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
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.
|Chocolate Scissors - 236S|
|Ripple Mont Blanc - 2146HS|
|Just Break - 6HS|