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DBFZ Frieza Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Air Dash (2 in Golden form), Dash Type: Run


Frieza is a vicious galactic tyrant who rules over many planets with an iron fist after inheriting part of his father (King Cold)'s empire. Personally responsible for driving the Saiyan race to the brink of extinction, Frieza would be defeated by Goku, one of the very Saiyans he loathed. He would later be killed by Trunks, a half-Saiyan youth from the future. Unfortunately, death would not keep Frieza for long, as his henchmen would wish him back to life with the Dragon Balls. With a new lease on life, Frieza would train in order to carry out his revenge against Goku and his friends.

In Dragon Ball FighterZ, Frieza is a strong zoning character who can push opponents away from him before attacking them with strong projectile attacks. Beware when he assumes his Golden Frieza form, for this power-up increases the lethality of his specials and supers, as well as granting him the ability to reverse beat.


Strengths Weaknesses
  • Exceptional space control with long range (sometimes full-screen) normals and specials.
  • Solid offensive options with good lows and a command cross-up in 22S.
  • Very easy to extend combos with assists after 236S.
  • 236L+M brings the opponent to the ground and lasts long, allowing most of the cast to get double supers from any height.
  • Golden Frieza with Sparking Blast is likely the most terrifying comeback machine in the game. His brand new mechanics for Golden Frieza make him even more terrifying, giving him access to reverse beat which makes his combos and blockstrings much more threatening.
  • Frieza than Cooler
  • Subpar solo combo damage, unless paired with the right assist or in Golden form
  • Unconventional 2H, leaves an anti-air blind spot above his head
  • Situational assist that whiffs up close outside of the corner.
  • Is a "zoner" in a game that favors rushdown and non-zoner playstyles.


DBFZ Frieza 5L.png
DBFZ Frieza 5LL.png
DBFZ Frieza 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 7 3 - -
  • Standard 5L.
5LL 700 All - 10 5 - -
  • Standard 5LL.
5LLL 0, 1000 All - 13 3 - -
  • Hits fullscreen, and is one of the ways Frieza can achieve sliding knockdowns for jH. Often useful after a vanish extension. Since it reaches fullscreen it can be used to catch opponents off-guard, but it's pretty easily blocked as it's rather telegraphed from the preceding 5LL.

DBFZ Frieza 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 13 5 - -
  • Standard 5M with deceptively good range. Hops over a few lows, and is very useful in both combos and blockstrings.

DBFZ Frieza 5H.png
"Filthy monkey, meet General Mountain!"
Damage Guard Smash Startup Active Recovery Frame Adv.
150, 100*8 All - 13 - - -
  • Has smash properties at close range.
  • The smash hit deals 150 damage, each of the 8 rocks deals 100 damage. At the right distance with all 9 hits, damage is 870.
  • Good for controlling ground space.
  • Unique Lv 1 projectiles that can't be super dashed through.
  • Reaches fullscreen, can be canceled into 5S, 236M or super dash even from range. In close the move is unsafe, but can be gatlinged into 2H or canceled to 236L for safety.
  • Despite the rocks being nullified by Broly's Powered Shell, the initial smash hit will break through it.

DBFZ Frieza 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*1~6 All - 11[11] - - -
  • [] is all Ki blasts after the first one.
  • Sixth hit throws enemy back, wallbounces if they reach one.
  • Can be comboed after by using 236M > Vanish.

DBFZ Frieza 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 8 3 - -
  • Low-hitting 2L. Not the best range, but quite useful as it's a low.

DBFZ Frieza 2M.png
DBFZ Frieza 2M-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600*2 Low - 10 4(10)4 - -
  • Frieza's main low normal.

DBFZ Frieza 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 17 3 - -
  • Unique Lv 1 projectile that can't be super dashed through.
  • A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head. It's still Frieza’s main anti-air, is useful in blockstrings, and is the main way you'll be activating j.H and j.2H sliding knockdown property.

Due to the way Golden Frieza's reverse beat works, after landing a 2H, you have to manually input Super Dash (H+S) as mashing H will give you 5H instead.

DBFZ Frieza 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 15 - 25 -
  • Standard Lv 1 projectile.
  • 1S shoots almost horizontally, 2S shoots at a 30 degree angle, 3S shoots at a 60 degree angle. Good range and covers some useful anti-air angles, but it can unfortunately be super dashed through so it's not great at that job. This move quite useful in a lot of Frieza’s more advanced combos, however.

