Dragon Ball Competitive
Welcome to Dragon Ball Competitive, your source for your DBZ metagaming!

You are currently not logged in to the forums. To post on the forums, you must login to an existing account. If you have not registered an account yet, please do so. It's very simple and only takes a few minutes!

Enjoy your stay!

Join the forum, it's quick and easy

Dragon Ball Competitive
Welcome to Dragon Ball Competitive, your source for your DBZ metagaming!

You are currently not logged in to the forums. To post on the forums, you must login to an existing account. If you have not registered an account yet, please do so. It's very simple and only takes a few minutes!

Enjoy your stay!
Dragon Ball Competitive
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Frieza Strategy/Combo thread

2 posters

Go down

Frieza Strategy/Combo thread Empty Frieza Strategy/Combo thread

Post by TrollCapAmerica Tue Apr 27, 2010 8:11 am

Welcome to our 5th character thread and the 1st requested by a board
member.This time we get to do Frieza one of the best villains in the
series and a surprisingly good character in a game with stuff that was
light years beyond him in the series.Theres few things more satisfying
than smashing Majin Buu's or SSJ3+'es with THE most powerful being in
the universe Frieza Strategy/Combo thread Biggrin

Pros

Pretty good reach without speed problems
Insane reach in 2nd and 3rd forms
At least one combo starter on every chain a special starter and juggle throw giving hordes of attack options
An UN-TCable lv2 Death move in 3rd form or higher
Can transform at 3 baseline even at the start of a match and 4 transformations total

Cons
His LV2 DM cant cause full fatigue
His large forms can whiff attacks on either on smaller characters or in ground combos with Death beam
Cant reuse transformations after fatigue which means each time you transform is a one shot combo starter
Despite having 4 transformation his baseline never goes above 4

Primary starters

>P,P,P,K,K-
<P,P,P,P-
<P+K.K.K*
P+G ]Juggle throw]

Heavy Slam-A dashing Thrust Punch.Its one of the best HSs in the game
having huge reach even without the way he slides forward during it
along with good speed.You can actually cancel this over and over again
to wavedash extremely fast across the screen

Death moves/Ultimate

Death Beam-A lv1 300 damage basic Ki blast.Its fairly fast and has good
recovery making it a little harder to counter if throw out alone.Be
careful in your large forms though since it comes out at shoulder/neck
level it can sometimes whiff right over an opponents head in those
forms depending on their stun animation

Death Wave-A lv2 "Burst" right in front of Frieza that cant be
teleport-countered[despite it not saying that in the movelist].This
move can only be used in 3rd form or higher and while it cant cause
full fatigue it sends them flying so they could hit a wall and that ill
fatigue them.It is actually 2 hits that causes 247 each totaling 494 in
3rd form and is your primary source for damage.Damage is technically a tad bit low but its still not TCable

Death Ball-Requies 5 Ki and Final form or higher.A crouch into a
leaping headbutt launcher.Fairly quick but Crap range and sometimes
passes through the enemy for no reason after a HS.Causes 1035/1080
damage on a lose in Final form and 100% Final form and 1725/1800 in
those forms on a win.Considering Friezas comparatively low baseline
inconsistent launcher and for mediocre damage its probably not worth
using
TrollCapAmerica
TrollCapAmerica
Saiyan Moderator
Saiyan Moderator

Posts : 352
Battle Power : 372
Join date : 2009-09-15
Zodiac Signs : Libra Monkey

Back to top Go down

Frieza Strategy/Combo thread Empty Re: Frieza Strategy/Combo thread

Post by TrollCapAmerica Tue Apr 27, 2010 8:12 am

Strategy

Ok Friezas strategy is very dependent on the opponent he is facing.If
your facing a smaller sized character you should stick to base form
until you get at least 5 Ki bars for final or better yet 100% final
form.When up against normal sized characters you can outreach virtually
everyone in the game while in 3rd form.Second form is ok but you dont
get 4 baseline yet no DW no ultimate and a LITTLE less reach than 3rd
form

In most circumstance your best starters are <P,P,P,P- and
>P.P,P,K,K-.Both these moves have alot of reach while moving you
forward a good deal

Your <P gets alot better in your larger forms just due to the much
bigger limbs but in your smaller forms the range is just a tad shorter
than you would like.The second hit juggles but the 3rd hit ground
resets taking an opponent out of the air and putting them on the ground
stunned.This isnt just bad for juggles or combo filler but can also be
used to combo off things like CH E shots low juggles or guard breaks

His >P doesnt have great reach per say but you move forward alot and
its a fast chain ending in an axe kick cancel,This is a good chain in
every form and will probably carry you more often in smaller forms.You
can connect this chain after almost anything and can connect whatever
you want off it.

<P+K is a special starter where Frieza swipes with his tail.When
used alone its a great poke since the tail reaches a looonnnnnggg way
but Frieza doesnt move forward at all.There might be alot of times when
DW has filled their fatigue but not dizzied and throwing this out will
give you the love tap needed to get a full charged HS+DW.Turning it
into <P+K,K,K will make it a stun combo where Frieza lunges after
the tail swipe.The stun time is really good and you ended up right next
to the opponent but since there are no cancels off it never use this
full chain on a blocking opponent

Friezas juggle starting throw is downright evil.You have tons of reach
and ways to get inside along with great cancels so your always a threat
to hit this thing.Since you have <P,P,P,P- you can turn this into a
full ground combo anytime you land it and since you have an UN-TCable
DM you could just throw that out for easy damage

Other starters

Neutral Kick with Frieza is another starter that gets better in large
forms.The moves got good speed but your legs get alot bigger in those
forms suddenly turning them into a great starter.Frieza has 2 choices
with this chain too with K,K,P,P* ending with a hammer fist attack that
almost seems like it has an invisable hit box attatched to his hand
that might land when it looks ,like its just short.Even better your
K,K,K,P-,K*,K-.Thats alot of notations ill admit but basically the P is
an overhead shot that is a chargable stun.The K that follows recovers
fast and stuns a long time but for no reason doent stun in the air.The
final K should be saved for when the attack is blocked since it
actually is an axe kick that somehow knocks down on the first hit

P,P,P- AND >K,K,P*,P- both have chargable stuns on the 3rd hit
making them good starter variations.They only have moderate reach and
speed compared to the other starters but whipping out different
starters and animations on hen forcing them to guess if they should
block counter or break a throw is what Frieza excells at.Frieza only
has a <K* stun as combo filler but its STILL a starter and actually
does negate.>P+K juggles and can be ground reset with <P if you
want.

Combos-Be aware that DB might whiff in ground combos with large forms and DW only works in 3rd or higher form

1 bar

>P,P,P,K,K- K,K,K,P,K* >K,K,P,P- P,P,P,>E

897 in base form in 2nd or 3rd it might need to use a >P+K into <P,P,>E or <E in larger forms

2 bar combos

>P,P,P,K,K-DHS* <P+K,K,K* K,K,K,P,K* <K* >K,K,P,P- P,P,P* <P,P,P,P- gr P,P,P,<E or >E

This causes a low juggle easing some of the usual combo problems with
DB.This should hover around 14-1700 damage depending on your form.DW
lets you get a little more leeway since it can be TCed but you might
wanna omit some hits like <K on higher baseline opponents

Once again 3 Bar combos rarely ever happen but since Frieza cant just
whip out an infinite ill need to add some more info for this
section.Frieza can definitely use every starter now and can add a few
extra hits in with >P+K launcher twice before <P to ground reset
them

Finally you can combo into an ultimate off >P,P,P,K,K- but really why bother?
TrollCapAmerica
TrollCapAmerica
Saiyan Moderator
Saiyan Moderator

Posts : 352
Battle Power : 372
Join date : 2009-09-15
Zodiac Signs : Libra Monkey

Back to top Go down

Frieza Strategy/Combo thread Empty Re: Frieza Strategy/Combo thread

Post by TrollCapAmerica Tue Apr 27, 2010 8:15 am

Frieza ins and outs

Form selection and strats

Ok whatever opponent your up against your ideally going to end up in
either 3rd or 100% final form.You want Death Wave and 4 baseline.The
other forms are just fine for guard breaking but make sure you are
willing to lose a form or that you dont overshoot 3rd while attacking
since you cant get therm back,Your baseline never gets that good you
have no infinite and since you lack a great negating attack that floors
the enemy you have to spend a good amount of time building Ki
especially after using DW.Overall 3rd is your best form because the
reach is insane and its far more useful than 10% more attack from 100%
Final form.Some weird little hit box quirks too.Frieza actually gets a
smaller "body" hit box in his top forms and gets a few pixels smaller
when holding back as he leans with his arms crossed.His first form
actually is as wide as his large forms because of his squat stance

How to break guard and influence people

Frieza laughes at your blocking.He has tons of starters with several of
them being chargable stuns multiple transformations a fast guard break
with auradashing P and his juggle throw.Your never really safe when
Frieza is attacking and with DW you cant really count on TC as
much.Frieza also has multiple options off guard break including
transformations his long ranged and fast Heavy Slam <P which CAN
ground reset off the staggered state and just a simple DW if he broke
your guard and you can TC

Stupid crap that drives me insane about Frieza

Ok you have to be careful when attacking early since you dont want to
gain too much Ki and shoot past 3rd form.You want to make sure you can
hit a DB combo if they are nearly fatigued.You should usually us DW
otherwise just for damage but it can fatigue if they hit a wall giving
you more crap to deal with.Be carefuly with <P+K,K,K* or your
ultimate launcher because in certain situations[Screen moving after a
HS in the air etc] they can whiff through the opponent for no good god
damn reason.Finally you lose comboability in the air with >K,K,P not
working and needing to be dropped to just >K and K,K,K,P* having to
be used since K,K,K,P,K* no longer works.Frieza actually has even more comboable chains than I had listed orioginally but I mostly talked about the ones I tend to use
TrollCapAmerica
TrollCapAmerica
Saiyan Moderator
Saiyan Moderator

Posts : 352
Battle Power : 372
Join date : 2009-09-15
Zodiac Signs : Libra Monkey

Back to top Go down

Frieza Strategy/Combo thread Empty Re: Frieza Strategy/Combo thread

Post by Overlordtico Fri Dec 03, 2010 11:18 pm

Cancels:

fPPPPP- [fast cancel]
fPPPKK-
bPPPP- [ground resets]
KKKP- [fast cancel]
fKPP- [fast cancel]
fKKP-
fKKPP-

Stuns:

PPP*
KP*
KKPP*
KKKP*
KKKPK*
fK*
fKKP*
bP+KKK*

Juggles/Infinites:

fPPPPP- [fast cancel]
fPPPKK- [fast cancel]
bPPPP- [2nd and 3rd forms only]

A gift from me to Cap ^.^
Overlordtico
Overlordtico
Saiyan Veteran
Saiyan Veteran

Gender : Male
Posts : 132
Battle Power : 170
Join date : 2009-09-14
Location : Tampa, FL
Zodiac Signs : Scorpio Snake

https://www.youtube.com/user/underlordtico

Back to top Go down

Frieza Strategy/Combo thread Empty Re: Frieza Strategy/Combo thread

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum