< DBFZ
No edit summary |
(revmoving <nowiki/>. No longer needed to preserve space) |
||
Line 70: | Line 70: | ||
Often useful after a vanish extension. | Often useful after a vanish extension. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
Line 85: | Line 84: | ||
Hops over a few lows, and is very useful in both combos and blockstrings. | Hops over a few lows, and is very useful in both combos and blockstrings. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
Line 103: | Line 101: | ||
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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
Line 119: | Line 116: | ||
Can be followed up with 236M > Vanish. | Can be followed up with 236M > Vanish. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
Line 133: | Line 129: | ||
* Low-hitting 2L. Not the best range, but quite useful as a low nonetheless. | * Low-hitting 2L. Not the best range, but quite useful as a low nonetheless. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
Line 148: | Line 143: | ||
* Frieza's main low normal. | * Frieza's main low normal. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
Line 164: | Line 158: | ||
A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head. | A quite unconventional 2H, as it has massive horizontal range but lacks coverage above Frieza’s head. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
Line 181: | Line 174: | ||
Mostly a combo filler. | Mostly a combo filler. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
Line 195: | Line 187: | ||
* Universal overhead. | * Universal overhead. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
Line 209: | Line 200: | ||
* Hits at a downward angle, useful for IAD-pressure. | * Hits at a downward angle, useful for IAD-pressure. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
Line 226: | Line 216: | ||
Same startup as his j.L, quite a powerful button. | Same startup as his j.L, quite a powerful button. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
Line 248: | Line 237: | ||
* Smash hit causes sliding knockdown. | * Smash hit causes sliding knockdown. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
Line 265: | Line 253: | ||
† Despite being a projectile, can be anti-air'd by Head invulnerable attacks. | † Despite being a projectile, can be anti-air'd by Head invulnerable attacks. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
Line 280: | Line 267: | ||
j.S > j.2H is an everywhere meterless skd. j.H > j.2H can also be used as a surprise double overhead. | j.S > j.2H is an everywhere meterless skd. j.H > j.2H can also be used as a surprise double overhead. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
{{MoveData | {{MoveData | ||
Line 295: | Line 281: | ||
The angle isn't really great, is mostly used to combo into j.2H for knockdowns. | The angle isn't really great, is mostly used to combo into j.2H for knockdowns. | ||
}} | }} | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Death Slash</font>====== | ======<font style="visibility:hidden;font-size:0">Death Slash</font>====== | ||
Line 328: | Line 313: | ||
Can be casted 2 times in a row to combo in itself. | Can be casted 2 times in a row to combo in itself. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">You might not survive this time</font>====== | ======<font style="visibility:hidden;font-size:0">You might not survive this time</font>====== | ||
{{MoveData | {{MoveData | ||
Line 350: | Line 334: | ||
Good as a combo ender before going into Supers. | Good as a combo ender before going into Supers. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Death Saucer</font>====== | ======<font style="visibility:hidden;font-size:0">Death Saucer</font>====== | ||
{{MoveData | {{MoveData | ||
Line 370: | Line 353: | ||
Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender. Use 5L afterwards to catch jumps/vanish ect. | Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender. Use 5L afterwards to catch jumps/vanish ect. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Warp Smash</font>====== | ======<font style="visibility:hidden;font-size:0">Warp Smash</font>====== | ||
{{MoveData | {{MoveData | ||
Line 387: | Line 369: | ||
* Ground bounces on airborne opponent. Keeps grounded opponent standing. | * Ground bounces on airborne opponent. Keeps grounded opponent standing. | ||
}} | }} | ||
}} | }} | ||
==Z Assists== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
Line 406: | Line 387: | ||
Extremely annoying assist. Forces the opponent to respect you in neutral because of how huge its hitbox is. | Extremely annoying assist. Forces the opponent to respect you in neutral because of how huge its hitbox is. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
Line 423: | Line 403: | ||
A projectile assist that is quite fast and difficult to punish. It is good as an approach tool, working almost like Guile walking in behind a fireball for your point. It has a lot of hitstun at 51f, but has the lowest blockstun in the game for "normal" assists. The blockstun, or lack thereof, makes it nonexistent for blockstring pressure, but handy for tick throw set-ups. Your opponent might also just respect it because it looks like it has far more blockstun than it actually has. | A projectile assist that is quite fast and difficult to punish. It is good as an approach tool, working almost like Guile walking in behind a fireball for your point. It has a lot of hitstun at 51f, but has the lowest blockstun in the game for "normal" assists. The blockstun, or lack thereof, makes it nonexistent for blockstring pressure, but handy for tick throw set-ups. Your opponent might also just respect it because it looks like it has far more blockstun than it actually has. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