DBFZ Frieza 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 - -

Standard 6M. 0 on block, can be converted into combos with assists, though using it as a starter scales the combo heavily. The move leaves Frieza airborne, so while in Sparking Blast you can airdash cancel this move for a potentially scary mixup.

DBFZ Frieza jL.png
Comrade Zangief, you have made your country proud.
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 7 4 - -
  • Hits at a downward angle, useful for IAD-pressure.

DBFZ Frieza jM.png
DBFZ Frieza jM-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600*2 High - 8 3(8)3 - -
  • Great air to air normal.
  • Second hit has much longer range.

DBFZ Frieza jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 13 5 - -
  • [] is on Smash hit.
  • Heavy with a fairly good reach for Frieza's size.
  • With 2H, Frieza can stagger his falling momentum or pop up higher while rising from a jump.

DBFZ Frieza jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500*1~3 All - 15 6(4)6(4)6 17 -
  • Sends the opponent full screen.
  • Third hit wallbounces.
  • Piercing Lv 1 projectile. Loses to super dash.

DBFZ Frieza j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 18 5 - -
  • [] is on Smash hit.

Similar to j.H, but Frieza advances forward. Useful for hopping over disks or catching opponents who are too high to finish with j.H.

DBFZ Frieza j2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 14 - 23 -

Fires a ki blast in a downward angle. The angle isn't really great, so the move is mostly used in air combos for comboing into j.2H for knockdowns.


Death Slash[edit]
Death Slash
DBFZ Frieza DeathSlash.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1100 All - 14 5 30 -

The L version explodes the ground in front of Frieza. It's Friezas main way of safely ending blockstrings. Vanishing from 236L is a true blockstring, allowing you to continue pressure. 236L > Golden Frieza > SD lets you follow up for a short combo.

M 1100 All - 18 5 35 -

The M version explodes the ground on the other half of the screen far from Frieza. Doesn't reach fullscreen. Can be used after a long-range 5H and 5S-series to tack on some additional damage either by itself, or can be vanished for even more damage. Is also a good way to end long-range blockstrings, or be annoying in neutral.

H 1000*2 All - 14 9 23 -

The EX version does both the L and M version at the same time, and also hits fullscreen, making it a good way to catch people trying to do something anywhere on the screen. Both explosions can hit if spaced right.

You might not survive this time[edit]
You might not survive this time
236S (Air OK)
DBFZ Frieza YouMightNotSurviveThisTime.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 300,300*4 [0,400,850] All - 17 - - -
Air 300,300*4 [0,400,850] All - 13 - - -
  • If you hit the opponent at point blank with this, they'll get locked inside the ball before it starts traveling.
  • [] is point blank damage.
  • Vanishing will cause the ball to explode immediately.
  • Good at the end of air combos for comboing into Death Ball super, and makes for easy assist extensions provided the assist goes fullscreen or Frieza is in the corner.

Death Saucer[edit]
Death Saucer
DBFZ Frieza DeathSaucer.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700*2, 700*2 All - 38 - - -
  • Frieza throws 2 discs forward that go full screen and then come back towards him after traveling off screen.
  • Each disc causes a soft knockdown going forward, but causes a sliding knockdown to the opponent on the way back.
  • The return trip discs can friendly fire and hit Frieza and his assists, which results in a soft knockdown. Note that friendly fire discs scale less and would deal more damage to Frieza than they do to the opponent (700+560 to foe and 700+630 to Frieza).
  • Can be crouched under, including by L+S Ki Charge.
  • One of the game's few moves that does notable chip damage.
  • Can be comboed into by the use of certain assists — notably Android 21, SS Goku, Goku Black, SS Vegeta, Trunks and Tien.
  • The slow startup and threat to Frieza himself mean that it's not a staple move in neutral, but if you can get it out it can be a good way to control the screen.

Warp Smash[edit]
Warp Smash
DBFZ Frieza WarpSmash.png
Damage Guard Smash Startup Active Recovery Frame Adv.
900 All - 34 - - -
  • Invulnerable from frames 6 to 18
  • Can combo on air hit. Crosses up at starting range and against a cornered opponent. Is invulnerable during the warp segment (frames 6 to 18) which makes it possible to go through certain attacks. Can be cancelled by vanish for a full combo, though certain assist calls also enable meterless follow-ups.


Death Slash
DBFZ Frieza AssistDeathSlash.png
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 32 5 - -
  • The damage buff from Golden Install applies to his assist as well.

