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    Frieza by ZephyrTempest

    Version: 1.2 | Updated: 02/03/04 | Search Guide | Bookmark Guide

    ,.-*'~^~`-*.,,.-*'~^~`-*.,
    DRAGONBALL Z: BUDOKAI 2
    Frieza FAQ
    By: ZephyrTempest
    Version: 1.0
    1/29/04
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         Version History
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    v1.2 (2/03/04) Added a lot more Cancel combos. Added more Basic Combos.
    Added the unmashed damage for Death Ball and Killer Ball.
    
    v1.0 (1/29/04) Just started typing up all of the information on the
    FAQ, everything seen here was just done today. First release of FAQ.
    
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         Table of Contents
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    I. Introduction
    
    II. About Frieza
    
    III. Pro's and Con's
    
    IV. Basic Attacks
         -Notation
         -Punches
         -Kicks
         -Mixed
         -Energy
    
    V. Frieza's Attacks
         -Death Beam
         -Death Wave
         -Death Ball
         -Meteor Crash
         -Frieza Nightmare
         -Killer Ball
         -Evil Dance
    
    VI. Basic Combos
    
    VII. Cancel Combos
         -Explanation
         -Death Beam
         -Death Wave
         -Death Ball
         -Evil Dance
         -Killer Ball
         -Frieza Nightmare
    
    VIII. Capsules
         -Ability Capsules
         -Physical Capsules
         -Support Capsules
    
    IX. Strategies
         -Reccomended Capsule Setups
         -How you should play Frieza
         -Tips and Tricks
    
    X. Contact Information
    
    XI. Credits
    
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        I. Introduction
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    Ah, welcome to my FAQ :). This is my first FAQ ever, so cut me some slack
    if you see something wrong :p. I decided to write an FAQ about Frieza,
    because I didn't see one up at Game FAQs, and I found this to be strange
    because Frieza is obviously the best possible character you can choose
    in this game :). I guess I'll stop ranting now, and let you get on to
    the juicy stuff that you obviously want to read if you clicked on my
    FAQ. Hopefully, by the end of this, you will know all you need to know
    to be a good Frieza player :D. BTW you can use any part of my FAQ for
    w/e you want. Frankly I don't care about all that copywrite stuff and
    whatnot, just use what you want :P.
    
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        II. About Frieza
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    Arrogant, malicious, seemingly invincible and power-hungry with absolutely no
    compassion, Frieza was feared as the most powerful and evil being in the
    universe with no rival being even close to his strength. His nature can be
    vouched for simply by the acts of evil he has commited. When he feared the
    Saiyan race was becoming powerful, he simply destroyed their whole planet.
    Afterward, upon learning about the legendary Namekian Dragon Balls, Frieza went
    to Namek in order to claim them for his own, and make himself immortal...giving
    him the ability to rule the entire universe, unrivaled, forever. The very
    mention of his name struck dread and fear across the universe. Zarbon and
    Dodoria were Frieza's two evil right hand men. They carried out his requests
    promptly and without question, knowing Frieza's character too well. Frieza also
    employs the legendary (although goofy) Ginyu Force to take care of his business.
    Frieza is a lizard-like creature who can shape-shift into four stages of forms,
    with each form more powerful than the last. In his first form, Frieza is in a
    space pod. In the second form, Frieza has two horns on his head and his body
    is larger. In the third form, Frieza is in his biggest body and his back is
    bent. The fourth form is the perfect form; he is in a small body with no
    angle on his body. He was killed by Goku on the planet Namek after a very long
    battle (good lord there were a lot of Namek episodes). After being beaten by Goku,
    Frieza was rebuilt with robotic parts, and returned to earth to seek revenge.
    Shortly after his arrival, however, he was chopped into many peices, and blasted
    by Future Trunks (stupid Trunks :/). Now Frieza currently resides in hell with
    his homies the Ginyu Force, Cell, Raditz, and Nappa :D.
    
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      III. Pro's and Con's
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    Why play with Frieza? Besides the fact that he obviously looks the coolest, and
    has the best character personality (:D), he has a lot of positive attributes,
    and a negative.
    
    Pros:
    -Constantly in a transformed state (10% extra attack)
    -His side-steps are teleports
    -He has a 2 Ki attack that is preformed with  <E (more on this later)
    -He is below average height, so some combos are harder to do against him
    -His dashing energy attack does more damage then most dash attacks
    -Very good capsules, including Frieza's Spaceship
    
    Cons:
    -Constantly in a transformed state (constantly loses ki)
    -Good capsules are frowned upon when playing other players.
    
    So, overall there are a significant amount more Pro's then Con's. And the one Con
    that Frieza does have will easily be overcome (explained in Strategies)
    
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        IV. Basic Attacks
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    Now, I assume when writing this FAQ, you already know the controls of this game,
    and what buttons do what. I'm not going to go over that. But I will go over the
    notation i will be using during this FAQ.
    
