DBFZ/Frieza: Difference between revisions

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m (→‎5LL: Added note about extended 5LL range)
(→‎Normal Moves: Updating Frieza's whole normals segment to be mostly up to date with the August 2021 changes)
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* 5LLL tracks fullscreen.
* 5LLL tracks fullscreen.
* At very close range, the explosion sends them outward. Otherwise, it sends them inward.
* At very close range, the explosion sends them outward. Otherwise, it sends them inward.
* Counts as a Ki Blast.
* No longer counted as a ki-blast so this will beat superdash.
Often useful after a vanish extension.
Often useful after a vanish extension.
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* Absolutley bonkers range, goes almost full screen, like Bardock's 236L.
* Absolutley bonkers range, goes full screen, like Bardock's 236L.
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, is -3 when used at max range.
Also allows Golden Frieza to combo off of 5S hitting.
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* 1S shoots almost horizontally, 2S shoots at a 30 degree angle, 3S shoots at a 60 degree angle.
* 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.
Good range and covers some useful anti-air angles, can also be cancelled into 2H even on whiff making this very safe to use when the enemy is jumping in neutral.


Mostly a combo filler.
Good combo and neutral tool.
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* Hits at a downward angle, useful for IAD-pressure.
* Hits at a downward angle, useful for IAD-pressure.
* Ridiculously fast as an IAD crossup, but can only be converted with meter.
* Ridiculously fast as an IAD crossup, can be converted off of with j.2S into a superdash combo.
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* First hit has no range at all, second hit has much longer range.
* First hit has no range at all, second hit has much longer range.
* Great air-to-air normal.
* Great air-to-air normal.
The first hit has the same startup as his j.L, making it excellent for combos. Just don't use it for IAD overheads or pressure, the first hit will miss.
The first hit has the same startup as his j.L, making it excellent for combos.
Be careful using on smaller characters for IAD overheads or pressure, the first hit will miss.
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* Fires a ki blast in a downward angle.
* Fires a ki blast in a downward angle.
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 off of an IAD j.L or into j.2H for knockdowns.
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Revision as of 15:10, 2 September 2021

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.

Template:CharaOverview

Normal Moves

5L

5M

5H

5S

2L

2M

2H

2S

6M

j.L

j.M

j.H

j.S

j.2H

j.2S

Special Moves

Death Slash

236L/M/H


You might not survive this time

236S (Air OK)

Death Saucer

214S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

22S

Z Assists

Assist A

Death Slash

Assist B

You might not survive this time

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

Super Moves

Death Ball

236L+M or 236H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

214L+M (Air OK)

You must die by my hand!

[H+S] while knocked down

Golden Frieza

214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

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.
  • LOOPS

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

S when Golden Frieza ends

External References

Navigation

To edit frame data, edit values in DBFZ/Frieza/Data.

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