(strengths/weaknesses didn't exactly say much, also inevitable golden frieza.) |
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:Zoning | :Zoning | ||
;Team Role | ;Team Role | ||
:Point | :Point, Anchor | ||
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* Exceptional space control with long range (sometimes full-screen) normals and specials. | * Exceptional space control with long range (sometimes full-screen) normals and specials. | ||
*[[DBFZ/Frieza#Death Slash| EX Death Slash]] is an instant screenfiller that only costs half a bar and is safe. | |||
* Solid offensive options with good lows and a command cross-up in 22S. | * Solid offensive options with good lows and a command cross-up in 22S. | ||
* | * Decent if not good frame data, only -2 on 2M, and a pressure reset in [[DBFZ/Frieza#Death Saucer|Death Saucer]] that simultaneously enables tricky mixups. | ||
* | * Plenty of long and powerful combos, especially in Sparking, allowing Frieza to deal high damage and get the opponent in a very bad situation. | ||
* Golden Frieza | * Fast, powerful and annoying assists that allow him to go just about anywhere on a team. | ||
* [[DBFZ/Frieza#Golden Frieza|Golden Frieza]] is one of the best supers in the game, enabling for terrifying and deadly comeback potential thanks to its speed, damage and reverse beat. Sparking also pauses its timer, and it combined with Limit Break gives Frieza a whopping 40% damage boost. It even increases the damage of his assists. | |||
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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 and is ignored by projectile immune attacks. | ||
* Higher execution barrier for his optimal combos compared to the average character. | |||
* 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. | ||
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* Second hit has much longer range. | * Second hit has much longer range. | ||
* Great air-to-air normal. | * Great air-to-air normal. | ||
Same startup as his j.L, quite a powerful button. | |||
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{{Description|7|text= | {{Description|7|text= | ||
The Emperor comes to reclaim his throne. Just don't run out of time. | |||
* Costs 3 Ki Gauges. Can only be done once per match. Inputting 214H+S again will deactivate Golden Frieza. | * 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. | * 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 | * Lasts about 21 seconds when he's the point character, won't deactivate until he returns to neutral ground stance. The 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. | * 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. | * Has ~1 second of Ki gain cooldown. | ||
Why you play Frieza on Anchor.<br> | |||
Originally, Golden Frieza was a complete waste of meter, as it only granted Frieza speed and a mild damage boost at the cost of suicide when it ran out of time. Today it's a powerhouse, especially thanks to Reverse Beat.<br> | |||
Combined with Sparking and Limit Break, Frieza gains a whole 40% damage boost, which is more than enough to solo TOD most characters off of his already existing routes, let alone Golden Frieza's new Reverse Beat routes. Sparking's meter gain also will let him huck out Death Slash a million times after every combo, and to top it all off Frieza becomes even faster than before. Almost Dark Phoenix level horrifying, but when time runs out you're likely screwed unless you have spare meter. | |||
If you're low on time and there's another character coming after a kill, you can cancel Golden Frieza during the short intermission before the fade to black and remain safe. | |||
}} | }} | ||
}} | }} |
Revision as of 07:47, 27 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 |
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Hops over a few lows, and is very useful in both combos and blockstrings. |
5H
5H |
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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 |
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Can be followed up with 236M > Vanish. |
2L
2L |
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2M
2M |
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2H
2H |
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A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head. |
2S
2S |
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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 |
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j.L
j.L |
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j.M
j.M |
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Same startup as his j.L, quite a powerful button. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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j.2H
j.2H |
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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 |
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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 |
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Z Assists
Assist A
Death Slash Assist A |
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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 |
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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 |
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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.