No edit summary |
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Line 53: | Line 53: | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:DBFZ/Frieza/Data|5L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Standard 5L. | * Standard 5L. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LL}} | |||
{{#lsth:DBFZ/Frieza/Data|5LL}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Standard 5LL. | * Standard 5LL. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=5LLL}} | |||
| | {{#lsth:DBFZ/Frieza/Data|5LLL}} | ||
{{!}}- | |||
{{Description|7|text= | |||
* Hits fullscreen, and is one of the ways Frieza can achieve sliding knockdowns for jH. Often useful after a vanish extension. Since it reaches fullscreen it can be used to catch opponents off-guard, but it's pretty easily blocked as it's rather telegraphed from the preceding 5LL. | * Hits fullscreen, and is one of the ways Frieza can achieve sliding knockdowns for jH. Often useful after a vanish extension. Since it reaches fullscreen it can be used to catch opponents off-guard, but it's pretty easily blocked as it's rather telegraphed from the preceding 5LL. | ||
}} | }} | ||
Line 83: | Line 82: | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|5M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Standard 5M with deceptively good range. Hops over a few lows, and is very useful in both combos and blockstrings. | * Standard 5M with deceptively good range. Hops over a few lows, and is very useful in both combos and blockstrings. | ||
}} | }} | ||
Line 96: | Line 96: | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|5H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Has smash properties at close range. | * Has smash properties at close range. | ||
* The smash hit deals 150 damage, each of the 8 rocks deals 100 damage. At the right distance with all 9 hits, damage is 870. | * The smash hit deals 150 damage, each of the 8 rocks deals 100 damage. At the right distance with all 9 hits, damage is 870. | ||
Line 114: | Line 115: | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|5S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* [] is all Ki blasts after the first one. | * [] is all Ki blasts after the first one. | ||
* Sixth hit throws enemy back, wallbounces if they reach one. | * Sixth hit throws enemy back, wallbounces if they reach one. | ||
Line 129: | Line 131: | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|2L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Low-hitting 2L. Not the best range, but quite useful as it's a low. | * Low-hitting 2L. Not the best range, but quite useful as it's a low. | ||
}} | }} | ||
Line 143: | Line 146: | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|2M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Frieza's main low normal. | * Frieza's main low normal. | ||
}} | }} | ||
Line 156: | Line 160: | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Unique Lv 1 projectile that can't be super dashed through. | * Unique Lv 1 projectile that can't be super dashed through. | ||
* A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Friezas head. It's still Friezas main anti-air, is useful in blockstrings, and is the main way you'll be activating j.H and j.2H sliding knockdown property. | * A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Friezas head. It's still Friezas main anti-air, is useful in blockstrings, and is the main way you'll be activating j.H and j.2H sliding knockdown property. | ||
Line 171: | Line 176: | ||
|name=2S | |name=2S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|2S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Standard Lv 1 projectile. | * Standard Lv 1 projectile. | ||
* 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. This move quite useful in a lot of Friezas more advanced combos, however. | * 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. This move quite useful in a lot of Friezas more advanced combos, however. | ||
Line 185: | Line 191: | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|6M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
Standard 6M. 0 on block, can be converted into combos with assists, though using it as a starter scales the combo heavily. The move leaves Frieza airborne, so while in Sparking Blast you can airdash cancel this move for a potentially scary mixup. | Standard 6M. 0 on block, can be converted into combos with assists, though using it as a starter scales the combo heavily. The move leaves Frieza airborne, so while in Sparking Blast you can airdash cancel this move for a potentially scary mixup. | ||
}} | }} | ||
Line 198: | Line 205: | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|j.L}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Hits at a downward angle, useful for IAD-pressure. | * Hits at a downward angle, useful for IAD-pressure. | ||
}} | }} | ||
Line 212: | Line 220: | ||
|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|j.M}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Great air to air normal. | * Great air to air normal. | ||
}} | }} | ||
Line 225: | Line 234: | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Heavy with a fairly good reach for Frieza's size. | * Heavy with a fairly good reach for Frieza's size. | ||
Line 240: | Line 250: | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Sends the opponent full screen. | * Sends the opponent full screen. | ||
* Third hit wallbounces. | * Third hit wallbounces. | ||