    P= Punch (woot)
    K= Kick
    E= Energy
    G= Guard
    >= Forward
    <= Back
    >>=Dash
    
    Yay, well that wasn't so hard now was it? Now that we have gotten this out of the
    way, lets move on with Frieza's attacks. For explaining the damage of Frieza's
    regular attacks, I will use these charts to make it easy for you to compare attacks
    and attributes. All tests in this FAQ were done against Normal Goku with Guard 2
    activated, as well as Breakfall. I abbreviate the various categorys as the following:
    
    Column Information:
    Dam   = Damage
    Up    = The move knocks opponent into air
    Down  = The move knocks the opponent down when in the air.
    BF    = Breakfall: whether or not the move can be Breakfalled.
    Pow   = The move can be charged for a more powerful hit by holding the button.
    Kno   = The move knocks the opponent on the ground.
    JF/B  = Juggle Front/Behind: when the opponent is being juggled you can hit
            them from the designated direction. EX. If there is an Y/Y below this
            column, then the attack can connect during a juggle when attacked from
            the front or the back.
    Oth   = If there is an * mark placed here, check below the chart for more info.
    Y     = Yes: the category where this is placed means that the attribute is applied
            to the attack. EX. If there is a Y below Pow, then the attack can be charged
            by holding the button.
    N     = No: the category where this is placed means that the attribute does not
            apply to this attack. EX. If there is an N below Air, the the move does
            not knock the opponent into the air.
    
    
    Punches-
    	Dam	Up	Down	BF	Pow	Kno	JF/B	Oth
    P	82	N	N	N	N	N	Y/Y
    >P	82	N	N	N	N	N	Y/Y
    <P	94	N	N	N	N	N	Y/Y
    >>P	106	N	Y	N	N	Y	Y/Y
    
    Kicks-
    	Dam	Up	Down	BF	Pow	Kno	JF/B	Oth
    K	94	N	N	N	N	N	N/N
    >K	106	N	N	N	N	N	Y/Y
    <K	100	N	N	N	N	N	N/N
    >>K     106	Y	N	N	N	N	Y/Y	
    
    Mixed-
    	Dam	Up	Down	BF	Pow	Kno	JF/B	Oth
    P+K	118	Y	Y	N	Y	Y	Y/Y	*
    <P+K	100	N	N	Y	Y	N	Y/N	**
    >P+K	112	N	N	N	Y	Y	Y/Y
    >>P+K	94	N	N	Y	N	Y	Y/Y
    K+G	154	N	Y	N	N	N	N/N	***
    <K+G	106	N	Y	N	Y	Y	N/N
    >K+G	204	Y	N	N	N	N	Y/Y
    >>K+G	94	N	N	Y	N	Y	Y/Y
    
    Energy-
    	Dam	Up	Down	BF	Pow	Kno	JF/B	Oth
    E	88	N	N	N	N	N	Y/Y	
    >>E	118	N	Y	N	N	Y	Y/Y	
    
    
    *-   When in the air this attack knocks the opponent down, and when on the ground it
         knocks them up.
    **-  This attack starts a juggle.
    ***- This move stuns the opponent long enough for you to follow up with something else.
    
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       V. Frieza's Attacks
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    Alright, now that the basic attacks of Frieza are out of the way, its time to move onto
    the bigger, much more damaging attacks. These attacks can usually be comboed into for
    devastating amounts of damage, and sometimes can end a fight rather quickly if used
    correctly. There will be two damage values listed, the Double Damage is how much the
    attack does if you used two capsules of the same kind or used Breakthrough. The
    section labled Combos from tells you where you have to be relative to your opponent
    in order to pull off the full combo without your opponent being able to block it.
    Almost all of these can be pulled off when behind your opponent, but quite a few of
    them cannot be pulled off right in front of your opponent. The damage values listed
    DO NOT include the button presses, just the actual damage from the attacks...
    EXAMPLE: Death Beam can be performed by pressing P,P,P,P,E...the damage I listed does
    not include the damage of the punches.
    
    -Death Beam
    Normal Damage: 275
    Double Damage: 412
    Ki Cost: 1
    Ways to perform: (P,P,P,P,E) (>K,P,P,P,E) (>E)
    Combos From....:     F/B          B
    Description:
    This is the move you just tack on to the end of your combos, or launch from
    far away. Peronsally, I do not use this move simply because of the fact that its damage
    is rather low. The main advantage of this is that its relatively simple to combo into.
    
    -Death Wave
    Normal Damage: 440
    Double Damage: 660
    Ki Cost: 2
    Ways to perform: (P,>P,P,E) (K,K,>K,>K,E) (<E)
    Combos From....:     B          F/B
    Description:
    This is my favorite move of Frieza's. Frieza shoots out a wave of energy, hitting the
    opponent. The full combo does very good damage, and when used as a counter to other
    peoples beam attacks, it eats up level 1 ki attacks, and regular ki attacks. The main
    drawback of this is that it costs 2 Ki bars, and because Frieza's energy is constantly
    draining from being transformed this can be a problem. The solution to this, and all of
    Frieza's problems are listed in the Strategies section. Overall, I believe this
    is one of the best attacks in the game when used correctly.
    
