DBFZ/Frieza: Difference between revisions

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|pros=  
|pros=  
* '''Powerful Space-Control:''' Loads and loads of projectiles to keep the enemy at bay.
* '''Powerful Space-Control:''' Loads and loads of projectiles to keep the enemy at bay.
* '''Incredible EX Move:''' {{MiniMoveCard|game=DBFZ|chara=Frieza|input=236H|label=EX Death Slash}} is an instant screenfiller that only costs half a bar and is safe.
* '''Incredible EX Move:''' {{MiniMoveCard|game=DBFZ|chara=Frieza|input={{clr|3|236H}}|label=EX Death Slash}} is an instant screenfiller that only costs half a bar and is safe.
* '''Good Pressure:''' Solid framedata, especially on {{MiniMoveCard|game=DBFZ|chara=Frieza|input=2M|label=2M}}, and a pressure reset in {{MiniMoveCard|game=DBFZ|chara=Frieza|input=214S|label=Death Saucer}} that simultaneously enables tricky mixups.
* '''Good Pressure:''' Solid framedata, especially on {{MiniMoveCard|game=DBFZ|chara=Frieza|input={{clr|2|2M}}|label=2M}}, and a pressure reset in {{MiniMoveCard|game=DBFZ|chara=Frieza|input={{clr|4|214S}}|label=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.
* '''Good Support Value:''' Fast, powerful and annoying assists that allow him to go just about anywhere on a team.
* '''Golden Frieza:''' {{MiniMoveCard|game=DBFZ|chara=Frieza|input=214HS|label=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.
* '''Golden Frieza:''' {{MiniMoveCard|game=DBFZ|chara=Frieza|input=214HS|label=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.
|cons=  
|cons=  
* '''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={{clr|1|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={{clr|4|2S}}|label=2S}} and it's variations. His {{MiniMoveCard|game=DBFZ|chara=Frieza|input={{clr|3|2H}}|label=2H}} also has a blindspot directly above him.
* '''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.
* '''Mix-up:''' Although Death Saucer gives Frieza left-right mixups, his {{MiniMoveCard|game=DBFZ|chara=Frieza|input={{clr|2|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.}}
}}
}}


==Normal Moves==
==Normal Moves==
===<big>5{{clr|2|L}}</big>===
===<big>{{clr|1|5L}}</big>===
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==== ====
==== ====
* Standard 5L.
* Standard {{clr|1|5L}}.
----
----
* A far reaching 5LL that's -2 when blocked at max range.
* A far reaching {{clr|1|5LL}} that's -2 when blocked at max range.
----
----
* 5LLL tracks fullscreen.
* {{clr|1|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.
* No longer counted as a ki-blast so this will beat superdash.
* No longer counted as a ki-blast so this will beat superdash.
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===<big>5{{clr|3|M}}</big>===
===<big>{{clr|2|5M}}</big>===
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==== ====
==== ====


* Absolutley bonkers range, goes full screen, like Bardock's 236L.
* Absolutley bonkers range, goes full screen, like Bardock's {{clr|1|236L}}.
Hops over a few lows, and is very useful in both combos and blockstrings, is -3 when used at max range.
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.
Also allows Golden Frieza to combo off of {{clr|4|5S}} hitting.
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===<big>5{{clr|5|H}}</big>===
===<big>{{clr|3|5H}}</big>===
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===<big>5{{clr|4|S}}</big>===
===<big>{{clr|4|5S}}</big>===
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* Hold or mash S to shoot all 6 Ki blasts.
* Hold or mash S to shoot all 6 Ki blasts.
* Sixth hit launches and wall bounces.
* Sixth hit launches and wall bounces.
Can be followed up with 236M > Vanish. More useful than some other Ki Blasts due to how it pierces opponents, potentially stopping assist calls. Other than that, it's pretty average and loses to Z Broly.
Can be followed up with {{clr|2|236M}} > Vanish. More useful than some other Ki Blasts due to how it pierces opponents, potentially stopping assist calls. Other than that, it's pretty average and loses to Z Broly.
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===<big>2{{clr|2|L}}</big>===
===<big>{{clr|1|2L}}</big>===
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==== ====
==== ====


* Low-hitting 2L. Not the best range, but quite useful as a low nonetheless.
* Low-hitting {{clr|1|2L}}. Not the best range, but quite useful as a low nonetheless.
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===<big>2{{clr|3|M}}</big>===
===<big>{{clr|2|2M}}</big>===
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===<big>2{{clr|5|H}}</big>===
===<big>{{clr|3|2H}}</big>===
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* Leaves a blind spot over Frieza's head
* Leaves a blind spot over Frieza's head


Despite looking like it and his {{MiniMoveCard|game=DBFZ|chara=Frieza|input=5H|label=5H}} 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 {{MiniMoveCard|game=DBFZ|chara=Frieza|input=214S|label=Death Saucer}}, as you are likely already crouching - enabling a full followup with SKD afterwards.
Despite looking like it and his {{MiniMoveCard|game=DBFZ|chara=Frieza|input={{clr|3|5H}}|label=5H}} 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 {{MiniMoveCard|game=DBFZ|chara=Frieza|input={{clr|4|214S}}|label=Death Saucer}}, as you are likely already crouching - enabling a full followup with SKD afterwards.
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===<big>2{{clr|4|S}}</big>===
===<big>{{clr|4|2S}}</big>===
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==== ====
==== ====


* 1S shoots almost horizontally, 2S shoots at a 30 degree angle, 3S shoots at a 60 degree angle.
* {{clr|4|1S}} shoots almost horizontally, {{clr|4|2S}} shoots at a 30 degree angle, {{clr|4|3S}} shoots at a 60 degree angle.
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.
Good range and covers some useful anti-air angles, can also be cancelled into {{clr|3|2H}} even on whiff making this very safe to use when the enemy is jumping in neutral.


