Wonderful World/Friede

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Full Name:   Friede <br\><br\> Age:   <age>  —  Occupation:   <job> <br\><br\> Height:   <height>cm  —  Weight:   <weight>kg <br\><br\> 3 Sizes:   B<wan> W<2> H<3> <br\><br\> Interests:   <interests> <br\><br\> Dislikes:   <dislikes> <br\><br\> Values:   <values> <br\><br\> Weapon:   <weapon>



<Official Background>

Game Play

<Gameplay Description>

Character Specific Data

Total Life - 666
Combo Hits Before Damage Reduction -

Move List

Doom Bringer / ドゥームブリンガ 2.png3.png6.pngP.png (air usable)
Poison Mantle / ポイズンマント 6.png2.png3.pngS.png
Immortal Dark / イモータルダーク 6.png2.png3.pngK.png
Evil Eye / イビルアイ 2.png1.png4.pngP.png or K.png or S.png or HS.png (air usable)
Soul Sucker / ソウルサッカー 4.png1.png2.png3.png6.pngHS.png
Finishing Moves
Night Walker / ナイトウォーカー 2.png3.png6.png2.png3.png6.pngHS.png
Evil Omen / イビルオーメン 2.png1.png4.png6.pngP.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.


Neutral Game




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)>


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


Post OTG Game




<please indent descriptions>













Move Details


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.


A waist-level whack. Not much range on this.
A poke at the opponent's knees. Again, not much range.
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.
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.

Frame Data


Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
5P _ _ _ _ _ _ _
5K _ _ _ _ _ _ _
cl.5S _ _ _ _ _ _ _
f.5S _ _ _ _ _ _ _
5HS _ _ _ _ _ _ _
2P _ _ _ _ _ _ _
2K _ _ _ _ _ _ _
2S _ _ _ _ _ _ _
2HS _ _ _ _ _ _ _
j.P _ _ _ _ _ _ _
j.K _ _ _ _ _ _ _
j.S _ _ _ _ _ _ _
j.HS _ _ _ _ _ _ _
6HS _ _ _ _ _ _ _


Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
<special1> _ _ _ _ _ _ _
<special2> _ _ _ _ _ _ _

Finishing Skills

Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
<super1> _ _ _ _ _ _ _
<super2> _ _ _ _ _ _ _


  • *1: <note1>
  • *2: <note2>

Wonderful World

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