Difference between revisions of "DBFZ/Frieza"

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;Play-style
 
;Play-style
 
:Zoning
 
:Zoning
 +
;Team Role
 +
:Point
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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|}
 
|}
 
{{#lst:DBFZ/Frieza/Data|Links}}
 
{{#lst:DBFZ/Frieza/Data|Links}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Normals==
 
==Normals==
 
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
{{MoveData
 
{{MoveData
Line 52: Line 53:
 
|name=5L
 
|name=5L
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ|version=yes}}
|version=5L
+
{{!}}-
|damage=400 |guard=All
+
{{AttackVersion|name=5L}}
|startup=7 |active=3 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|5L}}
|description=
+
{{!}}-
 +
{{Description|8|text=
 
* Standard 5L.
 
* Standard 5L.
}}
+
}}
{{AttackData-DBFZ
+
{{AttackVersion|name=5LL}}
|header=no
+
{{#lsth:DBFZ/Frieza/Data|5LL}}
|version=5LL
+
{{!}}-
|damage=700 |guard=All
+
{{Description|8|text=
|startup=10 |active=5 |recovery= |frameAdv=
 
|description=
 
 
* Standard 5LL.
 
* Standard 5LL.
}}
+
}}
{{AttackData-DBFZ
+
{{AttackVersion|name=5LLL}}
|header=no
+
{{#lsth:DBFZ/Frieza/Data|5LLL}}
|version=5LLL
+
{{!}}-
|damage=0, 1000 |guard=All
+
{{Description|8|text=
|startup=13 |active=3 |recovery= |frameAdv=
+
* Tracks fullscreen.
|description=
+
* At very close range, the explosion sends them outward. Otherwise, it sends them inward.
* 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.
+
Often useful after a vanish extension.
}}
+
}}
 
}}
 
}}
  
Line 82: Line 82:
 
|name=5M
 
|name=5M
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=700 |guard=All
+
{{!}}-
|startup=13 |active=5 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|5M}}
|description=
+
{{!}}-
* Standard 5M with deceptively good range. Hops over a few lows, and is very useful in both combos and blockstrings.
+
{{Description|7|text=
}}
+
* Deceptively good range.
 +
Hops over a few lows, and is very useful in both combos and blockstrings.
 +
}}
 
}}
 
}}
  
Line 95: Line 97:
 
|name=5H
 
|name=5H
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=150, 100*8 |guard=All
+
{{!}}-
|startup=9 |active= |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|5H}}
|description=
+
{{!}}-
* Has smash properties at close range.
+
{{Description|7|text=
* 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.
+
* Smash on the first hit, wall bounces.
* Good for controlling ground space.
+
* The rocks themselves keep grounded opponent standing, can't be Super Dashed through, and disappear on Vanish.
* Unique Lv 1 projectiles that can't be super dashed through.
+
Good for controlling ground space.
* 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.
+
Despite the rocks being nullified by Broly's Powered Shell, the initial smash hit will break through it.
}}
+
}}
 
}}
 
}}
  
Line 113: Line 115:
 
|name=5S
 
|name=5S
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=300*1~6 |guard=All
+
{{!}}-
|startup=15 [11] |active= |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|5S}}
|description=
+
{{!}}-
* [] is all Ki blasts after the first one.
+
{{Description|7|text=
* Sixth hit throws enemy back, wallbounces if they reach one.
+
* Hold or mash S to shoot all 6 Ki blasts.
* Can be comboed after by using 236M > Vanish.
+
* Sixth hit launches and wall bounces.
}}
+
Can be followed up with 236M > Vanish.
 +
}}
 
}}
 
}}
  
Line 128: Line 131:
 
|name=2L
 
|name=2L
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=400 |guard=Low
+
{{!}}-
|startup=8 |active=3 |recovery= |frameAdv=
+
{{#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 142: Line 146:
 
|name=2M
 
|name=2M
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=600*2 |guard=Low
+
{{!}}-
|startup=10 |active=4(10)4 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|2M}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Frieza's main low normal.
 