    -Death Ball
    Normal Damage: 880  (If you win struggle) 550 (If you lose struggle)
    Double Damage: 1320 (If you win struggle) 825 (If you lose struggle)
    Ki Cost: 3
    Ways to perform: (>P,P,P,K,E)
    Combos From....:      B
    Description:
    Ah, Frieza's ultimate attack, the Death Ball. Frieza does some fancy stuff, which ends up
    with his opponent on the ground. Then he charges a ball of energy above his head in his
    hand. After this, he throws the ball at the opponent, and says: "The one who will die...IS
    YOU!" You have to mash the buttons as fast as you can to beat out your opponent, otherwise
    you do a lot less damage. If you win the ki struggle, Frieza says, "Scram!" and pushes
    more energy into the ball, causing it to overpower your opponent. For the ki cost, this
    move is rather efficient for dealing damage. The only problem with this is that you cannot
    do the combo on someone unless you manage to catch them from behind, or while they are
    stunned or in a juggle(like in a cancel combo). Which can possibly be too much for some
    players. If you are really good at pulling off cancel combos consistently, this is
    probably the move you should be using, as when its doubled with the proper equipment,
    this will do devestating damage.
    
    -Meteor Crash
    Normal Damage: 216
    Double Damage: 310
    Ki Cost: 0
    Ways to perform: (P+G)
    Combos From....:  F/B
    Description:
    This is Frieza's throw. Basically, he grabs the opponent, hits them a bunch of times, then
    knocks them to the ground. It's useful if your fighting someone that blocks a lot, although
    I prefer to use charged hits to break guarding opponents. Using a throw after canceling is
    a very good idea, and I will be explaining more of how throws can be useful in the strategies
    section. The main advantages of a throw are it hits people that are blocking, and it does
    pretty good damage for costing no ki.
    
    -Frieza Nightmare
    Normal Damage: 181 (X2 if win button press)
    Double Damage: 271 (X2 if win button press)
    Ki Cost: 1
    Ways to perform: (K,K,>K,K,E)
    Combos From....:     F/B
    Description:
    Frieza knocks the opponent into the air, hits the opponent a couple times, knocks the opponent
    to the ground, and flys down at them. If you press a different button then your opponent, this
    move does double the damage. Overall, the damage is pretty good for one ki, expecially when
    this is actually comboed into. It's one of the few attacks that can be used from behind or in
    front of your opponent, making it useful to just throw out at anytime.
    
    -Killer Ball
    Normal Damage: 506 (Fully mashed) 325 (Unmashed)
    Double Damage: 757 (Fully mashed) 486 (Unmashed)
    Ki Cost: 2
    Ways to perform: (>P,P,P,P,E)
    Combos From....:      B
    Description:
    Now, for this attack, Frieza knocks his opponent into the air, then onto the ground. After this,
    Frieza begins to charge energy. This is when you must rotate the joysticks, and/or mash the
    buttons on your controller as fast as possible. If/when you fill the bar, or time runs out,
    Frieza unleashes a flurry if ki blasts upon his grounded opponent. If you managed to fill the
    bar, Frieza then shoots a bigger ki blast at the opponent, adding onto the damage. This move
    does pretty good damage for its Ki cost. But because of the fact you can only do it against
    someone from the back (or someone thats not blocking during the combo for some reason), it
    is wasteful. I'm fairly sure you can cancel combo into this pretty easily, but for a ki cost
    of 2, and the fact you HAVE to do the combo to use this move, I feel the Death Wave is a
    better choice.
    
    -Evil Dance
    Normal Damage: 460
    Double Damage: 564
    Ki Cost: 2
    Ways to perform: (>K,K,K,E)
    Combos From....:     F/B
    Description:
    Frieza basically just starts whooping up on your opponent :D. At the end of his comboing, he
    unleashes an invisible blast of ki, knocking your opponent to the ground. This is easily
    comboed, and can be used when in front or behind your opponent. Does decent damage for
    its ki cost (not as high as Killer Ball, or Death Wave) but you don't have to mash for
    the damage, and the combo to perform this is fairly simple. The main drawback to this is
    that it is not powered up very much at all for doubling it (only about 100 extra damage).
    If your going to use th is, don't waste a capsule space for doubling it.
    
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        VI. Basic Combos
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    Alrighty, now here is the list of all possible chains of punches and kicks Frieza can dish out,
    (at least i hope so :D) This table took me awhile to compile, but the results should be worth it,
    as from the information here you could probably create your own cancel combos by knowing which
    combos have a move that cancels at the end and stun for a long enough time etc. I will be using
    abbreviations here similar to the ones I used earlier for Frieza's regular attacks. I will
    put them here again, in addition to a few new ones for your reference:
    
    Dam   = Damage
    Up    = The move knocks opponent into air
    Down  = The move knocks the opponent down when in the air.
    BF    = Breakfall: whether or not the move can be Breakfalled.
    Pow   = The move can be charged for a more powerful hit by holding the button.
    Kno   = The move knocks the opponent on the ground.
    F/B   = Front/Behind: From where you have to be in order to successfully have this
            full combo connect.
    JF/B  = Juggle Front/Behind: when the opponent is being juggled you can hit
            them from the designated direction. EX. If there is an Y/Y below this
            column, then the attack can connect during a juggle when attacked from
            the front or the back.
    Oth   = If there is an * mark placed here, check below the chart for more info.
    Y     = Yes: the category where this is placed means that the attribute is applied
            to the attack. EX. If there is a Y below Pow, then the attack can be charged
            by holding the button.
    N     = No: the category where this is placed means that the attribute does not
            apply to this attack. EX. If there is an N below Air, the the move does
            not knock the opponent into the air.
    
