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* Unconventional 2H, leaves an anti-air blind spot above his head.
* Unconventional 2H, leaves an anti-air blind spot above his head.
* Is a "zoner" in a game that favors rushdown and non-zoner playstyles.
* Is a "zoner" in a game that favors rushdown and non-zoner playstyles.
* He is missing 5 cm, to achieve his true strength.
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* The damage buff from Golden Frieza applies to this assist as well
A projectile assist that is quite fast and difficult to punish. Is actually decently useful for lockdown due to it's multiple hits and large projectile. It's also quite safe to throw out due to it's speed so while it's not as good as a beam, it has it's uses in neutral.
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Revision as of 15:23, 26 February 2020
Frieza
Movement Options
Double Jump, Super Jump, 1 Air Dash (2 in Golden form), Dash Type: Run
Play-style
Zoning
Team Role
Point
Overview
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
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 and Limit Break 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. Also, with season 3 changes, Golden Frieza will NOT expire while in Sparking.
Unconventional 2H, leaves an anti-air blind spot above his head.
Is a "zoner" in a game that favors rushdown and non-zoner playstyles.
Throws 2 discs forward that comes back after traveling off screen.
Discs merely launch going forward, but cause a sliding knockdown to the opponent on the way back.
The return trip discs can friendly fire and hit Frieza and his assists. Friendly fire discs scale less and 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 L+S Ki Charge.
Disappear if Frieza's hit or tagged out, but not if he blocks.
Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender.
The damage buff from Golden Frieza applies to this assist as well
A projectile assist that is quite fast and difficult to punish. Is actually decently useful for lockdown due to it's multiple hits and large projectile. It's also quite safe to throw out due to it's speed so while it's not as good as a beam, it has it's uses in neutral.
L+M version throws towards the middle of the screen, H+S version throws towards the edge of the screen.
Minimum damage: 4*N, 754.
A useful level 1 super that does additional damage if done from big heights. Because of how slowly the ball travels, some characters can UHC and then get an extension afterward, usually in the form of air DR or j.H.
High damaging level 3. Is only one hit, which means an opponent in Sparking won't get any regeneration done during the animation, making it an excellent combo ender.
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!
You must die by my hand! Hold H+S while knocked down
Not a good wakeup option compares to the 2 other Lv3s he has. However, the insanely high minimum damage means it's the best combo ender, used after getting hit by his own Death Saucer.
Golden Frieza
Golden Frieza 214H+S
"This may sound cheap, but I call this form Golden Frieza." *RIDE THE FIRE blaring in the distance*
Costs 3 Ki Gauges. Can only be done once per match. Inputting 214H+S again will deactivate Golden Frieza.
During Golden Frieza, gains a 20% damage buff, a second air dash, access to full reverse beat, and increased movement speed.
Lasts about 21 seconds when he's the point character, won't deactivate until he returns to neutral ground stance, timer is paused when he's tagged out or when he's in Sparking.
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.
To edit frame data, edit values in DBFZ/Frieza/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.