DBFZ/Frieza: Difference between revisions

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* '''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 {{MiniMoveCard|game=DBFZ|chara=Bardock|input=236L|label=Bardock's 236L}}.
* '''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 {{MiniMoveCard|game=DBFZ|chara=Bardock|input=236L|label=Bardock's 236L}}.
* '''Anti-Airs:''' Frieza's ability to stop people from jumping over his projectiles is limited to his {{MiniMoveCard|game=DBFZ|chara=Frieza|input=2S|label=2S}} and it's variations. His {{MiniMoveCard|game=DBFZ|chara=Frieza|input=2H|label=2H}} also has a blindspot directly above him.
* '''Anti-Airs:''' Frieza's ability to stop people from jumping over his projectiles is limited to his {{MiniMoveCard|game=DBFZ|chara=Frieza|input=2S|label=2S}} and it's variations. His {{MiniMoveCard|game=DBFZ|chara=Frieza|input=2H|label=2H}} also has a blindspot directly above him.
* '''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.
* '''Mix-up:''' Although Death Saucer gives Frieza left-right mixups, his {{MiniMoveCard|game=DBFZ|chara=Frieza|input=j.M|label=j.M}} is inadequate for high-low mixup and his other options are quite slow.
|difficulty_rating={{Tt|2(?)|Frieza is not truly difficult, but rather the metagame systematically works to disadvantage the character. Thus, it can be difficult for new players to adapt to his awkward  playstyle.}}
|difficulty_rating={{Tt|2(?)|Frieza is not truly difficult, but rather the metagame systematically works to disadvantage the character. Thus, it can be difficult for new players to adapt to his awkward  playstyle.}}
}}
}}

Revision as of 11:56, 25 February 2022

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

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.
850 All 15 5 29 -18

  • Leaves a blind spot over Frieza's head

Despite looking like it and his 5HDBFZ Frieza 5H.pngGuardAllStartup13RecoveryTotal 55Advantage-13 ~ -3 firing projectiles, this is not treated as a projectile. While there's still a gap over his head, it has huge horizontal range, which can be useful in some mid-range scenarios. It also acts as a very strong followup if the opponent gets hit by Frieza's Death SaucerDBFZ Frieza DeathSaucer.pngGuardAllStartup30RecoveryTotal 61Advantage+2, as you are likely already crouching - enabling a full followup with SKD afterwards.

2S

6M

j.L

j.M

j.H

j.S

j.2H

j.2S

Special Moves

Death Slash

236L/M/H

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.
236L 1100 All 14 5 26 -2
236M 1100 All 14 5 23 -2
236H 1000×2 All 12 9 20 -2

  • 236L explodes the ground in front of Frieza.

Frieza's main way of safely ending blockstrings.


  • 236M 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.


  • 236H creates 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

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.
700×2, 700×2 All 30 Total 61 +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. 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.
250, 175x3 All 19 31 +11

  • 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)

No results
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.

  • 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

No results
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 in Sparking, as well as resetting the timer whenever he's tagged out or an enemy's character dies.
  • 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

Sorbet's Ray Gun

S when Golden Frieza ends

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.
1200 All UDV 8+0

  • 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.

DBFZ/Navigation