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Cyborg Frieza

by sz agent

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Dragonball Z: Budokai Tenkaichi 3
Frieza FAQ
By SZ_Agent
Contact: [email protected]
Copyright Joseph Annelli 2008
*********************************

Notes:  This is my first fighting game guide, any constructive critism is
welcome.
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TABLE OF CONTENTS
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To skip to a specific section, just search using s00, where 00 is the section
you are looking for.

s01. Legal
s02. Who is this Frieza guy, and why is he a Cyborg?
s03. Why choose Cyborg Frieza?
s04. The Basics
s05. Cyborg Frieza Moves and Strategies
s06. Glossary


*THIS GUIDE IS WRITTEN WITH THE CLASSIC CONTROLLER IN MIND!
_______________________________________________________________________________
**********
s01. Legal
**********

This Guide is Written by SZ_Agent, a Pseudonym for Joseph Annelli. Currently,
only GameFAQs has permission to post this guide. If you see a portion or all
of this guide posted elsewhere, please contact me and I will handle it.
Translating this guide into another language does not change the copyright.

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s02. Who is this Frieza guy, and why is he a Cyborg?
****************************************************

Frieza is the major villain of the (aptly named) Frieza Sage of Dragonball Z.
His battle with Goku on the Planet Namek is the catalyst for Goku's first
transformation into a super saiyan.  Frieza rules the galaxy with an iron fist,
content to let his elite warriors fight his battles for him, as until the Z
fighters arrived, he hadn't encountered a challenge in years.  Frieza is first
seen subjegating the Saiyan people as his shock trooper, cowing the mighty
King Vegeta into a sniveling sycophant.  Eventually, Frieza decided that the
Saiyan people, with the slight chance of transforming into Super Saiyans,
posed too great a threat to continue to exist.  Frieza sent his soldiers to
slaughter the Saiyans that were conquering other planets, and went to Planet
Vegeta to deal with the source of the problem himself.  One saiyan, Bardock,
tried to fight back while the rest of his people died in ignorance, but was
slaughtered with the rest of his planet when Frieza used his Death Ball to
blow up the the core of the planet.  7 (Known) Saiyans survived this purge.
Broly and his father survived because they had dissapeared to a distant planet
long before the purge.  Tarble, the younger son of King Vegeta, was so weak he
was sent to another distant planet and was forgotten.  Goku, the youngest son
of Bardock, was sent to Earth, where he struck his head and forgot his mission
and a baby, beginning the Dragonball Saga.  Prince Vegeta, son of the late King
Vegeta, Nappa, head of the Royal Guard and Raditz, the oldest (known) son of
Bardock were all conscripted by Frieza, and kept around as planet conquerors
and amusement for Frieza.  Eventually, this hubris on Frieza's part backfired
as Raditz and Nappa were killed on Earth.  During the battle that led to their
deaths, their Scouters recorded and transmitted the mention of the legendary
dragonballs, which could grant the user their wishes.  Seeking the original
dragonballs, Frieza and his minions, Vegeta and the Z Fighters head to the
Planet Namek.  On Namek, Frieza's soldiers are defeated one by one by the Z
Fighters until Frieza's Elite Ginyu Force is called in to deal with the
problem.  Unfortunately, the Ginyu Force is all but eliminated and in the end
Frieza must stand alone.  His seemingly weak form (he is barely 4 feet tall and
hovers around in a wheelchair ala Professor X for most of the series) is shown
to be a clever ruse as he reveals his true power through multiple 
transformations, eventually defeating everyone but Goku, who is barely able to
stand up to his final form.  However, Frieza's ego is his undoing as during the
fight he pushes Goku over the edge and gives birth to his greatest fear:
the super saiyan.  Realizing his mistake, he uses his Death Ball to once again
set off a chain reaction in the planet's core, giving Goku 5 Minutes to defeat
him and get off the planet, but Frieza only needs to survive, as he knows he
can survive the blast AND survive in the depths of space.  Frieza is cut in
half using his own move, but is revived by Goku and in a last ditch effort
tries to use that life energy to finish Goku, but is seemingly killed in the
process.  Several Years later, Frieza lands on Earth with his father, King
cold, cybernetically enchanced (the DBZ:BT3 Character Cyborg Frieza) and more
powerful than ever.  Unfortunately, due to a more serious threat from the
future, a more powerful super saiyan (Future Trunks) cuts him to pieces without
a fight.  Cellular samples taken from this battle would later be used to create
the Amalgam Villain, Cell.  Frieza appears later occupying Hell, allying
himself with Cell, and ultimately becoming a recurring joke in the series, as
it is estimated in the Dragonball Z Special Goku and Friends Return that the
children Goten and Trunks could have killed him easily, and that in hindsight,
Goku doesn't think he was much of an opponent.  However, I choose to remember
Frieza as he was - murdering helpless Namekians, a cocky, powerful and cunning
foe of the type that would never be seen again in the series.