Good combo and neutral tool.
Good combo and neutral tool.
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===<big>6{{clr|3|M}}</big>===
===<big>{{clr|2|6M}}</big>===
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===<big>j.{{clr|2|L}}</big>===
===<big>{{clr|1|j.L}}</big>===
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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, can be converted off of with j.2S into a superdash combo.
* Ridiculously fast as an IAD crossup, can be converted off of with {{clr|4|j.2S}} into a superdash combo.
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===<big>j.{{clr|3|M}}</big>===
===<big>{{clr|2|j.M}}</big>===
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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.
The first hit has the same startup as his {{clr|1|j.L}}, making it excellent for combos.
Be careful using on smaller characters for IAD overheads or pressure, the first hit will miss.
Be careful using on smaller characters for IAD overheads or pressure, the first hit will miss.
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===<big>j.{{clr|5|H}}</big>===
===<big>{{clr|3|j.H}}</big>===
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==== ====
==== ====
* 5LLLLLLL Smash hit wall bounces.
* {{clr|1|5LLLLLLL}} Smash hit wall bounces.
----
----
* j.H is a Heavy with a fairly good reach.
* {{clr|3|j.H}} is a Heavy with a fairly good reach.
* Smash hit causes sliding knockdown.
* Smash hit causes sliding knockdown.
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===<big>j.{{clr|4|S}}</big>===
===<big>{{clr|4|j.S}}</big>===
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===<big>j.2{{clr|5|H}}</big>===
===<big>{{clr|3|j.2H}}</big>===
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==== ====
* Command normal that causes sliding on air hit and an immediate tech on ground hit.
* Command normal that causes sliding on air hit and an immediate tech on ground hit.
Mainly used after j.2S or j.S in the corner for sliding knockdown, will keep the enemy quite close to Frieza.
Mainly used after {{clr|4|j.2S}} or {{clr|4|j.S}} in the corner for sliding knockdown, will keep the enemy quite close to Frieza.
Can also be used as a third sneaky overhead in an IAD string, use sparingly though as it can be 2H'd.
Can also be used as a third sneaky overhead in an IAD string, use sparingly though as it can be {{clr|3|2H}}'d.
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===<big>j.2{{clr|4|S}}</big>===
===<big>{{clr|4|j.2S}}</big>===
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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 off of an IAD j.L or into j.2H for knockdowns.
The angle isn't really great, is mostly used to combo off of an IAD {{clr|1|j.L}} or into {{clr|3|j.2H}} for knockdowns.
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==Special Moves==
==Special Moves==
===<big>Death Slash</big>===
===<big>Death Slash</big>===
<span class="input-badge">'''236{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}'''</span>
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
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==== ====
==== ====
* 236L explodes the ground in front of Frieza.
* {{clr|1|236L}} explodes the ground in front of Frieza.
Frieza's main way of safely ending blockstrings.
Frieza's main way of safely ending blockstrings.
----
----
* 236M explodes the ground on the other half of the screen. Doesn't reach fullscreen.
* {{clr|2|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.
Can be used after a long-range {{clr|3|5H}} or {{clr|4|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.
* {{clr|3|236H}} creates 2 explosions that covers the entire screen.
A good way to catch people trying to do ''anything''.
A good way to catch people trying to do ''anything''.
Can be casted 2 times in a row to combo in itself.
Can be casted 2 times in a row to combo in itself.
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===<big>You might not survive this time</big>===
===<big>You might not survive this time</big>===
<span class="input-badge">'''236{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
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===<big>Death Saucer</big>===
===<big>Death Saucer</big>===
<span class="input-badge">'''214{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|4|214S}}'''</span>
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* Discs merely launch going forward, but cause a sliding knockdown to the opponent on the way back.
* 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).
* 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.
* Can be crouched under, including {{clr|1|L}}+{{clr|4|S}} Ki Charge.
* Disappear if Frieza's hit or tagged out, but not if he blocks.
* 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.
Frieza is always plus after using this in a blockstring, so it's a very strong blockstring ender. Use {{clr|1|5L}} afterwards to catch jumps/vanish ect.
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===<big>Warp Smash</big>===
===<big>Warp Smash</big>===
<span class="input-badge">'''22{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|4|22S}}'''</span>
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* Fast start up
* Fast start up
* Good screen carry
* Good screen carry
* Same properties as 5H
* Same properties as {{clr|3|5H}}
It isn't much, but it's to be noted that the assist does an extra hit and extra damage while used at point blank range.
It isn't much, but it's to be noted that the assist does an extra hit and extra damage while used at point blank range.
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==Super Moves==
==Super Moves==
===<big>Death Ball</big>===
===<big>Death Ball</big>===
<span class="input-badge">'''236{{clr|2|L}}+{{clr|3|M}} or 236{{clr|5|H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
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* Costs 1 Ki Gauge.
* Costs 1 Ki Gauge.
* L+M version throws towards the middle of the screen, H+S version throws towards the edge of the screen.
* {{clr|1|L}}+{{clr|2|M}} version throws towards the middle of the screen, H+{{clr|4|S}} version throws towards the edge of the screen.
* Minimum damage: 4*N, 754.
* 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.
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 {{clr|3|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.
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.
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===<big>Nova Strike</big>===
===<big>Nova Strike</big>===
<span class="input-badge">'''214{{clr|2|L}}+{{clr|3|M}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} (Air OK)'''</span>
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===<big>You must die by my hand!</big>===
===<big>You must die by my hand!</big>===
<span class="input-badge">'''[{{clr|5|H}}+{{clr|4|S}}] while knocked down'''</span>
<span class="input-badge">'''[{{clr|3|H}}+{{clr|4|S}}] while knocked down'''</span>
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Frieza_YouMustDieByMyHand.png |HAHAHA YES, THE ULTIMATE WAKEUP TOOL
DBFZ_Frieza_YouMustDieByMyHand.png |HAHAHA YES, THE ULTIMATE WAKEUP TOOL
DBFZ_Frieza_YouMustDieByMyHand-2.png |THEY'LL NEVER SEE IT COMING
DBFZ_Frieza_YouMustDieByMyHand-2.png |THEY'{{clr|1|LL}} NEVER SEE IT COMING
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===<big>Golden Frieza</big>===
===<big>Golden Frieza</big>===
<span class="input-badge">'''214{{clr|5|H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|3|214H}}+{{clr|4|S}}'''</span>
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The Emperor comes to reclaim his throne. Just don't run out of time.
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.
* Costs 3 Ki Gauges. Can only be done once per match. Inputting {{clr|3|214H}}+{{clr|4|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.
* 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.
* 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.
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Does hit off sliding knockdowns but since the shot is small and goes quite high up, it requires strict timings.
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.
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 {{clr|1|5L}}. Comboing after this Super doesn't receive Super scaling.
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Revision as of 21:03, 10 April 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 5H
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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 Saucer
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, 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.

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation