it appears off-screen.
- 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.
- (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).
- (vs. Ryuza, Duna, Corona, Alicephia, Sabe, Neva, Lynia, Friede, Claudette, Fuga) Corner, no P eye summoned: 6HS > 214P4 > 5P > 5S > 9j.S > (j.HS) > j.2S > j.214P > j.HS > land > 4S > 9j.S > j.2S > j.214P > j.HS > j.6S > land > 9hj.S > j.HS > 9dj.S > j.HS > j.2S > j.214P > j.S > j.2HS > j.236P (417 damage)
- Overhead starter combo to use in corners that deals high damage. You can use the S eye instead of the P one, but since this combo leaves the eye out, it's preferable to set the P one, as the S eye would have reduced reach, because it appears off-screen. The j.HS within brackets needs to be omitted against Corona and Alicephia (resulting damage will be 407).