Somewhat weak for a level 3 but has quick startup and as such is a decent wakeup option to make up for this. However it is extremely punishable on block so take caution when using it. The hitbox itself isn't amazing as well, and therefore this isn't really the best wakeup option Frieza has. Useful every once in a blue moon to catch an opponent off guard, but not really worth using frequently as he has his other level 3 for a proper wakeup super and Golden Frieza is able to tank attacks on its startup which makes even that better as a wakeup option.
Somewhat weak for a level 3 but has quick startup and as such is a decent wakeup option to make up for this. However it is extremely punishable on block so take caution when using it. The hitbox itself isn't amazing as well, and therefore this isn't really the best wakeup option Frieza has. Useful every once in a blue moon to catch an opponent off guard, but not really worth using frequently as he has his other level 3 for a proper wakeup super and Golden Frieza is able to tank attacks on its startup which makes even that better as a wakeup option.
Due to the added sliding knockdown on 214S, this move now has a legitimate and stylish use as a combo ender if Frieza deliberately hits himself during a combo with 214S.
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Revision as of 14:38, 11 April 2019
Frieza
Movement Options
Double Jump, Super Jump, 1 Air Dash (2 in Golden form), Dash Type: Run
Play-style
Zoning
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 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.
HOOOHOHOHOHO
Subpar solo combo damage, unless paired with the right assist or in Golden form
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.
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.
Recovery on Smash hit: Total 66 Rocks spawn on frame 9 and can clash with other projectiles even while their active frames are deactivated
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.
Good for controlling ground space.
Unique Lv 1 projectiles that can't be super dashed through.
Reaches fullscreen, can be canceled into 5S, 236M or super dash even from range. In close the move is unsafe, but can be gatlinged into 2H or canceled to 236L for safety.
Despite the rocks being nullified by Broly's Powered Shell, the initial smash hit will break through it.
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.
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.
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.
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
Comrade Zangief, you have made your country proud.
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.
M
236MM Death Slashspecial
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
-
-
-
-
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.
H
236HH Death Slashspecial
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%
-
-
-
-
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.
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.
Vanishing will cause the ball to explode immediately.
Good at the end of air combos for comboing into Death Ball super, and makes for easy assist extensions provided the assist goes fullscreen or Frieza is in the corner.
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.
The return trip discs can friendly fire and hit Frieza and his assists, which results in a soft knockdown. Note that friendly fire discs scale less and would 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 by L+S Ki Charge.
One of the game's few moves that does notable chip damage.
Can be comboed into by the use of certain assists — notably Android 21, SS Goku, Goku Black, SS Vegeta, Trunks and Tien.
The slow startup and threat to Frieza himself mean that it's not a staple move in neutral, but if you can get it out it can be a good way to control the screen.
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.
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.
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%).
Minimum damage of the explosion is 750.
L+M version throws towards the middle of the screen, H+S version throws towards the edge of the screen.
A useful level 1 super that does additional damage if done from big heights. Because of how slowly this move travels, some characters can be Z-changed into after firing the death ball, have their super hit before the death ball, and recover early enough to get an extension after the death ball, making it an excellent combo tool for certain teams.
Frame 1 invulnerability, lasts until 7 frames after touching the ground.
Additional active frames based on altitude.
Very damaging level 3. Is only a single hit, which means an opponent in sparking blast won't get any regeneration done during the animation, unlike a lot of other level 3s, making it an excellent combo ender. Also provides a hard knockdown. The position Frieza is in after the level 3 connects puts him in a very good spot to get extra pressure, especially in the corner. It's very easy for the opponent to get caught by a 2M as they don't expect to get up like a hard knockdown, and you can go for a Dragon Rush if you want to read them blocking your follow up. This alone makes it very useful as an ender, and while it isn't groundbreaking for Frieza, it makes it much easier for him to convert into kills if he lands the level 3.
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 down H+S while knocked down
Somewhat weak for a level 3 but has quick startup and as such is a decent wakeup option to make up for this. However it is extremely punishable on block so take caution when using it. The hitbox itself isn't amazing as well, and therefore this isn't really the best wakeup option Frieza has. Useful every once in a blue moon to catch an opponent off guard, but not really worth using frequently as he has his other level 3 for a proper wakeup super and Golden Frieza is able to tank attacks on its startup which makes even that better as a wakeup option.
Due to the added sliding knockdown on 214S, this move now has a legitimate and stylish use as a combo ender if Frieza deliberately hits himself during a combo with 214S.
Golden Frieza
Golden Frieza 214H+S
"This may sound cheap, but I call this form Golden Frieza." *RIDE THE FIRE blaring in the distance*
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.