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{{#lsth:DBFZ/Frieza/Data|5L}} | {{#lsth:DBFZ/Frieza/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Standard 5L. | * Standard 5L. | ||
}} | }} | ||
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{{#lsth:DBFZ/Frieza/Data|5LL}} | {{#lsth:DBFZ/Frieza/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Standard 5LL. | * Standard 5LL. | ||
}} | }} | ||
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{{#lsth:DBFZ/Frieza/Data|5LLL}} | {{#lsth:DBFZ/Frieza/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 86: | Line 86: | ||
{{#lsth:DBFZ/Frieza/Data|5M}} | {{#lsth:DBFZ/Frieza/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 100: | Line 100: | ||
{{#lsth:DBFZ/Frieza/Data|5H}} | {{#lsth:DBFZ/Frieza/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 119: | Line 119: | ||
{{#lsth:DBFZ/Frieza/Data|5S}} | {{#lsth:DBFZ/Frieza/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 135: | Line 135: | ||
{{#lsth:DBFZ/Frieza/Data|2L}} | {{#lsth:DBFZ/Frieza/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 150: | Line 150: | ||
{{#lsth:DBFZ/Frieza/Data|2M}} | {{#lsth:DBFZ/Frieza/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Frieza's main low normal. | * Frieza's main low normal. | ||
}} | }} | ||
Line 164: | Line 164: | ||
{{#lsth:DBFZ/Frieza/Data|2H}} | {{#lsth:DBFZ/Frieza/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 Frieza’s head. It's still Frieza’s 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 Frieza’s head. It's still Frieza’s 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 180: | Line 180: | ||
{{#lsth:DBFZ/Frieza/Data|2S}} | {{#lsth:DBFZ/Frieza/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 Frieza’s 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 Frieza’s more advanced combos, however. | ||
Line 195: | Line 195: | ||
{{#lsth:DBFZ/Frieza/Data|6M}} | {{#lsth:DBFZ/Frieza/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | }} | ||
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{{#lsth:DBFZ/Frieza/Data|j.L}} | {{#lsth:DBFZ/Frieza/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits at a downward angle, useful for IAD-pressure. | * Hits at a downward angle, useful for IAD-pressure. | ||
}} | }} | ||
Line 224: | Line 224: | ||
{{#lsth:DBFZ/Frieza/Data|j.M}} | {{#lsth:DBFZ/Frieza/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Great air to air normal. | * Great air to air normal. | ||
* Second hit has much longer range. | * Second hit has much longer range. | ||
Line 239: | Line 239: | ||
{{#lsth:DBFZ/Frieza/Data|j.H}} | {{#lsth:DBFZ/Frieza/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 255: | Line 255: | ||
{{#lsth:DBFZ/Frieza/Data|j.S}} | {{#lsth:DBFZ/Frieza/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Sends the opponent full screen. | * Sends the opponent full screen. | ||
* Third hit wallbounces. | * Third hit wallbounces. | ||
Line 271: | Line 271: | ||
{{#lsth:DBFZ/Frieza/Data|j.2H}} | {{#lsth:DBFZ/Frieza/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 286: | Line 286: | ||
{{#lsth:DBFZ/Frieza/Data|j.2S}} | {{#lsth:DBFZ/Frieza/Data|j.2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 304: | Line 304: | ||
{{#lsth:DBFZ/Frieza/Data|236L}} | {{#lsth:DBFZ/Frieza/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
Line 312: | Line 312: | ||
{{#lsth:DBFZ/Frieza/Data|236M}} | {{#lsth:DBFZ/Frieza/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
Line 319: | Line 319: | ||
{{#lsth:DBFZ/Frieza/Data|236H}} | {{#lsth:DBFZ/Frieza/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 338: | Line 338: | ||
{{#lsth:DBFZ/Frieza/Data|j.236S}} | {{#lsth:DBFZ/Frieza/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 356: | Line 356: | ||
{{#lsth:DBFZ/Frieza/Data|214S}} | {{#lsth:DBFZ/Frieza/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 377: | Line 377: | ||
{{#lsth:DBFZ/Frieza/Data|22S}} | {{#lsth:DBFZ/Frieza/Data|22S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 393: | Line 393: | ||
{{#lsth:DBFZ/Frieza/Data|A1/A2}} | {{#lsth:DBFZ/Frieza/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 416: | Line 416: | ||
{{#lsth:DBFZ/Frieza/Data|j.236HS}} | {{#lsth:DBFZ/Frieza/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 440: | Line 440: | ||
{{#lsth:DBFZ/Frieza/Data|j.214LM}} | {{#lsth:DBFZ/Frieza/Data|j.214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 461: | Line 461: | ||
{{#lsth:DBFZ/Frieza/Data|Knocked Down > [HS]}} | {{#lsth:DBFZ/Frieza/Data|Knocked Down > [HS]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Costs 3 Ki Gauges. | * Costs 3 Ki Gauges. | ||
* Invulnerable during active frames. | * Invulnerable during active frames. | ||
Line 479: | Line 479: | ||
{{#lsth:DBFZ/Frieza/Data|214HS}} | {{#lsth:DBFZ/Frieza/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 502: | Line 502: | ||
{{#lsth:DBFZ/Frieza/Data|Golden Frieza ends > [S]}} | {{#lsth:DBFZ/Frieza/Data|Golden Frieza ends > [S]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. |
Revision as of 15:21, 7 April 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 |
Template:AttackDataHeader-DBFZ
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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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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 |
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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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 |
Template:AttackDataHeader-DBFZ
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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 |
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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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.