Line 255: | Line 266: | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|j.2H}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* [] is on Smash hit. | * [] is on Smash hit. | ||
Similar to j.H, but Frieza advances forward. Useful for hopping over disks or catching opponents who are too high to finish with j.H. | Similar to j.H, but Frieza advances forward. Useful for hopping over disks or catching opponents who are too high to finish with j.H. | ||
Line 269: | Line 281: | ||
|name=j.2S | |name=j.2S | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|j.2S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
Fires a ki blast in a downward angle. The angle isn't really great, so the move is mostly used in air combos for comboing into j.2H for knockdowns. | Fires a ki blast in a downward angle. The angle isn't really great, so the move is mostly used in air combos for comboing into j.2H for knockdowns. | ||
}} | }} | ||
Line 285: | Line 298: | ||
|name=Death Slash | |name=Death Slash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/Frieza/Data|236L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
The L version explodes the ground in front of Frieza. It's Friezas main way of safely ending blockstrings. Vanishing from 236L is a true blockstring, allowing you to continue pressure. | The L version explodes the ground in front of Frieza. It's Friezas main way of safely ending blockstrings. Vanishing from 236L is a true blockstring, allowing you to continue pressure. | ||
236L > Golden Frieza > SD lets you follow up for a short combo. | 236L > Golden Frieza > SD lets you follow up for a short combo. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
| | {{#lsth:DBFZ/Frieza/Data|236M}} | ||
{{!}}- | |||
{{Description|7|text= | |||
The M version explodes the ground on the other half of the screen far from Frieza. Doesn't reach fullscreen. Can be used after a long-range 5H and 5S-series to tack on some additional damage either by itself, or can be vanished for even more damage. Is also a good way to end long-range blockstrings, or be annoying in neutral. | The M version explodes the ground on the other half of the screen far from Frieza. Doesn't reach fullscreen. Can be used after a long-range 5H and 5S-series to tack on some additional damage either by itself, or can be vanished for even more damage. Is also a good way to end long-range blockstrings, or be annoying in neutral. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
| | {{#lsth:DBFZ/Frieza/Data|236H}} | ||
{{!}}- | |||
{{Description|7|text= | |||
The EX version does both the L and M version at the same time, and also hits fullscreen, making it a good way to catch people trying to do something anywhere on the screen. Both explosions can hit if spaced right. | The EX version does both the L and M version at the same time, and also hits fullscreen, making it a good way to catch people trying to do something anywhere on the screen. Both explosions can hit if spaced right. | ||
}} | }} | ||
Line 317: | Line 329: | ||
|name=You might not survive this time | |name=You might not survive this time | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/Frieza/Data|236S}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/Frieza/Data|j.236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* If you hit the opponent at point blank with this, they'll get locked inside the ball before it starts traveling. | * If you hit the opponent at point blank with this, they'll get locked inside the ball before it starts traveling. | ||
* [] is point blank damage. | * [] is point blank damage. | ||
Line 342: | Line 351: | ||
|name=Death Saucer | |name=Death Saucer | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|214S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Frieza throws 2 discs forward that go full screen and then come back towards him after traveling off screen. | * Frieza throws 2 discs forward that go full screen and then come back towards him after traveling off screen. | ||
* Each disc causes a soft knockdown going forward, but causes a sliding knockdown '''to the opponent''' on the way back. | * Each disc causes a soft knockdown going forward, but causes a sliding knockdown '''to the opponent''' on the way back. | ||
Line 362: | Line 372: | ||
|name=Warp Smash | |name=Warp Smash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|22S}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Invulnerable from frames 6 to 18 | * Invulnerable from frames 6 to 18 | ||
* Can combo on air hit. Crosses up at starting range and against a cornered opponent. Is invulnerable during the warp segment (frames 6 to 18) which makes it possible to go through certain attacks. Can be cancelled by vanish for a full combo, though certain assist calls also enable meterless follow-ups. | * Can combo on air hit. Crosses up at starting range and against a cornered opponent. Is invulnerable during the warp segment (frames 6 to 18) which makes it possible to go through certain attacks. Can be cancelled by vanish for a full combo, though certain assist calls also enable meterless follow-ups. | ||
Line 377: | Line 388: | ||
|name=Death Slash | |name=Death Slash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|A1/A2}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* The damage buff from Golden Install applies to his assist as well. | * The damage buff from Golden Install applies to his assist as well. | ||
