* 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.
* 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.
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 00:17, 28 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, Anchor
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.
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.
Decent if not good frame data, only -2 on 2M, and a pressure reset in 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.
Fast, powerful and annoying assists that allow him to go just about anywhere on a team.
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.
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.
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 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.
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*
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.
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. 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. Startup during combos is fast, so you can go Golden Frieza mid-combo.
Has ~1 second of Ki gain cooldown.
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.
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.