Freed |
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HP: 4100 (3425) Damage Scale: 119.70% Guts Level: 2 Float Factor: 5 Jump Startup: Backdash Time: Backdash Startup Invincibility:
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Overview
Freed Valez, the daredevil, one-armed captain of the flying ship Gran Seven. Orphans, Freed and his little sister were taken in and raised by the air pirate Judeau. Freed attended the Imperial Academy and passed with flying colors, but found this way of life ill-fitting for him, opting to become a pirate instead. He lost his right arm and beloved sister in the attack of a mysterious assailant, and now sails the skies in search of him.
Pros/Strengths:
- Sizable HP
- 5A > 2D attack chain forces Hard Knockdown
- Heat Up boosts ground combo and mixup potential
- Normal throw forces Hard Knockdown and provides okizeme
Cons/Weaknesses:
- Very floaty, making him able to take more combo damage
- Has no command normal
- Special moves either take awhile to startup or leaves Freed at a disadvantage on block
- Heat Up focused rushdown will always have gaps
- Some options after Gachi Match are limited due to moves having strange hitboxes
Heat Up!: Afterimage
All of Freed's special moves gain an afterimage that attacks after Freed does. Certain moves gain different properties, allowing for strong rushdown attempts and some combo potential.
External References:
- Japanese Name: フリード
- Japanese Wiki
Move List
Normal Moves
5A |
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5B |
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c.C |
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f.C |
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5D |
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2A |
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2B |
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2C |
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2D |
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j.A |
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j.B |
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j.C |
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j.D | This should have been j.B |
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Ground Throw |
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Special Moves
Magnum Jetter [4]6A/C |
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Phantom Drive [4]6B/D |
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Phantom Glide [4]6 Hold B/D |
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Welcome Tempest [2]8A/C |
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Super Moves
Magnum Jet Landing 236236A/C |
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Heat My Justice 236236B/D |
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Heat Up!
Afterimage!
As mentioned before, Freed gains an afterimage that mimics his special moves after executing them. The special moves themselves gain some buffs that help him rushdown and combo better, but some of those buffs also hurt him in a way. Here's the list of changes for each special move
[4]6 A/C - Magnum Jetter
- Shadows hit much lower than the physical hit, so they will connect with crouching shorties.
- A version is very good for combos and can be linked off of.
- C version no longer knocks down, shadow is very delayed and can be used for very strong okizeme.
[4]6 B/D - Phantom Dive
- Both versions of this move do not force Hard Knockdown, increasing combo potential.
[4]6 Hold B/D - Phantom Glide
- D version can be used as a combo started on Counter Hit. This does not make the move any better.
[2]8 A/C - Welcome Tempest
- C version is faster, making 2C~[2]8 A/C combos easier.
Strategy
Offense
Playing offensively with Freed is crucial in gaining victory! Knowing the ranges of both the A and C versions of Magnum Jetter, and Phantom Dive can easily make or break Freed's game. For normals, you have 5A, 2A, 5B, 2B, and 2C to work with. Not having any command normals shouldn't put you at a disadvantage. If the opponent likes to block, and Gachi Match from time to time, break their habit with a throw. Not only will doing this force good okizeme options for you, but it will eventually make them want to break your attack patterns by throwing out an attack of their own. No matter how you play the offensive game, building meter is a must for Freed. While he doesn't totally need it to win, his overall game increases dramatically when activating Heat Up. With at least one stock of MP, he's a threat. With two stocks of MP, Freed can literally close out the match with a few good Heat Up rushdown attempts. You'll want to make sure that you're at least charging back or down-back so that you can not only block when necessary, but you can immediately retaliate with the right special if possible. Do not go overboard in rushing down. While Freed can excel at this, he does have gaps in his overall rushing ability, and all it takes is a throw to change the momentum, and possibly even take the round/match.
Defense
This sadly is Freed's weak point in his gameplan. Sure, there's Welcome Tempest and 5D to deal with jumping attacks, maybe even 5C at times. He can also j.A or j.D given certain situations. The problem becomes that he doesn't have an answer for every situation, even after a successful Gachi Match, and sometimes a successful Gachi Drive. Sometimes his options are either too slow, as is the case of using Magnum Jet Landing, Magnum Jetter and Welcome Tempest, or they're just not well within range, like with Heat My Justice. Knowing the range while defending is even more important than in offense, because in many situations, Freed has some room for error depending on the situation. A lot of times, it's just best to block, and wait for the right moment to land a c.5C, or 2B into a special or super. Mastering hit confirming 2A to link to 5A > 2D comes in handy at this point, especially if you have meter, but are saving it for mixups-- you can easily reverse the rolls with 2A. Sometimes, it's landing a well timed throw that turns the tide of a round, but to get there a very patient game must be played.
Neutral
Freed shines at this point of the match, but not as much as some characters. Magnum Jetter will be the move you use most in this stage, as the other options are just to slow, or whiff. Throwing out 2B or 2C into Magnum Jetter help build the meter. You can't afford to stay here forever with him, especially if you're playing a character with a good zoning game, or a character with longer reaching normals. Depending on the character, it's going to be an uphill battle. Deathbringer, Cedric, Olivia, Donvalve and a level 2 Watson are characters that will easily keep you out if they so choose.
Attack Sets
Combos
• HUD •
Controls •
System Data •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Misc •
- Attack Sets
- Air Recovery
- Blue Hit
- Dash Jump
- Delay
- Double Jump
- Gatchi Match
- Gatchi Drive
- Ground Recovery
- Guts
- G-Counter
- Hard Knockdown
- Heat Up
- High Gatchi Drive (HGD or 6G)
- High Jump
- HP
- Instant Air Dash
- Instant Heat Up
- Juggle
- Jump Cancel
- Low Gatchi Drive (LGD or 3G)
- MP
- Red Hit
- Same Move Penalty
- Super Armor
- Super Cancel