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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.