DBFZ/Frieza: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Frieza|discord=https://discord.gg/fyUQsck}}
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Frieza|discord=https://discord.gg/fyUQsck}}
======<span style="visibility:hidden;font-size:0">overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{UnderConstructionDisclaimer}}
{{UnderConstructionDisclaimer}}
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{{FlexContainer}}
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{{FP Box
{{FP Box
|header=Overview
|header=Overview
|content=Frieza is a zoner. Pew pew.
|content=Frieza is designed to be a zoner, and he's a very good one on paper; he has several fast projectiles that cover many different angles, good normals with longer range than average, and excellent assists that are frustrating to deal with. The problem is that DBFZ is very rushdown-oriented, meaning that most of the cast has just as many options (more in some cases) for getting in on him. Freiza simply can't keep his distance forever, so it's important to know what to do when the fight gets close and personal. Fortunately, Freiza has enough options up close to at least hold his own, and when he transforms into Golden Freiza, he becomes an absolute monster. This combined with the fact that Sparking Blast extends the length of his transformation means that he is usually played as an anchor, where the damage buffs from Golden, Sparking, AND Limit Break make him DBFZ's king of comebacks.
{{Bio
{{Bio
| name = Frieza
| name = Frieza
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{{FP TOC|game=DBFZ}}
{{FP TOC}}
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{{FP Box
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Often useful after a vanish extension.
Often useful after a vanish extension.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">5M</font>======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">5H</font>======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">5S</font>======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
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Can be followed up with 236M > Vanish.
Can be followed up with 236M > Vanish.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">2L</font>======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
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* 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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">2M</font>======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
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* Frieza's main low normal.
* Frieza's main low normal.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">2H</font>======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">2S</font>======
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
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Mostly a combo filler.
Mostly a combo filler.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">6M</font>======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|name=6M
|name=6M
|image=DBFZ_Frieza_6M.png |caption=
|image=DBFZ_Frieza_6M.png |caption=  
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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* Universal overhead.
* Universal overhead.
}}
}}
}}<nowiki/>
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
======<font style="visibility:hidden;font-size:0">j.L</font>======
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* Hits at a downward angle, useful for IAD-pressure.
* Hits at a downward angle, useful for IAD-pressure.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">j.M</font>======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
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Same startup as his j.L, quite a powerful button.
Same startup as his j.L, quite a powerful button.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">j.H</font>======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
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* Smash hit causes sliding knockdown.
* Smash hit causes sliding knockdown.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">j.S</font>======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
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† 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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">j.2H</font>======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">j.2S</font>======
======<font style="visibility:hidden;font-size:0">j.2S</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Death Slash</font>======
======<font style="visibility:hidden;font-size:0">Death Slash</font>======
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Can be casted 2 times in a row to combo in itself.
Can be casted 2 times in a row to combo in itself.
}}
}}
}}<nowiki/>
}}
 
======<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 335:
Good as a combo ender before going into Supers.
Good as a combo ender before going into Supers.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">Death Saucer</font>======
======<font style="visibility:hidden;font-size:0">Death Saucer</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<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 370:
* Ground bounces on airborne opponent. Keeps grounded opponent standing.
* Ground bounces on airborne opponent. Keeps grounded opponent standing.
}}
}}
}}<nowiki/>
}}
 
==Z Assists==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
======<font style="visibility:hidden;font-size:0">Assist A</font>======
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">Assist B</font>======
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">Assist C</font>======
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
{{MoveData
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* Same properties as 5H
* Same properties as 5H
}}
}}
}}<nowiki/>
}}
 
==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Death Ball</font>======
======<font style="visibility:hidden;font-size:0">Death Ball</font>======
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">Nova Strike</font>======
======<font style="visibility:hidden;font-size:0">Nova Strike</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<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
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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.
}}
}}
}}<nowiki/>
}}
 
======<font style="visibility:hidden;font-size:0">Golden Frieza</font>======
======<font style="visibility:hidden;font-size:0">Golden Frieza</font>======
{{MoveData
{{MoveData
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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.
}}
}}
}}<nowiki/>
}}
 
======<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
|name=Sorbet's Ray Gun
|name=Sorbet's Ray Gun
|input=S when Golden Frieza ends
|input=S when Golden Frieza ends
|image=DBFZ_Frieza_SorbetsRayGun.png |caption=''"L-lord Frieza!"''
|image=DBFZ_Frieza_SorbetsRayGun.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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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.
}}
}}
}}<nowiki/>
}}


==External References==
==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 20:31, 11 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Template-info.png 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 designed to be a zoner, and he's a very good one on paper; he has several fast projectiles that cover many different angles, good normals with longer range than average, and excellent assists that are frustrating to deal with. The problem is that DBFZ is very rushdown-oriented, meaning that most of the cast has just as many options (more in some cases) for getting in on him. Freiza simply can't keep his distance forever, so it's important to know what to do when the fight gets close and personal. Fortunately, Freiza has enough options up close to at least hold his own, and when he transforms into Golden Freiza, he becomes an absolute monster. This combined with the fact that Sparking Blast extends the length of his transformation means that he is usually played as an anchor, where the damage buffs from Golden, Sparking, AND Limit Break make him DBFZ's king of comebacks.

"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.


Frieza
DBFZ Frieza Portrait.png

Normal Moves

5L
5L
DBFZ Frieza 5L.png
DBFZ Frieza 5LL.png
DBFZ Frieza 5LLL.png
"HOHOHOHO. I call this the Krillin killer"
Template:AttackDataHeader-DBFZ
5L
  • Standard 5L.
5LL
  • Standard 5LL.
5LLL
  • Tracks fullscreen.
  • At very close range, the explosion sends them outward. Otherwise, it sends them inward.

Often useful after a vanish extension.

