Freeza Z2
"Consider your services no longer required"
movelist
Axe Kick
Simple overhead move that used to be his standing close Strong Kick.
Tail Lance
Nothing too special about this move besides it's amazing range.
Death Star (launcher)
Main tool for launching enemies into the air after which you can persue them (by pressing Up) with an aircombo. This attack hits three times.
Extended Elbow
If you hold down the Weak Punch button in the air, Freeza will hold out his elbow all the way until he lands on the ground.
Saucer Kick
If you hold down the Medium Kick button in the air, Freeza will do a second spin kick. This second spin kick will also hit twice instead of just once, if you time it right.
Dive Kick
Standard dive kick, makes Freeza descend faster. Keep in mind you can't perform the dive kick at any time during a jump; you have to pass a certain altitude before it becomes usable.
Tail Spin (bounce-juggles)
Main tool for smashing opponents down to the ground during an aircombo. If an aerial opponent is hit by this move, they'll fly to the ground and bounce up upon impact, allowing for a juggle combo.
Superior Dash
An overhead attack, can be chained into from his Focus Attack, as with nearly all 'running' attacks. You are able to combo into a Death Wave when this attack hits.
Head Charge
The Head Charge is a flying headbutt that knocks the opponent away pretty far on impact and has Freeza recoiling off with a backflip. Can be combo'ed into from his Strong normal attacks. The aerial version has Freeza flying down diagonally and puts the opponent into a twisting state, allowing for a juggle combo since Freeza recovers quite fast.
The EX versions is what really makes this a great move; the aerial version acts mostly the same but hits three times, doing alright damage. The ground version hits once and then carries the opponent with Freeza until they collide with the rear wall, with the opponent then bouncing off and Freeza recoiling. During this part, you can combo into any of Freeza's aerial Specials or Supers, one of which is an aerial Head Charge, which puts the opponent into another juggle state, which you can follow up with another EX (ground) Head Charge. You can see how this is a great move and fun combo tool.
The EX versions is what really makes this a great move; the aerial version acts mostly the same but hits three times, doing alright damage. The ground version hits once and then carries the opponent with Freeza until they collide with the rear wall, with the opponent then bouncing off and Freeza recoiling. During this part, you can combo into any of Freeza's aerial Specials or Supers, one of which is an aerial Head Charge, which puts the opponent into another juggle state, which you can follow up with another EX (ground) Head Charge. You can see how this is a great move and fun combo tool.
Death Wave (EX version launches)
This is Freeza's main energy projectile instead of the more conventional Ki Blast. The Death Wave is a projectile that travels across the ground, hitting low. Upon impact, you can supercancel into any of his Supers. The aerial version launches a small energy bullet down to the ground and upon touching the ground, it will become the Death Wave and travel across the ground as usual. When this Death Wave hits you can supercancel like with the ground version, but you can't supercancel when the initial air spark hits the opponent.
The EX version acts as a long-range launcher; when the Death Wave hits the opponent, it explodes and launches them into the air. When you press up, Freeza will teleport next to them into the air, allowing for your aircombo. Note that for the aerial version, it will only launch with the actual Death Wave and not with the initial air spark; that just knocks the opponent down.
The EX version acts as a long-range launcher; when the Death Wave hits the opponent, it explodes and launches them into the air. When you press up, Freeza will teleport next to them into the air, allowing for your aircombo. Note that for the aerial version, it will only launch with the actual Death Wave and not with the initial air spark; that just knocks the opponent down.
Dancing Elbow
A long-range combo starter. At the beginning when Freeza does his little twirl, he has some invincibility, meaning the opponent's attacks will miss him. Then he shoots forward with an elbow attack. The Weak version travels a short distance, while the Strong version covers the entire screen's lenght (and travels REALLY fast) Only the Weak version can be used as a combo extender, as the Medium and Strong version take too long to come out and won't connect as a combo.
To prevent infinites, the move has a combo limiter, in this case meaning that connecting with it a third consecutive time will knock the opponent away instead of just stunning them. The EX version will perform an autocombo upon impact; a knee kick that launches the opponent followed by a teleporting tail flip that knocks them back to the ground.
To prevent infinites, the move has a combo limiter, in this case meaning that connecting with it a third consecutive time will knock the opponent away instead of just stunning them. The EX version will perform an autocombo upon impact; a knee kick that launches the opponent followed by a teleporting tail flip that knocks them back to the ground.
After You / Counterport
Freeza taunts the opponent with a polite gesture. If he's hit with a physical attack during this pose, Freeza will automatically teleport behind the opponent (which are frozen for a few ticks), ready for a counter attack. Freeza is still vurnerable at the first few frames of the animation as well as at the end, after the active window ends. When performed while in Sadism Mode, Freeza will automatically follow the teleport up with a launching knee and a teleporting knockdown tail flip. If hit by a projectile, Freeza will be knocked out of the pose.
Death Beam (LV1)
Very fast energy beam that can break through the opponent's projectiles. Supercancels from Death Wave.
Death Saw (LV1)
Freeza's version of a Destructo Disc, he tosses out a pink disc-shaped energy projectile that after a while stops it's momentum and remains spinning in place, doing multiple hits to the opponent. When performed with the Weak Punch button, it's thrown near Freeza, while the Strong punch version shoots the disc fullscreen. Supercancels from Death Wave.
Death Ball (LV1)
Freeza's most feared move, it's a little bit scaled back here but still very useful. Upon activation, Freeza jumps into the air, charges up his Death Ball and then throws it diagonaly downward. When it hits the opponent, it hits them multiple times and then knocks them away. If it whiffs and hits the ground, it will remain partly sunken into the ground, where it can still damage the opponent, before eventually exploding, which can also harm the opponent if they're near. Upon activation you can hold down the punch button to delay the launch of the Death Ball. Delaying the launch does not make the attack stronger. The aerial version puts Freeza in the charging pose right away without first jumping, as he's already airborne.
Death Beam Barrage (LV2)
A volley of 5 Death Beams in rapid succession! You can supercancel the LV1 version into this Lv2 version.
Death Ball (LV2)
Souped-up Death Ball that does more damage. It will also remain sunken into the ground longer then the Lv1 version does.
Death Ball (LV3)
Enhanced from the Lv2 version, this Lv3 does more damage, will remain sunken into the ground even longer and adds a vacuum effect to it.
Tail Press Nightmare (LV3)
Freeza performs two front flips in a row, hitting with his tail a few times, then jumping into the air with a spinning kick, ending with knocking the opponent away. When performed in Sadism Mode, it adds unique ender attacks depending on how far the Sadism Bar is filled;
Lv1 - Telekinesis Attack.
Lv2 - Super Energy Cut.
Lv3 - Super Nova.
Lv1 - Telekinesis Attack.
Lv2 - Super Energy Cut.
Lv3 - Super Nova.
activate Sadism Mode (LV2)
Activating Sanity Mode makes Freeza a bit more dangerous and ferocious! This changes a few things, gameplay-wise.
- At activation, you will see an empty Sadism Bar (which is divided into 3 sections for Lv1, Lv2 and Lv3) and a red name added to the screen.
- Freeza gains access to the Dash Teleports, Torture Gun and Death Charge.
- Using Torture Gun gradually fills the Sadism Bar.
- Performing a Super move will cancel Sadism Mode.
- Tail Press Nightmare costs Lv2 instead of Lv3 and also cancels the mode.
- Depending if you're on Lv1, Lv2 or Lv3 of the Sadism Bar when you activate the Tail Press Nightmare, Freeza will perform a Finisher at the end of it .
- At activation, you will see an empty Sadism Bar (which is divided into 3 sections for Lv1, Lv2 and Lv3) and a red name added to the screen.
- Freeza gains access to the Dash Teleports, Torture Gun and Death Charge.
- Using Torture Gun gradually fills the Sadism Bar.
- Performing a Super move will cancel Sadism Mode.
- Tail Press Nightmare costs Lv2 instead of Lv3 and also cancels the mode.
- Depending if you're on Lv1, Lv2 or Lv3 of the Sadism Bar when you activate the Tail Press Nightmare, Freeza will perform a Finisher at the end of it .
Dash Teleport
During Sadism Mode, Freeza's (ground) dashes will change from the run and the backflip to short-range teleports. The most useful would be the forward version; when you perform this close enough to the opponent, Freeza will appear on the other side of them. Since it has the dash command, you can chain these off the Focus Attack. The downward teleport can only be performed while in the air, and will teleport Freeza to the ground nearly instantly, tricking the opponent with your swiftness.
Torture Gun
A move unique to the Sadism Mode, Freeza fires very short-range blasts which he can rapid-fire, catching the opponent in his trap. Due to the combo scaler, they become less and less damaging the more times you hit with the blasts. You can supercancel off this.
Death Charge
A stronger version of the Head Charge and based off Freeza's Desperation Move in DBZ Hyper Dimension. He charges forward with his arms in front, surrounded by energy. It takes it's power from the Sadism Bar, so the more that Bar is filled, the more damaging the move will become.
Gameplay
Freeza Z2 is quite a technical character, being the second most execution heavy in the game!
He's able to perform both rushdown and zoning to a good degree and his gameplan revolves around switching between them as the situation sees fit. Make use of his long-range normals such as Standing and Crouching Heavy Punch to bully the opponent into playing right into your hands! You'll want to learn how to use "death wave"for both zoning and lockdown. Freeza has the highest damage output in the game with meter from doing combos with EX "head charge". You'll want to save up meter from zoning in order to cash out when you get a hit. Watch your head! He also has the fastest overhead in the game! Be careful though, it has abysmal range. Your main struggles with Freeza will be his poor defense and his dependence on meter. You'll find yourself in a tight situation on the defensive, even more so if you don't have some supermeter on standby. His only reversals are "death beam" and "death saucer". After starting your offense, it's not hard to bring this proud emperror to his knees. |
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