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s03. Why choose Cyborg Frieza?
******************************

Cyborg Frieza combines the best aspects of the final two forms of Frieza and
becomes a very well-rounded character because of it.

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s04. The Basics
***************
*THIS GUIDE IS WRITTEN WITH THE CLASSIC CONTROLLER IN MIND!

Guide to the Classic Controller

D-Pad - Horizontal Directional Movement
L-Stick - Horizontal Directional Movement
R-Stick - See Below
  Up - Switch character
  Down - Transform
  Left/Right - Choose next character
L Button - Vertical Move Down
R Button - Vertical Move Up
ZL Button - Charge Ki
ZR Button - Life Blast (Double Tap, Costs 1/3 Health Bar, stops any combo)
A Button - Guard
B Button - Dash
X Button - Ki Blast
Y Button - Melee
+ (Start) - Pauses the game, brings up menu
- (Select) - No Function

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s05. Cyborg Frieza DP COST 7
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######
STATS:
######
HP: 30,000
Starting Ki: 2 Bars
Max Blast stocks: 4
Melee: Power 280
M Speed: Fast
Ki: Power 220, 6 Hit Max
K Speed: Fast
Ki Charge: 8 Seconds (0 to Sparking)
Other: Charged Ki Blast releases two stunning balls.

##################
BLAST STOCK MOVES:
##################
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Psychokinesis (ZL+A)
-------------
Close Range
2 Blast Stocks
Instant Use
Power 480 (If used at Melee Range)
Hits 3
Stun Duration: 4 Seconds Max.

This is not an attack move, and costs too many blast stocks to be used that
way. This is a great move. In addition to doing minor damage, it also
stuns the opponent.  Great to use against an incoming opponent to turn the
tide, or to freeze and opponent while they are vulnerable to set up for a
combo that would otherwise be hard to do.  Combine this move with Supernova
to destroy your opponent.  You are vulnerable for a second after use.

---------------------
Long awaited-for 100% (Up, ZL + A)
---------------------
3 Blast Stocks
Set Up Time: 2-3 Seconds
Effects: Maxes Ki Gauge, Boost Ki Blast, Boost Aura
After Effects: Reduces Ki Charge

This is a great move if you know how to use it properly.  Do not use this move
to launch straight into a Special Attack, as that wastes your bonus to
Ki Blast and Ki Charge.  Use this move to unleash a rain of ki blasts on
your foe, with frequent fully chaged blasts.  Only after your Ki Gauge drops
below a bar should you unleash a Special Attack, maximizing the length and 
effectiveness of this move.  The after effect of Ki Charge being reduced lasts
until you transform or start charging towards sparking again (the instant you
start charging to blue this effect dissapears).


################
SPECIAL ATTACKS:
################
----------
Death Beam (ZL + X)
----------
Long Range
2 Bars
Instant Use
Power 5,860 (6,440 w/ Boost)
Hits 1

A dodon class beam.  This move can also be used to cancel Kameha class beams.
Do not attempt to clash with other dodon class beams, it's rare that the angles
line up perfectly and you have enough time before the first beam hits you. This
move should be used as a follow-up to any of Frieza's combos or his rush move,
as long as you get the timing right for when the opponent stops flying away and
before they are able to dodge again.  This move can also be used as a close
range counter to dodged moves, while the opponent is vulnerable.  This move
should never be used as a long range attack, as an attempt to counter a
Barrage.  It is risky to use this to counter a rush move, as many rush moves
can easily maneuver around it if used outside of close or Close to Medium range.
When in close range, this move will cause Frieza to backflip before using it.

-------------
Fissure Slash (UP, ZL + X)
-------------
Long Range
3 Bars
Instant Use
Power 5,460 (6,000 w/ Boost)
Hits 2

This attack may have long range, but I would only recommend it for Close Range
use.  This is because this move is most beneficial when used against a
blocking opponent because it is unblockable.  This move also homes very
slightly, and Cyborg Frieza will Re-aim for the second shot.