* Frieza's main low normal.
}}
+
}}
 
}}
 
}}
  
Line 155: Line 160:
 
|name=2H
 
|name=2H
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
+
{{!}}-
|startup=17 |active=3 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|2H}}
|description=
+
{{!}}-
* Unique Lv 1 projectile that can't be super dashed through.
+
{{Description|7|text=
* 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.
+
* Can't be super dashed through.
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.
+
A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head.
}}
+
}}
 
}}
 
}}
  
Line 170: Line 175:
 
|name=2S
 
|name=2S
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=700 |guard=All
+
{{!}}-
|startup=15 |active= |recovery=25 |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|2S}}
|description=
+
{{!}}-
* Standard Lv 1 projectile.
+
{{Description|7|text=
* 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.
 +
 
 +
Mostly a combo filler.
 +
}}
 
}}
 
}}
  
Line 184: Line 192:
 
|name=6M
 
|name=6M
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=850 |guard=High
+
{{!}}-
|startup=24 |active=6 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|6M}}
|description=
+
{{!}}-
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.
+
{{Description|7|text=
}}
+
* Universal overhead.
 +
}}
 
}}
 
}}
  
Line 197: Line 206:
 
|name=j.L
 
|name=j.L
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=400 |guard=High
+
{{!}}-
|startup=7 |active=4 |recovery= |frameAdv=
+
{{#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 211: Line 221:
 
|name=j.M
 
|name=j.M
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=600*2 |guard=High
+
{{!}}-
|startup=8 |active=3(9)3 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|j.M}}
|description=
+
{{!}}-
* Great air to air normal.
+
{{Description|7|text=
}}
+
* Second hit has much longer range.
 +
* Great air-to-air normal.
 +
}}
 
}}
 
}}
  
Line 224: Line 236:
 
|name=j.H
 
|name=j.H
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ|version=yes}}
|damage=850 [1000]|guard=High
+
{{!}}-
|startup=13 |active=5 |recovery= |frameAdv=
+
{{AttackVersion|name=5LLLLLLL}}
|description=
+
{{#lsth:DBFZ/Frieza/Data|5LLLLLLL}}
* [] is on Smash hit.
+
{{!}}-
* Heavy with a fairly good reach for Frieza's size.
+
{{AttackVersion|name=j.H}}
* With 2H, Frieza can stagger his falling momentum or pop up higher while rising from a jump.
+
{{#lsth:DBFZ/Frieza/Data|j.H}}
}}
+
{{!}}-
 +
{{Description|8|text=
 +
* Heavy with a fairly good reach.
 +
* Smash hit causes sliding knockdown.
 +
}}
 
}}
 
}}
  
Line 239: Line 255:
 
|name=j.S
 
|name=j.S
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=500*1~3 |guard=All
+
{{!}}-
|startup=15 |active=6(4)6(4)6 |recovery=17 |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|j.S}}
|description=
+
{{!}}-
* Sends the opponent full screen.
+
{{Description|7|text=
* Third hit wallbounces.
+
* Hold or mash S to shoot all 3 Ki blasts.
* Piercing Lv 1 projectile. Loses to super dash.
+
* Piercing projectiles, send the opponent full screen.
}}
+
* Third hit wall bounces.
 +
}}
 
}}
 
}}
  
Line 254: Line 271:
 
|name=j.2H
 
|name=j.2H
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=850 [1000]|guard=High
+
{{!}}-
|startup=18 |active=5 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|j.2H}}
|description=
+
{{!}}-
* [] is on Smash hit.
+
{{Description|7|text=
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.
+
* Smash on air-to-air. Causes sliding knockdown.
}}
+
j.S > j.2H is an everywhere meterless skd. j.H > j.2H can also be used as a surprise double overhead.
 +
}}
 