    Punches-
    		Dam	Up	Down	BF	Pow	Kno	F/B	JF/B	Oth
    <P,P		182	N	N	Y	N	Y	Y/Y	Y/Y	*
    <P,<P		112	N	N	N	Y	Y	N/N	N/N
    <P,>P		227	N	N	N	N	Y	N/Y	Y/Y
    P,P,P,>P	118	Y	Y	N	Y	N	N/Y	Y/Y	**
    P,P,P,P		308	N	N	N	N	N	Y/Y	Y/Y	
    >P,P,P,P,P	507	Y	Y	N	Y	N	Y/Y	N/N	**
    
    Kicks-
    		Dam	Up	Down	BF	Pow	Kno	F/B	JF/B	Oth
    K,>K		193	N	N	Y	N	Y	Y/Y	N/N
    K,<K		188	N	Y	N	Y	Y	Y/Y	N/N	
    <K,<K		106	N	Y	N	Y	Y	N/Y	N/N
    <K,>K		205	Y	N	Y	N	Y	Y/Y	N/N
    <K,K,K		(?)	N	N	Y	N	Y	N/N	N/N
    K,K,<K		(?)	N	N	N	Y	Y	N/Y	N/N
    K,K,K,K		421	N	Y	N	Y	Y	Y/Y	N/N
    K,K,>K,K	366	N	N	N	N	N	Y/Y	N/N
    K,K,>K,>K	357	N	N	N	N	N	N/N	N/N
    >K,K,K,K,K	474	N	N	Y	N	Y	Y/Y	N/N
    
    Mixed-
    		Dam	Up	Down	BF	Pow	Kno	F/B	JF/B	Oth
    P,K		181	N	N	Y	N	Y	Y/Y	Y/N	
    <P,K		112	N	N	Y	N	Y	Y/Y	Y/Y
    <P,<K		106	N	Y	N	Y	Y	N/N	N/N
    <P,>K		118	N	N	Y	N	Y	N/N	Y/Y
    >P,K,K		244	N	Y	N	Y	Y	Y/Y	N/N
    <K,P,P		266	Y	Y	Y	Y	Y	Y/Y	N/N
    >K,P,P,P	446	N	N	Y	Y	Y	N/Y	N/Y	
    P,>P,P,K	378	N	N	Y	N	Y	Y/Y	N/N
    P,P,K,K,K	428	Y	N	N	N	Y	Y/Y	Y/Y
    >P,P,P,K,K	366	N	N	Y	Y	Y	N/Y	N/N
    
    * =   This attack starts a juggle
    **-   When in the air this attack knocks the opponent down, and when on the ground it
          knocks them up.
    
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        VII. Cancel Combos
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    Ah, Cancel Combos, the meat and cheese of DBZ Budokai 2. Canceling is a very important
    aspect of the game if you want to deal some real damage, as well as play mind games
    with your opponent (as well as look really flashy when beating someone :D). There are
    different ways to cancel, but the concept is basically the same: ending your combos
    with a charged attack, canceling that attack with guard, and continuing to chain in
    more and more combos until you can't anymore, ending with a special attack. Sometimes,
    (actually most of the time) to get a longer combo string you have to get behind your
    opponent (as you have probably seen in the combo table above, a lot more things connect
    when you are behind your opponent). Since you sidestep by pressing guard and up or down,
    you can cancel your charged attacks by sidestepping, placing you behind your opponent
    allowing you to do combos that you couldn't normally do. The simplest way to do Cancel
    Combos I accidently discovered by trying to do them the normal way (holding the last
    button of the combo, and canceling from there): Hold R1 (default control settings)
    during the ENTIRETY of the combo...and the end of each combo string that can be
    cancelled, it will automatically do the charged kick for you! All you have to do is
    press guard to cancel, or guard + up to side-step cancel, and you don't even have to
    let go of R1 :). I highly reccomend you only use this cancelling strategy with Frieza,
    as certain other characters are known to have trouble by using this cancelling method.
    I also put these combos in order from easiest to hardest, so try to
    master the smaller ones, they usually lead into the bigger ones :D. The bigger combos
    here require practice and precise timing (expecially ones with juggles). The exact ways
    of timing everything are not posted here, but you should be able to figure out the hard
    ones for yourself after trying some of the smaller ones. All tests in this
    FAQ were done against Normal Goku with Guard 2 activated, as well as Breakfall. There
    are some additional symbols I will be using here to show different steps in the combo,
    and they are as follows:
    
