Wonderful World/Pale

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Pale Bastair

Profile

  • Full Name: Pale Bastair (ペール・バステア)
  • Age: 11
  • Occupation: Bounty hunter
  • Height: 137cm
  • Weight: 35kg
  • 3 sizes: B69 W56 H70
  • Likes: Sweets
  • Dislikes: Spicy food
  • Values: Herself
  • Weapon: Chakram

Special Skills

Each of Pale's specials will apply a different sweet mark on the opponent when hitting them. Using her Original Action, Sweet Jewel, will trigger all marks, causing a fast, full screen attack that will deal more damage with more marks.

By pressing 22O instead, Pale activates the marks and also consumes 50% meter to enter Honey Sweet Jewel mode, during which marks applied by specials are automatically triggered upon hitting the opponent. This makes certain damaging combos possible, but you no longer have access to manual activation of sweet marks, which is a quite threatening attack.
Honey Sweet Jewel mode does not carry between rounds.

If you input 22O during Honey Sweet Jewel mode, it will be disabled, but it will cost you another 50% meter.

Introduction

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, her original action can be used to stop the opponent's pressure, or making it scary for them to blindly dash in.

Unfortunately, due to her peculiar fighting style that makes her so powerless up close, Pale has many hard match-ups, with some of them being nearly impossible to win.

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

Normal Moves

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

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.

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

Very similar to 5P, but it doesn't combo into any normal. Just like 5P, it's pretty useless.

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

Hits almost full-screen away and comes out pretty quickly. There are other normals that do the same but hit low, so they're generally preferable.

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

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 623HS, which is air-unblockable.

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

Low, fast attack that hits full-screen away. If you press P again, 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 236S or 623HS after 2HS, for some more damage and a sweet charge.

This is your best full-screen poke. With the second hit and 2HS, that's 3 lows in a row. If you alternate your strings between using all 3, only 2PP, and just 2P, you can make your opponent afraid of trying things.

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

Despite how it looks, it does not hit low. Pale's best up-close normal, as it has more viable range. Normally 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. On counterhit, 214S will hit and you can pick up the combo.

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

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 214S, so it can lead to good damage in the rare occasions where you get to use it. Cannot hit grounded opponents.

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

Low, long range swing. Unless it's at max distance, it can be followed into 236S or 623HS.

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

Very stubby normal, but on hit, it will shoot the opponent to 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
j.K
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - -

Downwards-angled kick. Since Pale can't really do much up close, it's not very useful.

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

Slightly downwards-angled, but mostly forward swing. You won't be using this very much, as it is not easy to use against grounded opponents, and you won't have many air-to-air situations where you need this specific range. Does not hit high.

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

Downwards-angled swing. It has shorter range than most of Pale's normals, which is great for her. You can hop and use this to poke the opponent when they're a bit closer than where you normally want them. It combos into j.2HS, which combos back into this in a loop. Does not hit high


Command Normals

6S
6S
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Similar to 5S, but if you press S again, it does a second hit that will pull the opponent slightly closer. Whiffs against crouching opponents, and can be blocked in the air, so it's not a very useful move outside of combos.

3S
3S
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Diagonally upwards attack. Very long reach and is air-unblockable, so it can be good for anti-airing from a long distance away. Combos into 5HS which combos into 623HS, for some more damage, a hard knockdown and a sweet charge.

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

Universal overhead. Slower than other characters' overheads, but like most of Pale's moves, it's used from a distance. When it hits, it leads into some very damaging combos. A lot of Pale's strategy is based on staying at the right distance where both 6HS and 2HS can be used, to mix the opponent up.

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

Pale swings her chakram at a downwards angle, behind her. While this sounds weird, it's very useful when getting away from the opponent, by jumping, air-dashing over them and doing j.2S to hit them with an overhead cross-up. You can follow it with j.236S for a hard-knockdown and to apply a sweet charge. When you're a little bit closer, you can add a j.2HS in-between the two moves.

j.2HS
j.2HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High, Air - - - - - -

Diagonally downwards attack that hits high. Good move, combos into j.HS which combos back into this move for loops.

j.9 (in the corner)
j.9 (in the corner)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

A command-jump that's only usable when you're in the corner, by inputting diagonally up and away from the corner. Pale will perform a fast wall-jump forward, which can be used to get away from an opponent that's getting uncomfortably close.

Pale will take care to switch the side she's facing if she crosses the opponent up, so you can follow this up with j.2HS, to hit the opponent with an overhead cross-up.

Note that this wall-jump does not count as a double-jump: you can still double-jump (or air-dash) after this move.