}}
 
}}
  
Line 268: Line 286:
 
|name=j.2S
 
|name=j.2S
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=600 |guard=All
+
{{!}}-
|startup=14 |active= |recovery=23 |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|j.2S}}
|description=
+
{{!}}-
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.
+
{{Description|7|text=
}}
+
* Fires a ki blast in a downward angle.
 +
The angle isn't really great, is mostly used to combo into j.2H for knockdowns.
 +
}}
 
}}
 
}}
  
 
==Specials==
 
==Specials==
 
 
====== <font style="visibility:hidden" size="0">Death Slash</font> ======
 
====== <font style="visibility:hidden" size="0">Death Slash</font> ======
 
{{MoveData
 
{{MoveData
Line 284: Line 303:
 
|name=Death Slash
 
|name=Death Slash
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ|version=yes}}
|version=L
+
{{!}}-
|damage=1100 |guard=All
+
{{AttackVersion|name=L}}
|startup=18 |active=5 |recovery=30 |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|236L}}
|description=
+
{{!}}-
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.
+
{{Description|8|text=
236L > Golden Frieza > SD lets you follow up for a short combo.
+
* Explodes the ground in front of Frieza.
}}
+
Frieza's main way of safely ending blockstrings.
{{AttackData-DBFZ
+
}}
|header=no
+
{{AttackVersion|name=M}}
|version=M
+
{{#lsth:DBFZ/Frieza/Data|236M}}
|damage=1100 |guard=All
+
{{!}}-
|startup=18 |active=5 |recovery=35 |frameAdv=
+
{{Description|8|text=
|description=
+
* Explodes the ground on the other half of the screen. Doesn't reach fullscreen.
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.
+
Can be used after a long-range 5H or 5S to tack on some additional damage either by itself, or can be vanished for even more damage.
}}
+
}}
{{AttackData-DBFZ
+
{{AttackVersion|name=H}}
|header=no
+
{{#lsth:DBFZ/Frieza/Data|236H}}
|version=H
+
{{!}}-
|damage=1000*2 |guard=All
+
{{Description|8|text=
|startup=14 |active=9 |recovery=23 |frameAdv=
+
* 2 explosions that covers the entire screen.
|description=
+
A good way to catch people trying to do ''anything''.
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.
+
}}
}}
 
 
}}
 
}}
  
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|name=You might not survive this time
 
|name=You might not survive this time
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ|version=yes}}
|version=Ground
+
{{!}}-
|damage=300*4 [0,400,850] |guard=All
+
{{AttackVersion|name=Ground}}
|startup=17 |active= |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|236S}}
|description=
+
{{!}}-
}}
+
{{AttackVersion|name=Air}}
{{AttackData-DBFZ
+
{{#lsth:DBFZ/Frieza/Data|j.236S}}
|header=no
+
{{!}}-
|version=Air
+
{{Description|8|text=
|damage=300*4 [0,400,850] |guard=All
+
* Smash at point blank, the opponent will be locked inside the ball before it starts traveling, explodes once it touches the wall.
|startup=13 |active= |recovery= |frameAdv=
+
* Cancelling the move will cause the ball to explode early.
|description=
+
Good as a combo ender before going into Supers.
* 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.
 
}}
 
 
}}
 
}}
  
Line 341: Line 355:
 
|name=Death Saucer
 
|name=Death Saucer
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=700*2, 700*2 |guard=All
+
{{!}}-
|startup=38 |active= |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|214S}}
|description=
+
{{!}}-
* Frieza throws 2 discs forward that go full screen and then come back towards him after traveling off screen.
+
{{Description|7|text=
* Each disc causes a soft knockdown going forward, but causes a sliding knockdown '''to the opponent''' on the way back.
+
* Throws 2 discs forward that comes back after traveling off screen.
* 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).
+
* Discs merely launch going forward, but cause a sliding knockdown to the opponent on the way back.
* Can be crouched under, including by L+S Ki Charge.
+
* 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).
* One of the game's few moves that does notable chip damage.
+
* Can be crouched under, including L+S Ki Charge.
* Can be comboed into by the use of certain assists — notably Android 21, SS Goku, Goku Black, SS Vegeta, Trunks and Tien.
+
* Disappear if Frieza's hit or tagged out, but not if he blocks.
* 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.
+
Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender.
}}
+
}}
 
}}
 
}}
  
Line 361: Line 375:
 
|name=Warp Smash
 
|name=Warp Smash
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=900 |guard=All
+
{{!}}-
|startup=34 |active= |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|22S}}
|description=
+
{{!}}-
* Invulnerable from frames 6 to 18
+
{{Description|7|text=
* 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.
+
* Teleports a set distance forward, auto corrects. Can pull the opponent out of the corner.
}}
+
* Invulnerable from frames 4 to 19.
 +
* Ground bounces on airborne opponent. Keeps grounded opponent standing.
 +
}}
 
}}
 
}}
  
 
==Assist==
 
==Assist==
 
{{MoveData
 
{{MoveData
|image=DBFZ_Frieza_AssistDeathSlash.png |caption= The shitty Milly Rock
+
|image=DBFZ_Frieza_AssistDeathSlash.png |caption= KABOOM
 
|input=A1/A2
 
|input=A1/A2
 
|name=Death Slash
 
|name=Death Slash
 
|data=
 
|data=
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ}}
|damage=800 |guard=All
+
{{!}}-
|startup=24 |active= |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|A1/A2}}
|description=
+
{{!}}-
* The damage buff from Golden Install applies to his assist as well.
+
{{Description|7|text=
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.
+
* The damage buff from Golden Frieza applies to this assist as well.
}}
+
* Hits slightly closer than the M version.
 +
Extremely annoying assist. Forces the opponent to respect you in neutral because of how huge its hitbox is.
 +
}}
 
}}
 
}}
  
 
==Supers==
 
==Supers==
 
 
====== <font style="visibility:hidden" size="0">Death Ball</font> ======
 
====== <font style="visibility:hidden" size="0">Death Ball</font> ======
 
{{MoveData
 
{{MoveData
Line 394: Line 411:
 
|name=Death Ball
 
|name=Death Ball
 
|data=   
 
|data=   
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ|version=yes}}
|version=Ground
+
{{!}}-
|damage=30*N, 2000 |guard=All
+
{{AttackVersion|name=Ground}}
|startup=8+4 |active= |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|236LM}}
|description=
+
{{!}}-
}}
+
{{AttackVersion|name=Air}}
{{AttackData-DBFZ
+
{{#lsth:DBFZ/Frieza/Data|j.236LM}}
|header=no
+
{{!}}-
|version=Air
+
{{Description|8|text=
|damage=30*N, 2000 |guard=All
+
* Costs 1 Ki Gauge.
|startup=7+4 |active= |recovery= |frameAdv=
 
|description=
 
* 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.
 
* 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.
+
* 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.
 +
}}
 
}}
 
}}
  
Line 417: Line 430:
 
{{MoveData
 
{{MoveData
 
|image=DBFZ_Frieza_NovaStrike.png |caption='''''"I'll shut you up for good!"'''''
 
|image=DBFZ_Frieza_NovaStrike.png |caption='''''"I'll shut you up for good!"'''''
|image2=DBFZ_Frieza_NovaStrike-2.png |caption2='''''"This is my FULL POWER!"'''''
+
|image2=DBFZ_Frieza_NovaStrike-2.png |caption2='''''"EEEEYAAAAAAAAAA!!!"'''''
 
|input=214L+M (Air OK)
 
|input=214L+M (Air OK)
 
|name=Nova Strike
 
|name=Nova Strike
 
|data=   
 
|data=   
{{AttackData-DBFZ
+
{{AttackDataHeader-DBFZ|version=yes}}
|version=Ground
+
{{!}}-
|damage=4200 |guard=High
+
{{AttackVersion|name=Ground}}
|startup=12+1 |active=6 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|214LM}}
|description=
+
{{!}}-
}}
+
{{AttackVersion|name=Air}}
{{AttackData-DBFZ
+
{{#lsth:DBFZ/Frieza/Data|j.214LM}}
|header=no
+
{{!}}-
|version=Air
+
{{Description|8|text=
|damage=4200 |guard=High
+
* Costs 3 Ki Gauges.
|startup=12+1 |active=6+ |recovery= |frameAdv=
+
* Minimum damage: 1680.
|description=
+
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.
* Minimum damage 1680.
 