Uses the M version. As is, it's mostly used as a combo extender for certain characters, and a tool to annoy people midscreen. In the corner it becomes an excellent pressure- and combo extender, however. | Uses the M version. As is, it's mostly used as a combo extender for certain characters, and a tool to annoy people midscreen. In the corner it becomes an excellent pressure- and combo extender, however. | ||
Line 395: | Line 407: | ||
|name=Death Ball | |name=Death Ball | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/Frieza/Data|236HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/Frieza/Data|j.236HS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* N is the number of hits the ball deals on the way down, which increases with the activation height. | * N is the number of hits the ball deals on the way down, which increases with the activation height. | ||
* The first part uses the current combo's scaling. Minimum damage can be 4*N (15%) or 3*N (10%). | * The first part uses the current combo's scaling. Minimum damage can be 4*N (15%) or 3*N (10%). | ||
Line 422: | Line 431: | ||
|name=Nova Strike | |name=Nova Strike | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/Frieza/Data|214LM}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/Frieza/Data|j.214LM}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Minimum damage 1680. | * Minimum damage 1680. | ||
* Frame 1 invulnerability, lasts until 7 frames after touching the ground. | * Frame 1 invulnerability, lasts until 7 frames after touching the ground. | ||
Line 450: | Line 456: | ||
|name=You must die by my hand! | |name=You must die by my hand! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|Knocked Down > [HS]}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Costs 3 Ki Gauges. | * Costs 3 Ki Gauges. | ||
* Invulnerable during active frames. | * Invulnerable during active frames. | ||
Line 467: | Line 474: | ||
|name=Golden Frieza | |name=Golden Frieza | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|214HS}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Costs 3 Ki Gauges. | * Costs 3 Ki Gauges. | ||
* 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. | ||
Line 489: | Line 497: | ||
|name=Sorbet's Ray Gun | |name=Sorbet's Ray Gun | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | |||
{{#lsth:DBFZ/Frieza/Data|Golden Frieza ends > [S]}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Costs 1 Ki Gauge. | * Costs 1 Ki Gauge. | ||
* Hits opponent during timestop, even going through level 3 projectiles. | * Hits opponent during timestop, even going through level 3 projectiles. | ||
Line 499: | Line 508: | ||
}} | }} | ||
==Navigation== | |||
{{#lsth:DBFZ/Frieza/Data|Links}} | {{#lsth:DBFZ/Frieza/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[DBFZ/Frieza/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Frieza]] | [[Category: Frieza]] |
Revision as of 00:04, 1 March 2019
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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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S |
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2L
2L |
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2M
2M |
Template:AttackDataHeader-DBFZ
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2H
2H |
Template:AttackDataHeader-DBFZ
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Due to the way Golden Frieza's reverse beat works, after landing a 2H, you have to manually input Super Dash (H+S) as mashing H will give you 5H instead. |
2S
2S |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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Standard 6M. 0 on block, can be converted into combos with assists, though using it as a starter scales the combo heavily. The move leaves Frieza airborne, so while in Sparking Blast you can airdash cancel this move for a potentially scary mixup. |
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 |
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j.S
j.S |
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j.2H
j.2H |
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Similar to j.H, but Frieza advances forward. Useful for hopping over disks or catching opponents who are too high to finish with j.H. |
j.2S
j.2S |
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Fires a ki blast in a downward angle. The angle isn't really great, so the move is mostly used in air combos for comboing into j.2H for knockdowns. |
Specials
Death Slash
Death Slash 236L/M/H |
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You might not survive this time
You might not survive this time 236S (Air OK) |
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Death Saucer
Death Saucer 214S |
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Warp Smash
Warp Smash 22S |
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Assist
Death Slash A1/A2 |
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Supers
Death Ball
Death Ball 236L+M or 236H+S (Air OK) |
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Nova Strike
Nova Strike 214L+M (Air OK) |
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You must die by my hand!
You must die by my hand! Hold down H+S while knocked down |
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Golden Frieza
Golden Frieza 214H+S |
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Sorbet's Ray Gun
Sorbet's Ray Gun S when Golden Frieza ends |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.