Throws

Ground throw
Ground throw
4HS/6HS up close
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

Pale's ground throw applies hard-knockdown and puts the opponent at the right distance where both her 2HS and 6HS can hit.

Air Throw
Air throw
j.4HS/j.6HS up close
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

Pale's air throw unfortunately does not cause hard-knockdown, as the opponent will be able to air-tech. In particular, if the opponent air-techs forward they will be able to get close again right away. If you read a tech correctly, however, you can catch the opponent with 623HS, which is air-unblockable.


Special Moves

Chocolate Scissors
Chocolate Scissors
236S (Air OK)
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Pale swings both her chakram in front of her. Comes out quickly and has a pretty big hitbox, making it good when you're not sure which way the opponent might try to move. Causes a hard knockdown and it's a good combo ender. Can be used in the air, much in the same way.

Cookie Saucer
Cookie Saucer
214S
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Pale sweeps her chakram across the floor like a yo-yo. Comes out reasonably quickly and is very good in combos, but is very bad on whiff. You can use it from up close after 2K: it will not combo outside of counterhits, but the window in-between the two attacks is very short, so even if it gets blocked, it will push the opponent away.

Candy Drop
Candy Drop
236K
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Pale kicks a chakram forwards, which will slowly advance on the ground while bouncing slightly. Very slow to come out, but it's a good tool for oki. Counts as a projectile, but when it clashes against other projectiles, or a move that absorbs projectiles, it will bounce up in the air instead of disappearing.

Caramel Coaster
Caramel Coaster
623HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - - -

Huge hitbox, air-unblockable. It will whiff against grounded opponents, but even if they're slightly above the ground (like after a 2HS sweep), it will connect. On hit, it grabs the opponent and slams them behind her. The resulting distance will be a bit too close for Pale, but you get the time to do 236K for oki, or backdash away. This move poses a big threat against jumping opponents.

Cocoa Rainbow
Cocoa Rainbow
214HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Pale swings her chakrams around her to form a rainbow. Often used in combos. In neutral, it's something like a weaker version of 236S and does not see much use. The last hit will launch the opponent in the air, so you can pick up the combo.

Finishing Moves

Ripple Mont Blanc
Ripple Mont Blanc
2146HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Any - - - - - -

Huge pillar of light that tracks the opponent. If the opponent is moving very quickly, it may whiff. On hit, it does more damage the more sweet charges were applied on the opponent.


Strategy

Neutral Game

To make it brief, Pale never wants the opponent to be close. Ideally, you want to keep them at a distance where both 2HS and 6HS can connect, as the latter in particular leads to very damaging combos that end with hard knockdown.

623HS is air-unblockable and poses a big threat against jumps, so you can make the opponent afraid of moving in the air with it. On the ground, you can make them scared of walking closer with 2HS and j.HS. 5HS is your best tool when you're not sure whether the opponent is going to jump or stay on the ground.
From full-screen away, you have 2P~P, which is a very fast, low poke.

If the opponent gets too close, you can jump and air-dash above them and hit them with j.2S into j.236S for an unexpected overhead cross-up, or, if you prefer to stay on the ground, poke them with 2K and follow it with 214S to push them away.

If you've been pushed into the corner, you can jump and press 9 for a wall-jump forward and follow it with j.2HS, which hits high.

Combos

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 (175 damage)

Weak 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.

Midscreen, no 22O: 6HS > 214S > 6HS > 214S > 6HS > 214HS > 3S > 5HS > 623HS (275 damage)

Overhead-starter combo that deals good damage. 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. Other than its specific requirements, it's an excellent combo as it sets 3 sweet marks on the opponent and can be followed with 236K for oki, or O to activate the marks if the opponent just barely survives the combo.

Midscreen, no 22O: 214S > 5S > 6S~S > 5HS > 623HS (196 damage)

214S-starter combo. Doesn't deal a lot of damage, but it's a good combo to punish mistakes your opponent does up close.

Anywhere, with 22O: 6HS > 214S > delay > 214S > delay > 214S > delay > 214S > 5HS > 623HS (496 damage)

Overhead-starter combo that requires Honey Sweet Jewel mode. It may look silly, but it does a lot of damage. 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.

Anywhere, with 22O: 6HS > 214S > delay > 214S > delay > 214S > delay > 214S > delay > 214S > delay > 6HS > 214HS > 623HS (590 damage)

Yet another overhead-starter combo. Similar to the previous one, but does even more damage and requires some precise timing on the 6HS near the end of the combo.

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