* 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.
 
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.
}}
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}}
 
}}
 
}}
  
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|name=You must die by my hand!
 
|name=You must die by my hand!
 
|data=   
 
|data=   
{{AttackData-DBFZ
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{{AttackDataHeader-DBFZ}}
|damage=480*10 |guard=All
+
{{!}}-
|startup=38+2 |active=45 |recovery= |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|Knocked Down > [HS]}}
|description=
+
{{!}}-
 +
{{Description|7|text=
 
* Costs 3 Ki Gauges.
 
* Costs 3 Ki Gauges.
* Invulnerable during active frames.
+
* Minimum damage: 192*10.
* Minimum damage is 192*10.
+
* Only invulnerable during active frames.
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 it's startup which makes even that better as a wakeup option.
+
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.
}}
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}}
 
}}
 
}}
  
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|name=Golden Frieza
 
|name=Golden Frieza
 
|data=   
 
|data=   
{{AttackData-DBFZ
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{{AttackDataHeader-DBFZ}}
|damage= |guard=
+
{{!}}-
|startup=1+0 |active= |recovery=4 |frameAdv=
+
{{#lsth:DBFZ/Frieza/Data|214HS}}
|description=
+
{{!}}-
* Costs 3 Ki Gauges.
+
{{Description|7|text=
 +
* Costs 3 Ki Gauges. Can only be done once per match.
 +
* 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, timer is paused when he's tagged out.
 
* 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.
 
* Startup during combos is fast, so you can go Golden Frieza mid-combo.
* Gains a 20% damage buff for the duration.
+
* Has ~1 second of Ki gain cooldown.
* Has access to reverse beats on both ground and air normals while in Golden state.
+
}}
* Increased movement speed.
 
* Gains access to a second air dash.
 
* Can only be done once per match.
 
* Last about 21 seconds while standing still (about 23 seconds for specials, 30 seconds for normals, 25 seconds for supers).
 
}}
 
 
}}
 
}}
  
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|name=Sorbet's Ray Gun
 
|name=Sorbet's Ray Gun
 
|data=   
 
|data=   
{{AttackData-DBFZ
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{{AttackDataHeader-DBFZ}}
|damage=1200<br>Min: 600 |guard=All
+
{{!}}-
|startup=8+0 |active= |recovery= |frameAdv=
+
{{#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.
+
* Minimum damage: 600.
Does hit off sliding knockdowns but since the shot is small and goes quite high up, it has strict timings and will miss on small characters.
+
* Has some invulnerability and hits opponent during timestop.
}}
+
* Crumples grounded opponent, wall bounces and causes a sliding knockdown on airborne.
 +
Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings.
 +
}}
 
}}
 
}}
  
----
+
==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]]

Latest revision as of 13:17, 10 October 2019

Frieza
DBFZ Frieza Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Air Dash (2 in Golden form), Dash Type: Run
Play-style
Zoning
Team Role
Point

Overview[edit]

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[edit]

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.
  • 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.



Normals[edit]

5L[edit]
5L
DBFZ Frieza 5L.png
DBFZ Frieza 5LL.png
DBFZ Frieza 5LLL.png
"HOHOHOHO"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 13 -4
  • Standard 5L.
5LL 700 All - 10 4 16 -6
  • Standard 5LL.
5LLL 400 / 0,1000 All U3+ 13 3 23 -5
  • Tracks fullscreen.
  • At very close range, the explosion sends them outward. Otherwise, it sends them inward.

Often useful after a vanish extension.


5M[edit]
5M
DBFZ Frieza 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 13 5 17 -6
  • Deceptively good range.

Hops over a few lows, and is very useful in both combos and blockstrings.


5H[edit]
5H
DBFZ Frieza 5H.png
"Filthy monkey, meet General Mountain!"
Damage Guard Smash Startup Active Recovery Frame Adv.
150, 100*8 All U1 13 - 46 (from first active frame) -12
  • Smash on the first hit, wall bounces.
  • The rocks themselves keep grounded opponent standing, can't be Super Dashed through, and disappear on Vanish.

Good for controlling ground space.

Despite the rocks being nullified by Broly's Powered Shell, the initial smash hit will break through it.


5S[edit]
5S
DBFZ Frieza 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*6 All - 11 2 [(11)1*6] 25 -
  • Hold or mash S to shoot all 6 Ki blasts.
  • Sixth hit launches and wall bounces.

Can be followed up with 236M > Vanish.


2L[edit]
2L
DBFZ Frieza 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 13 -4
  • Low-hitting 2L. Not the best range, but quite useful as it's a low.


2M[edit]
2M
DBFZ Frieza 2M.png
DBFZ Frieza 2M-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600*2 Low - 10 4(10)4 14 -2
  • Frieza's main low normal.


2H[edit]
2H
DBFZ Frieza 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 17 3 31 -19
  • Can't be super dashed through.

A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head.


2S[edit]
2S
DBFZ Frieza 2S.png
THOT VAPORIZER!
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 15 1 24 -
  • 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.

Mostly a combo filler.


6M[edit]
6M
DBFZ Frieza 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.


j.L[edit]
j.L
DBFZ Frieza jL.png
Comrade Zangief, you have made your country proud.
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 7 4 - -
  • Hits at a downward angle, useful for IAD-pressure.


j.M[edit]
j.M
DBFZ Frieza jM.png
DBFZ Frieza jM-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600*2 High - 7 2(7)3 - -
  • Second hit has much longer range.
  • Great air-to-air normal.


j.H[edit]
j.H
DBFZ Frieza jH.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5LLLLLLL 850 / 1000 High D2+ 13 5 - -
j.H 850 / 1000 High D1+ 13 5 - -
  • Heavy with a fairly good reach.
  • Smash hit causes sliding knockdown.


j.S[edit]
j.S
DBFZ Frieza jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500*3 All - 15 6 - -
  • Hold or mash S to shoot all 3 Ki blasts.
  • Piercing projectiles, send the opponent full screen.
  • Third hit wall bounces.


j.2H[edit]
j.2H
DBFZ Frieza j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 All D1 18 5 - -
  • Smash on air-to-air. Causes sliding knockdown.

j.S > j.2H is an everywhere meterless skd. j.H > j.2H can also be used as a surprise double overhead.


j.2S[edit]
j.2S
DBFZ Frieza j2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 14 - - -
  • Fires a ki blast in a downward angle.

The angle isn't really great, is mostly used to combo into j.2H for knockdowns.


Specials[edit]

Death Slash[edit]
Death Slash
236L/M/H
DBFZ Frieza DeathSlash.png
'"SCREW THIS AREA IN PARTICULAR"'
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1100 All - 14 5 26 -4
  • Explodes the ground in front of Frieza.

Frieza's main way of safely ending blockstrings.

M 1100 All - 18 5 30 -9
  • Explodes the ground on the other half of the screen. Doesn't reach fullscreen.

Can be used after a long-range 5H or 5S to tack on some additional damage either by itself, or can be vanished for even more damage.

H 1000*2 All - 14 9 20 -5
  • 2 explosions that covers the entire screen.

A good way to catch people trying to do anything.