Uses the M version. As is, it's mostly used as a combo extender for certain characters, and a tool to annoy people midscreen. In the corner it becomes an excellent pressure- and combo extender, however.


Death Ball[edit]
Death Ball
236L+M or 236H+S (Air OK)
DBFZ Frieza DeathBall.png
"I'll reduce you and this entire planet to dust!"
DBFZ Frieza DeathBall-2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 30*N, 2000 All - 8+4 - - -
Air 30*N, 2000 All - 7+4 - - -
  • N is the number of hits the ball deals on the way down, which increases with the activation height.
  • The first part uses the current combo's scaling. Minimum damage can be 4*N (15%) or 3*N (10%).
  • Minimum damage of the explosion is 750.
  • L+M version throws towards the middle of the screen, H+S version throws towards the edge of the screen.

A useful level 1 super that does additional damage if done from big heights. Because of how slowly this move travels, some characters can be Z-changed into after firing the death ball, have their super hit before the death ball, and recover early enough to get an extension after the death ball, making it an excellent combo tool for certain teams.

Nova Strike[edit]
Nova Strike
214L+M (Air OK)
DBFZ Frieza NovaStrike.png
"I'll shut you up for good!"
DBFZ Frieza NovaStrike-2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 4200 High - 12+1 6 - -
Air 4200 High - 12+1 1+ - -
  • Minimum damage 1680.
  • Frame 1 invulnerability, lasts until 7 frames after touching the ground.
  • Additional active frames based on altitude.

Very damaging level 3. Is only a single hit, which means an opponent in sparking blast won't get any regeneration done during the animation, unlike a lot of other level 3s, making it an excellent combo ender. Also provides a hard knockdown. The position Frieza is in after the level 3 connects puts him in a very good spot to get extra pressure, especially in the corner. It's very easy for the opponent to get caught by a 2M as they don't expect to get up like a hard knockdown, and you can go for a Dragon Rush if you want to read them blocking your follow up. This alone makes it very useful as an ender, and while it isn't groundbreaking for Frieza, it makes it much easier for him to convert into kills if he lands the level 3.

Can also be used as a reversal, though it has a tendency to go straight over the opponent in this case so this is generally not recommended.

You must die by my hand![edit]
You must die by my hand!
Hold down H+S while knocked down
DBFZ Frieza YouMustDieByMyHand.png
DBFZ Frieza YouMustDieByMyHand-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
480*10 All - 38+2 45 - -
  • Costs 3 Ki Gauges.
  • Invulnerable during active frames.
  • Minimum damage is 192*10.

Quick startup, high damage, and as such is a decent wakeup option. However it is extremely punishable on block so take caution when using it. The hitbox itself isn't amazing as well, and therefore this isn't really the best wakeup option Frieza has. Useful every once in a blue moon to catch an opponent off guard, but not really worth using frequently as he has his other level 3 for a proper wakeup super and Golden Frieza is able to tank attacks on its startup which makes even that better as a wakeup option.

Due to the added sliding knockdown on 214S, this move now has a legitimate and stylish use as a combo ender if Frieza deliberately hits himself during a combo with 214S.

Golden Frieza[edit]
Golden Frieza
DBFZ Frieza GoldenFrieza.png
"This may sound cheap, but I call this form Golden Frieza."
*RIDE THE FIRE blaring in the distance*
Damage Guard Smash Startup Active Recovery Frame Adv.
- - - 1+0 - 4 -
  • Costs 3 Ki Gauges.
  • Has ~1 second of Ki gain cooldown.
  • Raw startup is long, but autoguards and recovers instantly after the super flash.
  • Startup during combos is fast, so you can go Golden Frieza mid-combo.
  • Gains a 20% damage buff for the duration.
  • Has access to reverse beats on both ground and air normals while in Golden state.
  • Increased movement speed.
  • Gains access to a second air dash.
  • Can only be done once per match.
  • Last about 21 seconds while standing still (about 23 seconds for specials, 30 seconds for normals, 25 seconds for supers).

Sorbet's Ray Gun[edit]
Sorbet's Ray Gun
S when Golden Frieza ends
DBFZ Frieza SorbetsRayGun.png
"L-lord Frieza!"
Damage Guard Smash Startup Active Recovery Frame Adv.
1200 All - 8+0 - - -
  • Costs 1 Ki Gauge.
  • Has some invulnerability and hits opponent during timestop, even going through level 3 projectiles.
  • Minimum damage is 600.

Does hit off sliding knockdowns but since the shot is small and goes quite high up, it has strict timings and will whiff on small characters.


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