---------
Supernova (Down, ZL + X)
---------
Long Range
5 Bars (Must be in Sparking)
Instant Use
Power 13,400 (14,760 w/ Boost)
Hits 4

This is the generic giant Death Ball replacing the amazing rush move from the
last game 'Emperor's Revenge Death Ball'.  This move is a real dissapointment
because the previous move was so much fun, but it has the benefit of being
enormous!  There is no chance to dodge when used in close range, and only
a small chance to be dodge at medium range.  However, due to it's size it
is weak, weaker that first form Frieza's Death Ball.

########
Summary:
########
This Frieza is essentially a retuned Frieza Final Form, combining some of the
best elements of both.  He is first and foremost a melee fighter, with some
great support attacks that give him the ability to penetrate guards and knock
down opponents.

For the DP Cost, you are better off with Frieza, as the benefits of being able
to transform are enomous, and he costs less before Final Form.
_______________________________________________________________________________
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s06. Glossary
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To keep things simple in the rest of the guide, I will be using certain
terms to describe actions.

Follow up: The attack used after a certain action

Dodge: Avoiding the opponent's attack.  This can be done with either a
simple side step, a teleport dodge or a dragon dash.

Cancel:  An attack used to negate the opponent's attack without dealing
direct damage to the opponent

Counter:  The follow up to an opponent attack in an effort to cancel
their move by dealing damage directly to the opponent (hitting them before
their beam reaches you), or to simply hit them while they are vulnerable
after launching an attack.

Stun: A condition in which you must rapidly press the A button in order to
be able to move or use attacks again.  Until then you are unable to control
your character.

Melee Range:  Up to the maximum distance between you and your opponent where
at least one of you can strike the other with a melee attack

Close Range: The distance in between you and an opponent where the game will
automatically turn dash into sidesteps and backflips.  This is generally
three times the length of your character's Melee Range, you can tell what
the range is exactly by moving your character backwards from the opponent.
The point at which your character turns around is the end of this range.

Medium Range: Any attack that will dissapate at some point regardless of
whether it has hit anything.  This is generally this distance between you
and the opponent when your opponent appears to be half the size of your
character, given two equal sized regular characters (Goku v. Goku).  If
it leans to the closer or longer side, I will note that as well.

Long Range: Any attack or move that will keep going until it hits something

Range Guide: Your Character ->O-C-CM--M---ML----L

Ki Attack Classes (These will be important when discussing strategy):

Dodon Class: Tight, Focused Beam of Energy.  Generally faster than the other
classes.  Will cancel any Kameha Class Beam.  Will only clash with other
Dodon Class beams. Reactions vary with Ball Class beams. Some are
unblockable.  Touching any part of the beam will result in damage.

Kameha Class: A Wide, Power Beam of Energy.  Generally slower than the
Dodon class, and are blockable.  These beams vary greatly, as some can be
mouth beams, some (like the Kamehameha) can be charged, and some of other
unique properties.  However, all will clash with any other beam of the same
class, or of the ball class.  Touching any part of the beam will result in
damage (so don't get stupid after dodging one).

Ball Class: Ki formed into a Ball Shape and shot.  Leaves the user completely
vulnerage until it reaches it's target, as there is no beam to damage an
opponent who gets too close.  Vary greatly in speed and size.  Will always
clash with other balls or Kameha Class beams.  Their reaction to Dodon class
beams varies with the attack, as they either cancel each other or pass through
one another, never resulting in a clash.

Barrage Class: Ki blasts shot multiple time in a row.  These vary greatly in
shape,power, speed and frequeny, and may resembles other beams, but they fall
into this class becuase they will always be cancelled by the above beams while
the above beams will keep going.

Breath Class:  These beams are generally 'fire breath' beams with short to
medium range.  They are faster than any other beam, but can not be use for
last minute counters.  They may cancel certain other beams, depending on
the character and the other beam.  Breath Class beams are generally
unblockable.

Weird Beams:  This is essentially an 'Other' Category.  Some beams will
initiate cutscene attacks (instead of a rush move).  Some are simply
weird shapes that don't clash with anything, and some are area sweepers like
Darkness Eye Beam.  These moves must either be blocked or dodged.

Area Class Attack: Moves like Super Explosive Wave fall into this category.
These moves generally create a sphere of damage which increases based on how
close you are to the center.  These moves can either be based around the user
or the opponent, and at least one is a homing attack.  You have about a
second between use and damage to either hit the opponent, block or run away.

_______________________________________________________________________________
Copyright 2008 Joseph Annelli