Line 440: | Line 419: | ||
* Same properties as 5H | * Same properties as 5H | ||
}} | }} | ||
}} | }} | ||
==Super Moves== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Death Ball</font>====== | ======<font style="visibility:hidden;font-size:0">Death Ball</font>====== | ||
Line 466: | Line 444: | ||
If Frieza is hit with Death Saucer in the middle of this move, he can then combo into You must die by my hand! without suffering from super scaling, as he hasn't entered neutral stance. | If Frieza is hit with Death Saucer in the middle of this move, he can then combo into You must die by my hand! without suffering from super scaling, as he hasn't entered neutral stance. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Nova Strike</font>====== | ======<font style="visibility:hidden;font-size:0">Nova Strike</font>====== | ||
{{MoveData | {{MoveData | ||
Line 490: | Line 467: | ||
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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">You must die by my hand!</font>====== | ======<font style="visibility:hidden;font-size:0">You must die by my hand!</font>====== | ||
{{MoveData | {{MoveData | ||
Line 509: | Line 485: | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Golden Frieza</font>====== | ======<font style="visibility:hidden;font-size:0">Golden Frieza</font>====== | ||
{{MoveData | {{MoveData | ||
Line 531: | Line 506: | ||
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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Sorbet's Ray Gun</font>====== | ======<font style="visibility:hidden;font-size:0">Sorbet's Ray Gun</font>====== | ||
{{MoveData | {{MoveData | ||
Line 552: | Line 526: | ||
By timing the shot as late as possible into Frieza's crumple animation, you can get enough frame advantage for extra followups like Supers or even just run up 5L. Comboing after this Super doesn't receive Super scaling. | By timing the shot as late as possible into Frieza's crumple animation, you can get enough frame advantage for extra followups like Supers or even just run up 5L. Comboing after this Super doesn't receive Super scaling. | ||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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}} |
Revision as of 19:40, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Disclaimer This section is still being written. It may be wildly inaccurate or missing significant data. Please feel free to make edits, but include edit summaries and sources where applicable. |
Overview
Frieza is a zoner. Pew pew.
"Now, start begging for your life! Not that I'll listen...haha!" | |
Lore: | 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. |
Frieza Frieza is a strong zoning character who can push opponents away from him before attacking them with strong projectile attacks.
Pros
Cons
- Powerful Space-Control: Loads and loads of projectiles to keep the enemy at bay.
- Incredible EX Move: EX Death Slash is an instant screenfiller that only costs half a bar and is safe.
- Good Pressure: Solid framedata, especially on 2M, and a pressure reset in Death Saucer that simultaneously enables tricky mixups.
- Good Support Value: Fast, powerful and annoying assists that allow him to go just about anywhere on a team.
- Golden Frieza: 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.
- Zoner in a game favoring Rushdown: Projectiles deal nearly no chip damage, there's no chip kill, and blocking charges meter. Every character is mobile and can punish zoning just by superjumping, or with special moves like Bardock's 236L.
- Anti-Airs: Frieza's ability to stop people from jumping over his projectiles is limited outside of his 2S. His 2H also leaves a blind spot above him and is ignored by projectile immunity.
- Mix-up: Although Death Saucer gives Frieza left-right mixups, his j.M is inadequate for high-low mixup and his other options are quite slow.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
2S
2S | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
j.2S
j.2S | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Death Slash
Death Slash 236L/M/H |
Template:AttackDataHeader-DBFZ |
---|
You might not survive this time
You might not survive this time 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Death Saucer
Death Saucer 214S |
Template:AttackDataHeader-DBFZ |
---|
Warp Smash
Warp Smash 22S |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Death Slash Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
You might not survive this time Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Psychokinesis Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Death Ball
Death Ball 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Nova Strike
Nova Strike 214L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
You must die by my hand!
You must die by my hand! Hold H+S while knocked down |
Template:AttackDataHeader-DBFZ |
---|
Golden Frieza
Golden Frieza 214H+S |
Template:AttackDataHeader-DBFZ |
---|
Sorbet's Ray Gun
Sorbet's Ray Gun S when Golden Frieza ends |
Template:AttackDataHeader-DBFZ |
---|
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.