DBFZ/Frieza

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Overview[edit]
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.
Playstyle
DBFZ Frieza Icon.png 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[edit]

5L[edit]

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

2S[edit]

6M[edit]


j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

j.2S[edit]

Special Moves[edit]

Death Slash[edit]

236L/M/H


You might not survive this time[edit]

236S (Air OK)

Death Saucer[edit]

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700*2, 700*2 All - 33 - - +2 -

[edit]

  • 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[edit]

22S

Z Assists[edit]

Assist A[edit]

Death Slash

Assist B[edit]

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 number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 20 - - 11 -

[edit]

  • 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[edit]

Psychokinesis

Super Moves[edit]

Death Ball[edit]

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 20*N, 2600 All UDV 8+4 - - - -
Air 20*N, 2600 All UDV 7+4 - - - -

[edit]

  • 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[edit]

214L+M (Air OK)

You must die by my hand![edit]

Hold H+S while knocked down

Golden Frieza[edit]

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 number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 34+0 - - - 1-34 All

[edit]

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[edit]

S when Golden Frieza ends


External References[edit]

Navigation[edit]


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