    Notation:
    ( )       = Combo String
    -         = Cancel
    side-step = Press up when you cancel to move behind your opponent
    *         = The opponent will be stunned long enough for you to continue with the combo
    ^         = The opponent should be juggled by the next string of combo
    (Air Only)= Due to the way this combo is performed, you can only do it in the air
    (Grd Only)= Due to the way this combo is performed, you can only do it on the ground
    
    *NOTE* For almost all of these combos, you can start off with [K+G], I just didn't want
    to list each combo possibility WITH and WITHOUT [K+G], as Death Beam would have about
    60 or so combos at least. I put it in some combos when it makes it look really flashy, or
    otherwise better (usually in the strongest combos for the move). You can also combo [K,<K-]
    before most of these....but I only posted it in combos where it is effective all of the time,
    (if you want to use [K,<K-] before [K,K,K,K], you have to move forward, and its not really
    worth the trouble when you can just combo with [>P,K,K-] instead, but it DOES combo if your
    insistant on it :P) You can actually do BOTH of the previously listed ([K+G]*[K,<K]) while
    your on the ground, but this requires a lot of practice to get the timing right, and finish
    the full combo everytime (its worth it, and flashy though).
    
    -Death Beam:
    [<P,P]^[P,P,P,P,E]
    [K,<K]*[P,P,P,P,E] (Grd Only)
    [K,<K-]*[P,P,P,P,E] (Air Only)
    [K,K,K,K-]*[P,P,P,P,E]
    [K,<K]*[<P,P]^[P,P,P,P,E] (Grd Only)
    [K,<K-]*[<P,P]^[P,P,P,P,E] (Air Only)
    [K,<K-]*Side-step[P,P,P,P,E] (Air Only)
    [K,<K]*[>P,K,K-]*[P,P,P,P,E] (Grd Only)
    [K,<K-]*Side-step[>K,P,P,P,E] (Air Only)
    [K,K,K,K-]*[<P,P]^[P,P,P,P,E]
    [K,K,K,K-]*Side-step[P,P,P,P,E]
    [K,K,K,K-]*Side-step[>K,P,P,P,E]
    [K,<K-]*Side-step[>K]*[P,P,P,P,E] (Air Only)
    [K,<K]*[>P,K,K-]*[<P,P]^[P,P,P,P,E]
    [K,<K-]*Side-step[<P,P]^[P,P,P,P,E](Air Only)
    [K,<K]*[>P,K,K-]*[<P,P]^[P,P,P,P,E] (Grd Only)
    [K,K,K,K-]*Side-step[>K]*[P,P,P,P,E]
    [K,<K]*[>P,K,K-]*Side-step[P,P,P,P,E] (Grd Only)
    [K,K,K,K-]*Side-step[<P,P]^[P,P,P,P,E]
    [K,<K]*[>P,K,K-]*Side-step[>K,P,P,P,E] (Grd Only)
    [K,<K-]*Side-step[>K]*[<P,P]^[P,P,P,P,E](Air Only)
    [K,<K]*[>P,K,K-]*Side-step[>K]*[P,P,P,P,E] (Grd Only)
    [K,K,K,K-]*Side-step[>K]*[<P,P]^[P,P,P,P,E]
    [K,K,K,K-]*Side-step[>K]*[>P,P,P,K,K-]*[>K,P,P,P,E]
    [K,K,K,K-]*Side-step[>K]*[>P,P,P,K,K-]*[<K]*[P,P,P,P,E]
    [K,K,K,K-]*Side-step[>K]*[>P,P,P,K,K-]*[>K]*[<P,P]^[P,P,P,P,E]
    [K+G]*[K,<K]*[>P,K,K]*Sidestep[>K]*[K,K,K,K-]*Side-step[<K]*[>P,P,P,K,K-]*[>K]*[<P,P]^[P,P,P,P,E] (Grd Only)
    
    -Death Wave:
    [K,<K]*[P,>P,P,E] (Grd Only)
    [K,K,K,K-]*[P,>P,P,E]
    [K,K,K,K-]*[K,K,>K,>K,E]
    [K,<K-]*Side-step[P,>P,P,E] (Air Only)
    [>P,K,K-]*Side-step[P,>P,P,E]
    [>P,K,K-]*Side-step[K,K,>K,K,E]
    [K,K,K,K-]*Side-step[>K]*[P,>P,P,E]
    [K,<K]*[>P,K,K-]*Side-step[P,>P,P,E] (Grd Only)
    [>P,K,K-]*[K,K,K,K-]*Side-step[P,>P,P,E]
    [>P,K,K-]*[K,K,K,K-]*Side-step[>K]*[P,>P,P,E]
    [K,K,K,K-]*Side-step[>K]*[>P,P,P,K,K-]*[<K]*[P,>P,P,E]
    [K+G]*[K,<K]*[>P,K,K-)*Side-step[>K]*[K,K,K,K-]*Side-step[>K]*[>P,P,P,K,K-]*[<K]*[P,>P,P,E] (Grd Only)
    
    -Death Ball:
    [<P,P]^[>P,P,P,K,E]
    [K,<K-]*Side-step[>P,P,P,K,E] (Air Only)
    [>P,K,K-]*[<P,P]*[>P,P,P,K,E]
    [K,K,K,K-]*[<P,P]^[>P,P,P,K,E]
    [K,K,K,K-]*Side-step[>P,P,P,K,E]
    [K,<K]*[>P,K,K-]*[<P,P]*[>P,P,P,K,E] (Grd Only)
    [K,K,K,K-]*Side-step[>K]*[>P,P,P,K,E]
    [K,<K]*Side-step[K,K,K,K-]*[>K]*[>P,P,P,K,E] (Air Only)
    [>P,K,K-]*[K,K,K,K-]*Side-Step[>K]*[>P,P,P,K,E]
    [>P,K,K-]*Side-Step[>K]*[K,K,K,K-]*Side-Step[>K]*[>P,P,P,K,E]
    [K+G]*[K,<K]*[>P,K,K-]*Side-Step[>K]*[K,K,K,K-]*Side-Step[>K]*[>P,P,P,K,E] (Grd Only)
    
    -Evil Dance:
    [K,<K]*[>K,K,K,E] (Grd Only)
    [>P,K,K-]*[>K,K,K,E]
    [K,K,K,K-]*[>K,K,K,E]
    [>P,K,K-]*[<P,P]^[>K,K,K,E]
    [K,<K]*[>P,K,K-]*[>K,K,K,E]
    [K,<K]*[>P,K,K-]*[<P,P]^[>K,K,K,E]
    [K,K,K,K-]*Side-step[>K]*[>K,K,K,E]
    [>P,K,K-]*Side-Step[K,K,K,K-]*[>K,K,K,E]
    [K,K,K,K-]*[>K]*[>P,P,P,K,K-]*[>K,K,K,E]
    [K,<K]*[>P,K,K-]*[K,K,K,K-]*[<P,P]^[>K,K,K,E]
    [K,K,K,K-]*[>K]*[>P,P,P,K,K-]*[<K]*[>K,K,K,E]
    [K,K,K,K-]*Side-step[>P,K,K-]*Side-step[>K,K,K,E]
    [>P,K,K-]*Side-Step[>K]*[K,K,K,K-]*[<K]*[>K,K,K,E]
    [K+G]*[K,<K]*[>P,K,K-]*Side-Step[>K]*[K,K,K,K-]*[<K]*[>K,K,K,E] (Grd Only)
    
    
    -Killer Ball:
    [K,K,K,K-]*[>K]*[>P,P,P,P,E]
    [K,K,K,K-]*Side-Step[>P,P,P,P,E]
    [>P,K,K-]*Side-step[>K]*[K,K,K,K-]*[>K]*[>P,P,P,P,E]
    [K,K,K,K-]*Side-Step[>K]*[>P,P,P,K,K-]*[>K]*[>P,P,P,P,E]
    [K+G]*[K,<K]*[>P,K,K-)*Side-step[>K]*[K,K,K,K-]*Side-step[>K]*[>P,P,P,K,K-]*[<K]*[>P,P,P,P,E] (Grd Only)
    
    -Frieza Nightmare:
    [>P,K,K-]*[K,K,>K,K,E]
    [K,K,K,K-]*Side-Step[K,K,>K,K,E]
    [K,K,K,K-]*Side-Step[>K]*[>P,P,P,K,K-]*[<K]*[K,K,>K,K,E]
    [K+G]*[K,<K]*[>P,K,K-)*Side-step[>K]*[K,K,K,K-]*Side-step[>K]*[>P,P,P,K,K-]*[K,K,>K,K,E] (Grd Only)
    
    If you have any to add, feel free to email me at donaldcmichaels@hotmail.com. I will test
    them all first, of course, and if they work I'll add them to my list and put your name in
    the credits :). I know there is a lot more, and I will be working to get almost all of them
    listed in due time :D.
    
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
         VII. Capsules
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
    
    Here is a list of the capsules that are available for Frieza to use. For each capsule, I
    will include its name, rarity, the amount of slots it takes up, whether its tradeable, and
    whether it can only be used one time per fight. I didn't write ALL the comments, and
    activations simply because they are common sense, stated earlier in the ability itself, or
    are basically irrelevant. Here are the abbreviations I will be using
    for these various traits:
    
    P= You can power up this ability by using two capsules of the same type.
    T= This capsule is tradeable
    X= This capsule is not tradeable
    Z= This capsule can only be used once per battle
    #= The number of slots this capsule takes up
    
    -Ability Capsules:
    
    Death Beam
    Common
    P 1 T
    Can Launch Death-move Death Beam
    E button after PPPP, E button after >KPPP, >E button. (Consumes 1 Ki Gage)
    
    Death Wave
    Uncommon
    P 1 T
    Can Launch Death-move Death Wave
    E button after P>PP, E button after KK>K>K, <E button. (Consumes 2 Ki Gage)
    
    Death Ball
    Rare
    P 1 T
    Can Launch Ultimate-move Death Ball
    E button after >PPPK (Consumes 3 Ki Gage)
    
    
    =Physical Capsules:
    
    Frieza Nightmare
    Common
    P 1 T
    Can attack while chasing opponent
    E button after KK>KK (Consumes 1 Ki Gage)
    Comment: Different input than opponent while performing boosts damage
    
    Killer Ball
    Common
    P 1 T
    Can fire a ki blast volley
    E button after >PPPP (Consumes 2 Ki Gage)
    Comment: Rotating analog stick increases damage done
    
    Evil Dance
    Common
    P 1 T
    Can attack an opponent with enhanced force
    E button after >KKK (Consumes 2 Ki Gage)
    
    Meteor Crash
    Common
    P 1 T
    Can grab and throw opponent
    When near opponent P+G (Consumes 0 Ki Gage)
    Comment: Your opponent can't Guard against a throw, but you've got to get close
    	 to succeed!
    
    
    -Support Capsules:
    
    Breakthrough
    Special
    7 X
    Can use all of Frieza's moves and abilities
    
    Old Style Armor
    Common
    1 T
    Defensive Power Up!
    
    Rit Armor
    Uncommon
    2 T
    Defensive Power Up!
    
    New Style Armor
    Rare
    3 T
    Defensive Power Up!
    
    Bulma's Armor
    Common
    4 T
    Defensive Power Up!
    
    1/3 Senzu Bean
    Rare
    1 Z T
    Recover Health by 1/3 and 1 Ki Gauge
    Automatically activated when Health becomes zero
    Comment: Cannot use with other Senzu Bean
    
    Senzu Bean
    Special
    3 Z T
    Health and Gauge fully recovered
    Automatically activated when Health becomes zero
    Comment: Cannot use with other Senzu Bean
    
    Frieza's Space Ship
    Special
    4 Z T
    Health and Gauge fully recovered, Can become Mecha Frieza
    Automatically activated when Health becomes zero
    Comment: Cannot use with Senzu Bean
    
    Viral Heart Disease
    Uncommon
    2 T
    Slowly drains the Health of both characters
    
    Vaccine
    Uncommon
    1 T
    Nullify the effect of Viral Heart Disease
    
    Super Holy Water
    Rare
    2 T
    Damage Percentage is reduced
    
    Medical Machine
    Uncommon
    1 T
    Damage Percentage is reduced by using a set amount of Ki
    
    Rage!
    Uncommon
    1 T
    Attack Power increases in the first 10 seconds of battle!
    
    Rage!!
    Rare
    2 T
    Attack Power increases in the first 15 seconds of battle!
    
    Rage!!!
    Special
    3 T
    Attack Power increases in the first 20 seconds of battle!
    
    Serious!
    Uncommon
    1 T
    When Health drops below 1/3, Attack Power increases!
    
    Serious!!
    Rare
    2 T
    When Health drops below 1/2, Attack Power increases!
    
    Serious!!!
    Special
    3 T
    When Health drops below 2/3, Attack Power increases!
    
    Pride of the Strongest
    Special
    2 T
    When Health power drops below 1/6, Attack Power is greatly increased!
    
    Potential
    Rare
    2 T
    Attack Power increases for a fixed time period
    
    Nature of Evil
    Special
    3 T
    Attack Power & Defensive Power increase at regular intervals
    
    Super Kami Water
    Uncommon
    2 T
    Attack Power increased and Health slowly decreases.
    
    Gero's Perpetual Energy R&D
    Special
    3 T
    Ki remains at MAX, but Transformation impossible
    
    Gero's Deflection R&D
    Uncommon
    1 T
    Auto Deflect Ki Blast Wave
    Activated by holding down the Guard button before being hit by a ki blast.
    Comment: Cannot be used with Deflect-Back ability
    
    Gero's Deflect-Back R&D
    Rare
    2 T
    Auto Deflect-Back Ki Blast Wave
    Activated by holding down the Guard Button before being hit by a ki blast.
    Comment: Cannot be used with Deflect Ability
    
    Gero's Energy R&D
    Rare
    1 T
    If Deflect or Deflect-Back is successful, Ki increases by fixed amount
    
    Scouter
    Uncommon
    1 T
    Reduce amount of Ki used
    
    Yakon
    Rare
    1 T
    Comrade or Enemy, Ki consumption accelerates in a transformed state.
    
    Universal Ambition
    Special
    2 T
    Combat spirit keeps improving
    
    
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
         VIII. Strategies
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
    
    Alright, so you have learned all of the cancel combos by heart, and now your
    wondering, "How the hell do I implement these crazy things in an actual game,
    I'll never be able to pull these off against a moving target!" This is a
    perfectly logical thing to be thinking, if you haven't got to play much and
    test out the game regularly. This game is a lot more in-depth then people give
    it credit for, and involves a lot of mind games in order to cause your opponent
    to open up or make a mistake for you to punish with your combos. Before we get
    into actual battle tactics, lets go over some various capsule combinations that
    I have personally found to be highly effective.
    
    -Reccomended Capsule Setups:
    
    Death Wave Anyone?
    
    Death Wave
    Rit Armor
    Medical Machine
    Gero's Perpetual Energy R%D
    
    Variations:
    Death Wave
    Death Wave
    Old Style Armor
    Medical Machine
    Gero's Perpetual Energy R&D
    
    Death Wave
    Yakon
    Old Style Armor
    Medical Machine
    Gero's Perpetual Energy R&D
    
    The above setup is my personal favorite for most of the games I play. It gives you
    a fairly tough defense, and since you have infinite energy, you can throw Death Waves
    or Ki blasts whenever you feel appropriate. Since you have infinite energy, you do
    not have to worry about the drawback of being in a constantly transformed state, and
    you also don't have to worry about the energy drain from Medical Machine, thus
    eliminating the only real weakness of Frieza. I usually keep away and spam Death Wave
    and wait for my opponent to make a mistake, then I do the full Death Wave cancel
    combo chain on them :). The variations are for when I'm playing against people I know.
    The one with 2 Death Waves I use when I'm going to be keeping away most of the match,
    while the one with Yakon is to punish Saiyans (Frieza's specialty :D).
    
    Plague for you!
    
    Viral Heart Disease
    Vaccine
    Frieza's Spaceship
    
    Heh, I consider this build cheap, and would never use it against friends or anything.
    This has to be the strongest build in the game, and it would basically be impossible to
    lose. All you have to do is piddle around waiting for your opponent to lose life, and just
    hit him a couple times and its over. You effectively have 6 bars of life due to Frieza's
    Spaceship, and if your opponent manages to take away 3 bars somehow, you come back stronger.
    I reccomend only using this build if your having trouble with the game, or if you want to
    win a couple world tournaments for free cash (just don't get knocked out of the ring :P).
    
    I kill you one hit :O!
    
    Death Ball
    Death Ball
    Potential
    Super Kami Water
    Serious! (Rage!)
    
    A full cancel combo ending with Death Ball should kill your opponent unless they are wearing
    some pretty hefty defense equipment. This build, when maxed out on attack, will give you a
    total of +168% attack.
    
    My defense makes you do humor damage :o.
    
    Medical Machine
    3 Socket Armor
    Nature of Evil
    
    The damage your opponent will be doing to you will be insignificant. Just keep the pressure on
    him and keep attacking. Your attack will be boosted a little bit from Nature of Evil, so just
    be an offensive rush down machine :).
    
    
    Alright those are the best builds for Frieza in my opinion anyway. Now lets move onto the actual
    playing strategies. I will simply list some ideas for what you should do.
    
    -How you should play Frieza
    
    When starting a Cancel Combo, if the opponent blocks the first 4 kicks, you can decide what
    you should do from there. If he looks like hes just going to keep blocking, hit him with the
    charged kick, back up, and Death Wave him. If he starts to make an attack, cancel your charge
    into a sidestep, and start a combo on him. There is so much you can do while charging, be
    sure to realize that your options are limitless. You could even cancel the kick into a grab
    if they were still blocking, for even more damage then the kick would do.
    
    Teleport around :D. This looks cool, and annoys/confuses opponents. I often catch freinds
    offguard with Death Waves, because they make a stupid mistake like shooting a Kamehameha
    at me while im teleporting around. Just dodge, and swiftly blast the person in the face.
    
    When keeping away, some opponents get smart and realize that you shooting them with big
    moves like Death Wave is not very good for them, and will eventually try to move in and
    get you. Know when your opponent is coming (its kinda obvious when you see them dashing
    or otherwise getting closer) and prepare to punish him for getting close to you by laying
    down a cancel combo :D.
    
    Random ki blasts are ok, and sometimes very helpful if you don't use them too much. People
    don't expect them, and just get hit in the face sometimes. Don't overuse them though,
    expecially from too far away unless you like to play Pong with your friend :D.
    
    Taunting is very useful. While your staying away from people, or they are trying to stay
    away from you, they are usually trying to power up. By taunting them, you lower their ki
    gauge by one, basically making their efforts useless. This eventually frustrates them and
    they usually will attempt to recklessly make a move on you or fire a ki blast. This can
    work to your advantage.
    
    Don't forget to hold guard when people are trying to combo you. Some people mess up or
    slow down in the middle of their combos, and if your holding guard you'll start blocking
    again. Then you can start a combo of your own, or get out of the way of your opponents
    charged attack by teleporting backwards. You can follow that up with a ki attack of some
    sort for more damage.
    
    Alright thats all for now, I will post more strategies up as I come across more :).
    If you have any particular suggestions for playing Frieza, please feel free to email
    me, and I'll add your suggestion, as well as your name to the credits :).
    
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
      X. Contact Information
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
    
    Alright, alright. This was my first FAQ and you probably noticed a lot of mistakes.
    If you see anything, or just want to say hi, or want to add something, you can email
    me at donaldcmichaels@hotmail.com, or you can catch me on AIM at Zephyr Snowstorm.
    Feel free to tell me if you don't agree with something put in this FAQ, or if you
    have something you really want to add.
    
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
          XI. Credits
    ,.-*'~^~`-*.,,.-*'~^~`-*.,
    
    A lot of props goto Goryus, for kinda inventing cancelling.
    Also a lot of props to Evil Cap America, as I based a lot of my cancel combos off
    of his, as well as used some of his Frieza combos.
    

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