5M
5M
DBFZ Frieza 5M.png
Template:AttackDataHeader-DBFZ
  • Deceptively good range.

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

5H
5H
DBFZ Frieza 5H.png
"Filthy monkey, meet General Mountain!"
Template:AttackDataHeader-DBFZ
  • 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
5S
DBFZ Frieza 5S.png
Template:AttackDataHeader-DBFZ
  • Hold or mash S to shoot all 6 Ki blasts.
  • Sixth hit launches and wall bounces.

Can be followed up with 236M > Vanish.

2L
2L
DBFZ Frieza 2L.png
Killing with style
Template:AttackDataHeader-DBFZ
  • Low-hitting 2L. Not the best range, but quite useful as a low nonetheless.
2M
2M
DBFZ Frieza 2M.png
"I Whip My Tail Back And Forth!"
Template:AttackDataHeader-DBFZ
  • Frieza's main low normal.
2H
2H
DBFZ Frieza 2H.png
KILLER QUEEN
Template:AttackDataHeader-DBFZ
  • Can't be super dashed through.
  • Counts as a projectile, so certain moves can beat it (Janemba 22S, Z Broly 214S)

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

2S
2S
DBFZ Frieza 2S.png
THOT VAPORIZER!
Template:AttackDataHeader-DBFZ
  • 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
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.
j.L
j.L
DBFZ Frieza jL.png
Template:AttackDataHeader-DBFZ
  • Hits at a downward angle, useful for IAD-pressure.
j.M
j.M
DBFZ Frieza jM.png
Template:AttackDataHeader-DBFZ
  • Second hit has much longer range.
  • Great air-to-air normal.

Same startup as his j.L, quite a powerful button.

j.H
j.H
DBFZ Frieza jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Smash hit wall bounces.
j.H
  • Heavy with a fairly good reach.
  • Smash hit causes sliding knockdown.
j.S
j.S
DBFZ Frieza jS.png
Template:AttackDataHeader-DBFZ
  • Hold or mash S to shoot all 3 blasts.
  • Piercing projectiles that also beat Super Dash, sending the opponent full screen.
  • Third hit wall bounces.

† Despite being a projectile, can be anti-air'd by Head invulnerable attacks.

j.2H
j.2H Template:AttackDataHeader-DBFZ
  • 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
j.2S
DBFZ Frieza j2S.png
Template:AttackDataHeader-DBFZ
  • Fires a ki blast in a downward angle.

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

Special Moves

Death Slash
Death Slash
236L/M/H
DBFZ Frieza DeathSlash.png
'"SCREW THIS AREA IN PARTICULAR"'
Template:AttackDataHeader-DBFZ
L
  • Explodes the ground in front of Frieza.

Frieza's main way of safely ending blockstrings.

M
  • 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
  • 2 explosions that covers the entire screen.

A good way to catch people trying to do anything. Can be casted 2 times in a row to combo in itself.

You might not survive this time
You might not survive this time
236S (Air OK)
DBFZ Frieza YouMightNotSurviveThisTime.png
"Gotcha~!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Smash at point blank, the opponent will be locked inside the ball before it starts traveling, explodes once it touches the wall.
  • On Smash hit, becomes full invulnerable until after recovery.
  • Cancelling the move will cause the ball to explode early.

Good as a combo ender before going into Supers.

Death Saucer
Death Saucer
214S
DBFZ Frieza DeathSaucer.png
"HEY, MONKEY! YOU FORGOT YOUR PIZZAS!"
Template:AttackDataHeader-DBFZ
  • 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. Use 5L afterwards to catch jumps/vanish ect.

Warp Smash
Warp Smash
22S
DBFZ Frieza WarpSmash.png
"SURPRISE, B*TCH!"
Template:AttackDataHeader-DBFZ
  • 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.

Z Assists

Assist A
Death Slash
Assist A KABOOM
Template:AttackDataHeader-DBFZ
  • Hits slightly closer than the M version.
  • The damage buff from Golden Frieza applies to this assist as well.
  • Has a minimum distance, stunting it's use.

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

Assist B
You might not survive this time
Assist B
DBFZ Frieza YouMightNotSurviveThisTime.png
Template:AttackDataHeader-DBFZ
  • The damage buff from Golden Frieza applies to this assist as well
  • Large enough hitbox to catch vanishes.

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.

Assist C
Psychokinesis
Assist C
DBFZ Frieza 5H.png
DOOM ROCKS
Template:AttackDataHeader-DBFZ
  • Fast start up
  • Good screen carry
  • Same properties as 5H

Super Moves

Death Ball
Death Ball
236L+M or 236H+S (Air OK)
DBFZ Frieza DeathBall.png
"I'll reduce you and this entire planet to dust!" ""DIEEEE!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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 DHC and then get an extension afterward, usually in the form of air DR or j.H.

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.

Nova Strike
Nova Strike
214L+M (Air OK)
DBFZ Frieza NovaStrike.png
"I'll shut you up for good!"
DBFZ Frieza NovaStrike-2.png
"EEEEYAAAAAAAAAA!!!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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!
You must die by my hand!
Hold 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
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  • 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
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*
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The Emperor comes to reclaim his throne. Just don't run out of time.

  • Costs 3 Ki Gauges. Can only be done once per match. Inputting 214H+S again will deactivate Golden Frieza.
  • 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. The timer is paused when he's tagged out or when he's in Sparking.
  • 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.

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.

Sorbet's Ray Gun
Sorbet's Ray Gun
S when Golden Frieza ends
DBFZ Frieza SorbetsRayGun.png
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  • Costs 1 Ki Gauge.
  • Minimum damage: 840.
  • Has some invulnerability and hits opponent during timestop.
  • Crumples grounded opponent, 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.

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.

External References

Navigation

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.

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