You might not survive this time[edit]
You might not survive this time
236S (Air OK)
DBFZ Frieza YouMightNotSurviveThisTime.png
"Gotcha~!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 300,300*4 / 0,400,850 All U2 13 - - -20
Air 300,300*4 / 0,400,850 All U2 13 - - -
  • Smash at point blank, the opponent will be locked inside the ball before it starts traveling, explodes once it touches the wall.
  • Cancelling the move will cause the ball to explode early.

Good as a combo ender before going into Supers.


Death Saucer[edit]
Death Saucer
214S
DBFZ Frieza DeathSaucer.png
"HEY, MONKEY! YOU FORGOT YOUR PIZZAS!"
Damage Guard Smash Startup Active Recovery Frame Adv.
700*2, 700*2 All - 33 - - +2
  • 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.


Warp Smash[edit]
Warp Smash
22S
DBFZ Frieza WarpSmash.png
"SURPRISE, B*TCH!"
Damage Guard Smash Startup Active Recovery Frame Adv.
900 All - 34 5 31 -3
  • Teleports a set distance forward, auto corrects. Can pull the opponent out of the corner.
  • Invulnerable from frames 4 to 19.
  • Ground bounces on airborne opponent. Keeps grounded opponent standing.


Assist[edit]

Death Slash
A1/A2
DBFZ Frieza AssistDeathSlash.png
KABOOM
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 24 5 58 -
  • The damage buff from Golden Frieza applies to this assist as well.
  • Hits slightly closer than the M version.

Extremely annoying assist. Forces the opponent to respect you in neutral because of how huge its hitbox is.


Supers[edit]

Death Ball[edit]
Death Ball
236L+M or 236H+S (Air OK)
DBFZ Frieza DeathBall.png
"I'll reduce you and this entire planet to dust!"
DBFZ Frieza DeathBall-2.png
""DIEEEE!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 20*N, 2600 All UDV 8+4 - - -
Air 20*N, 2600 All UDV 7+4 - - -
  • Costs 1 Ki Gauge.
  • 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.


Nova Strike[edit]
Nova Strike
214L+M (Air OK)
DBFZ Frieza NovaStrike.png
"I'll shut you up for good!"
DBFZ Frieza NovaStrike-2.png
"EEEEYAAAAAAAAAA!!!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 4200 High UDV 11+1 - - -
Air 4200 High UDV 11+1 Until Landing - -
  • Costs 3 Ki Gauges.
  • Minimum damage: 1680.

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![edit]
You must die by my hand!
Hold down H+S while knocked down
DBFZ Frieza YouMustDieByMyHand.png
HAHAHA YES, THE ULTIMATE WAKEUP TOOL
DBFZ Frieza YouMustDieByMyHand-2.png
THEY'LL NEVER SEE IT COMING
Damage Guard Smash Startup Active Recovery Frame Adv.
480*10 All UDV 39+2 45 - -
  • Costs 3 Ki Gauges.
  • Minimum damage: 192*10.
  • Only invulnerable during active frames.

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[edit]
Golden Frieza
214H+S
DBFZ Frieza GoldenFrieza.png
"This may sound cheap, but I call this form Golden Frieza."
*RIDE THE FIRE blaring in the distance*
Damage Guard Smash Startup Active Recovery Frame Adv.
- - - 34+0 - - -
  • Costs 3 Ki Gauges. Can only be done once per match.
  • 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, timer is paused when he's tagged out.
  • 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.


Sorbet's Ray Gun[edit]
Sorbet's Ray Gun
S when Golden Frieza ends
DBFZ Frieza SorbetsRayGun.png
"L-lord Frieza!"
Damage Guard Smash Startup Active Recovery Frame Adv.
1200 All UDV 8+0 - - -
  • Costs 1 Ki Gauge.
  • Minimum damage: 600.
  • Has some invulnerability and hits opponent during timestop.
  • Crumples grounded opponent, wall bounces and causes a sliding knockdown on airborne.

Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings.


Navigation[edit]


Ambox notice.png 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.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc