DBFZ/Frieza: Difference between revisions

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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. 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.
* 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.
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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.
* Situational assist that whiffs up close outside of the corner.
* 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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{{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, send the opponent full screen.
* 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.
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Revision as of 22:21, 26 February 2020

Frieza
DBFZ Frieza Portrait.png
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 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.
  • Unconventional 2H, leaves an anti-air blind spot above his head.
  • Is a "zoner" in a game that favors rushdown and non-zoner playstyles.
  • He is missing 5 cm, to achieve his true strength.


Normal Moves

5L
5L
DBFZ Frieza 5L.png
DBFZ Frieza 5LL.png
DBFZ Frieza 5LLL.png
"HOHOHOHO"
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 13 -4 B1 - - - 5 - - - -
DBFZ Frieza 5L.png
  • Standard 5L.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 16 -6 B2 - - - 7 - - - -
DBFZ Frieza 5LL.png
  • Standard 5LL.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 / 0,1000 All 13 3 23 -5 P1 - U3+ - 6 / 12 - - - -
DBFZ Frieza 5LLL.png
  • Tracks fullscreen.
  • At very close range, the explosion sends them outward. Otherwise, it sends them inward.

Often useful after a vanish extension.

5M
5M
DBFZ Frieza 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 13 5 17 -6 B2 - - - 7 - - - -
DBFZ Frieza 5M.png


  • Deceptively good range.

Hops over a few lows, and is very useful in both combos and blockstrings.

5H
5H
DBFZ Frieza 5H.png
"Filthy monkey, meet General Mountain!"
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150, 100×8 / 300, 100×8 All 13 5(8)P×8 Total 55 -13 ~ -3 P1 - U1 - 6, 1×8 - - - -
Recovery on Smash hit: Total 66
Rocks spawn on frame 9 and can clash with other projectiles even while their active frames are deactivated
DBFZ Frieza 5H.png


  • Smash on the first hit, wall bounces.
  • The rocks themselves keep grounded opponent standing, can't be Super Dashed through, and disappear on Vanish.

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
DBFZ Frieza 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×6 All 9 2 [(11)1×6] 25 -4 P1 - - - 6×6 - - - -
DBFZ Frieza 5S.png


  • Hold or mash S to shoot all 6 Ki blasts.
  • Sixth hit launches and wall bounces.

Can be followed up with 236M > Vanish.

2L
2L
DBFZ Frieza 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F1 - - - 5 - - - -
DBFZ Frieza 2L.png


  • Low-hitting 2L. Not the best range, but quite useful as it's a low.
2M
2M
DBFZ Frieza 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×2 Low 10 4(10)4 14 -2 F2 - - - 7×2 - - - -
DBFZ Frieza 2M.png


  • Frieza's main low normal.
2H
2H
DBFZ Frieza 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 15 5 29 -18 P1 - - - 12 - - - -
DBFZ Frieza 2H.png


  • Can't be super dashed through.

A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head.

2S
2S
DBFZ Frieza 2S.png
THOT VAPORIZER!
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 12 1 24 -3 P1 - - - 6 - - - -
DBFZ Frieza 2S.png


  • 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.

Mostly a combo filler.

6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 - - - 12 - - - -
DBFZ Frieza jH.png


  • Universal overhead.
j.L
j.L
DBFZ Frieza jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 7 [6] 4 - - H1 - - - 5 - - - -
DBFZ Frieza jL.png


  • Hits at a downward angle, useful for IAD-pressure.
j.M
j.M
DBFZ Frieza jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×2 High 7 2(7)3 - - H2 - - - 7×2 - - - -
DBFZ Frieza jM.png


  • Second hit has much longer range.
  • Great air-to-air normal.
j.H
j.H
DBFZ Frieza jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Smash hit wall bounces.
j.H


j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 5 - - H3 - D1+ [D3+] - 12 - - - -
DBFZ Frieza jH.png
  • Heavy with a fairly good reach.
  • Smash hit causes sliding knockdown.
j.S
j.S
DBFZ Frieza jS.png
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500×3 All 12 6 - - P1 - - - 4×3 - - - -
DBFZ Frieza jS.png


  • Hold or mash S to shoot all 3 blasts.
  • Piercing projectiles that also beat Super Dash, sending the opponent full screen.
  • Third hit wall bounces.
j.2H
j.2H Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 18 5 - - H3 - D1 - 12 - - - -
DBFZ Frieza jH.png


  • Smash on air-to-air. Causes sliding knockdown.

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
DBFZ Frieza j2S.png
Template:AttackDataHeader-DBFZ
j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 14 - - - P1 - - - 6 - - - -
DBFZ Frieza j2S.png


  • Fires a ki blast in a downward angle.

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
DBFZ Frieza DeathSlash.png
'"SCREW THIS AREA IN PARTICULAR"'
Template:AttackDataHeader-DBFZ
L


236L
L Death Slash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 14 5 26 -2 P2 - - - 12 - - - -
DBFZ Frieza DeathSlash.png
  • Explodes the ground in front of Frieza.

Frieza's main way of safely ending blockstrings.

M


236M
M Death Slash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 14 5 23 -2 P2 - - - 12 - - - -
DBFZ Frieza DeathSlash.png
  • Explodes the ground on the other half of the screen. Doesn't reach fullscreen.

Can be used after a long-range 5H or 5S to tack on some additional damage either by itself, or can be vanished for even more damage.

H


236H
H Death Slash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000×2 All 12 9 20 -2 P2 - - - -50% - - - -
DBFZ Frieza DeathSlash.png
  • 2 explosions that covers the entire screen.

A good way to catch people trying to do anything.

You might not survive this time
You might not survive this time
236S (Air OK)
DBFZ Frieza YouMightNotSurviveThisTime.png
"Gotcha~!"
Template:AttackDataHeader-DBFZ
Ground


236S
You might not survive this time
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,300×4 / 0,400,850 All 13 - 24+6L -5 P2 - U2+ - 3,3×4 / 3,7,6 - - - -
DBFZ Frieza YouMightNotSurviveThisTime.png
Air


j.236S
Air You might not survive this time
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,300×4 / 0,400,850 All 13 - Total 51 -11 P2 - U2+ - 3,3×4 / 3,7,6 - - - -
DBFZ Frieza YouMightNotSurviveThisTime.png
  • Smash at point blank, the opponent will be locked inside the ball before it starts traveling, explodes once it touches the wall.
  • Cancelling the move will cause the ball to explode early.

Good as a combo ender before going into Supers.

Death Saucer
Death Saucer
214S
DBFZ Frieza DeathSaucer.png
"HEY, MONKEY! YOU FORGOT YOUR PIZZAS!"
Template:AttackDataHeader-DBFZ
214S
Death Saucer
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×2, 700×2 All 30 - Total 61 +2 P2 - - - 6×2, 6×2 - - - -
DBFZ Frieza DeathSaucer.png


  • 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.

Warp Smash
Warp Smash
22S
DBFZ Frieza WarpSmash.png
"SURPRISE, B*TCH!"
Template:AttackDataHeader-DBFZ
22S
Warp Smash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 34 5 31 -3 P1 4-19 All - - 12 - - - -
DBFZ Frieza WarpSmash.png


  • Teleports a set distance forward, auto corrects. Can pull the opponent out of the corner.
  • Invulnerable from frames 4 to 19.
  • Ground bounces on airborne opponent. Keeps grounded opponent standing.

Z Assists

Assist A
Death Slash
Assist A KABOOM
Template:AttackDataHeader-DBFZ
Assist A
Death Slash
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 23 5 58 +23 P2 - - - 0 - 23 - -
DBFZ Frieza DeathSlash.png


  • The damage buff from Golden Frieza applies to this assist as well.
  • Hits slightly closer than the M version.

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
DBFZ Frieza YouMightNotSurviveThisTime.png
Template:AttackDataHeader-DBFZ
Assist B
You might not survive this time
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250, 175x3 All 19 31 - +11 P2 - - - 0 - 11 - -
DBFZ Frieza YouMightNotSurviveThisTime.png


  • 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.

Assist C
Psychokinesis
Assist C
DBFZ Frieza 5H.png
DOOM ROCKS
Template:AttackDataHeader-DBFZ
Assist C
Psychokinesis
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
60, 42x8, 700 / 42x8, 700 All 20 - - +24 ~ +31 P2 - - - 0 - 24~29 - -
DBFZ Frieza 5H.png


Super Moves

Death Ball
Death Ball
236L+M or 236H+S (Air OK)
DBFZ Frieza DeathBall.png
"I'll reduce you and this entire planet to dust!" ""DIEEEE!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Costs 1 Ki Gauge.
  • 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.

Nova Strike
Nova Strike
214L+M (Air OK)
DBFZ Frieza NovaStrike.png
"I'll shut you up for good!"
DBFZ Frieza NovaStrike-2.png
"EEEEYAAAAAAAAAA!!!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Costs 3 Ki Gauges.
  • Minimum damage: 1680.

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
DBFZ Frieza YouMustDieByMyHand.png
HAHAHA YES, THE ULTIMATE WAKEUP TOOL
DBFZ Frieza YouMustDieByMyHand-2.png
THEY'LL NEVER SEE IT COMING
Template:AttackDataHeader-DBFZ
  • Costs 3 Ki Gauges.
  • Minimum damage: 192*10.
  • Only invulnerable during active frames.

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
DBFZ Frieza GoldenFrieza.png
"This may sound cheap, but I call this form Golden Frieza."
*RIDE THE FIRE blaring in the distance*
Template:AttackDataHeader-DBFZ
  • 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.
  • Has ~1 second of Ki gain cooldown.
Sorbet's Ray Gun
Sorbet's Ray Gun
S when Golden Frieza ends
DBFZ Frieza SorbetsRayGun.png
"L-lord Frieza!"
Template:AttackDataHeader-DBFZ
Golden Frieza ends > S
Sorbet's Ray Gun
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 8+0 - - - P2 - UDV - -100 - - - -
Hits during superfreeze
DBFZ Frieza SorbetsRayGun.png


  • Costs 1 Ki Gauge.
  • Minimum damage: 600.
  • Has some invulnerability and hits opponent during timestop.
  • Crumples grounded opponent, wall bounces and causes a sliding knockdown on airborne.

Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings.

Navigation

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.

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