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* Very easy to extend combos with assists after 236S. | * 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. | * 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 | * Golden Frieza with Sparking Blast and Limit Break is likely the most terrifying comeback machine in the game when combined with Golden Frieza, giving him access to reverse beat, making his combos and blockstrings much more threatening. | ||
* Golden Frieza will NOT expire while in Sparking, allowing him to make seemingly impossible comebacks. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* 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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|} | |} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Hold or mash S to shoot all 3 blasts. | * Hold or mash S to shoot all 3 blasts. | ||
* Piercing projectiles that also beat Super Dash, | * Piercing projectiles that also beat Super Dash, sending the opponent full screen. | ||
* Third hit wall bounces. | * Third hit wall bounces. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 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 being a large projectile with multiple hits. 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. | |||
}} | }} | ||
}} | }} |
Revision as of 22:21, 26 February 2020
Frieza |
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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 |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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Hops over a few lows, and is very useful in both combos and blockstrings. |
5H
5H |
Template:AttackDataHeader-DBFZ
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Good for controlling ground space. Despite the rocks being nullified by Broly's Powered Shell, the initial smash hit will break through it. |
5S
5S |
Template:AttackDataHeader-DBFZ
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Can be followed up with 236M > Vanish. |
2L
2L |
Template:AttackDataHeader-DBFZ
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2M
2M |
Template:AttackDataHeader-DBFZ
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2H
2H |
Template:AttackDataHeader-DBFZ
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A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head. |
2S
2S |
Template:AttackDataHeader-DBFZ
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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. Mostly a combo filler. |
6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
Template:AttackDataHeader-DBFZ
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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j.S > j.2H is an everywhere meterless skd. j.H > j.2H can also be used as a surprise double overhead. |
j.2S
j.2S |
Template:AttackDataHeader-DBFZ
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The angle isn't really great, is mostly used to combo into j.2H for knockdowns. |
Special Moves
Death Slash
Death Slash 236L/M/H |
Template:AttackDataHeader-DBFZ |
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You might not survive this time
You might not survive this time 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Death Saucer
Death Saucer 214S |
Template:AttackDataHeader-DBFZ
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Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender. |
Warp Smash
Warp Smash 22S |
Template:AttackDataHeader-DBFZ
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Z Assists
Assist A
Death Slash Assist A |
Template:AttackDataHeader-DBFZ
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Extremely annoying assist. Forces the opponent to respect you in neutral because of how huge its hitbox is. |
Assist B
You Might Not Survive This Time Assist B |
Template:AttackDataHeader-DBFZ
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A projectile assist that is quite fast and difficult to punish. Is actually decently useful for lockdown due to it being a large projectile with multiple hits. 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. |
Assist C
Psychokinesis Assist C |
Template:AttackDataHeader-DBFZ
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Super Moves
Death Ball
Death Ball 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Nova Strike
Nova Strike 214L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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You must die by my hand!
You must die by my hand! Hold H+S while knocked down |
Template:AttackDataHeader-DBFZ |
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Golden Frieza
Golden Frieza 214H+S |
Template:AttackDataHeader-DBFZ |
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Sorbet's Ray Gun
Sorbet's Ray Gun S when Golden Frieza ends |
Template:AttackDataHeader-DBFZ
| |||||
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Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.