"Xenoverse 2 build for Frieza CaCs - 'Slow Burn'." By NudeBeach (https://pastebin.com/u/NudeBeach) URL: https://pastebin.com/N6Pn2vvc Created on: Tuesday 14th of November 2017 05:42:30 PM CDT Retrieved on: Saturday 31 of October 2020 03:54:14 PM UTC Overview: This is for Frieza Race CaCs (minimum height for extra speed; any weight is fine). This build is about hitting the enemy with Gold Beam (the charged ki blast you have in Gold Form), and playing keep away, though it's got options for other things if you want em, and is good for bursts of 'hit-and-run'-style melee combos. If you wanna counter this build, smart uses of burst dash will help, as will long-reaching melee attacks (Namek normals, etc.), supers that teleport you, counter-attacks that activate from basic attacks, and going hard on the enemy early on to prevent the Frieza character from going Gold. Stats: Focus on Basic Attacks, Stamina, and Ki. Roughly in that order of importance. You don't really need the others, but you can pump them up if you wanna; this build focuses on doing damage by landing Gold Beam rather through supers, so putting points in those isn't very important, and this build is good at keeping away from and outspeeding the enemy, so you shouldn't need much health. Supers: Destructo Disc This is one of the staples of this build. Destructo Disc is great. Homing, unblockable, stuns on contact, stays active for a long time, and, believe it or not, the slow movement of the projectile itself is an asset, not a problem. See, that slowness makes DD great for pressure (especially since the enemy can't block it), and you can put a few in the air and/or dash around the enemy (who's locked on to you) so they won't be able to see the disc(s), let alone dodge em. And that on-hit stun makes it mad easy to land Gold Beam from just about any range or position. This move can also discourage the enemy from getting close to you, which is great for a build with good projectiles and low health - let alone a build for a race whose melee combos constantly drop online. Generally, this move makes a great follow-up to Gold Beam in any situation - notice I said 'follow-up', not 'combo', cause it doesn't combo, but using this after the Beam keeps you in control of the fight. I know you're tempted to switch this for Saturday Crash cause it's faster (even though it's blockable) and you can combo into it - but you don't need a faster projectile that you can combo into! You *already have one*. I call it 'Gold Beam', and it's kinda the focus of this whole build if you didn't get that yet. That's also why you're not gonna see more conventional projectiles like Perfect Shot or Kamehameha on here - Gold Beam makes them basically obsolete. Hawk Charge Hawk Charge is kind of an undervalued move that actually has a lot of use - at least on a build like this. It doesn't have much power, yeah, but that's really the only flaw. It comes out the moment you press the button, travels quickly, goes right through ki attacks (seriously, try it out; you'll be amazed), the first part doesn't look like an attack to the untrained eye (it just looks like you're moving towards your opponent; there's no flashes or color streaks or anything), and - importantly for this build - it knocks the enemy away in a *perfectly straight line ahead of you*, so you can link it into Gold Beam. The timing on that is a little tight, but it's consistent, and with practice, you'll be landing it every time. This move is your go-to combo ender, since you can link any normal into this, and then link this into Gold Beam - just keep in mind, Frieza Race combos drop like mad online, so in an online match, your combos should only be three to six normal attacks, then this, then the beam. You'll get great DPS off that, and it's neutral-or-better in terms of ki usage (ie: you'll either lose nothing, or have a net gain. Yeah, really.). You can also use Hawk Charge to prey on openings the enemy gives you from a distance, and it can even squeeze some extra damage out of Destructo Disc, since you can link into this off of a DD hit, then throw out a Gold Beam. Got synergy, yo. Pressure Sign This is obviously the build's counter, and basically the panic button. If something goes wrong, Pressure Sign. Don't worry, this is a very ki-efficient build, so you can afford to throw out counters like that. This is IMO THE counter to go with for a build working off of Gold Beam since it counters any attack from any distance with zero startup, and it's trivially easy to land Gold Beam as a follow-up to this move's kick attack - much like Hawk Charge, it knocks the enemy away in a straight line. Plus, nothing screws up your opponent's mental game more than being *so sure* they had you, only for you to warp behind them for about 3-5k in damage (depending on your stats) for one ki bar (assuming you land that beam; which, again, is really easy). This is also gonna be a very important tool if you wanna get in some melee combos, since using it properly does wonders for making those safer. That said, I'd recommend not having this move on circle (or whatever the ki blast button is for your system), since if you're charging a Gold Beam and then suddenly NEED to use Pressure Sign immediately (ie: the enemy uses a burst dash, or a super where they teleport to you and attack), you'll be out of luck if they're on the same button. Gold Beam can't be canceled into other attacks, you see. Darkness Twin Star This is kind of the variable move slot of the build, where you can swap in your preferred moves to suit your own things, but I like having Twin Star here. Twin Star is basically an area-of-denial skill where the area being denied is 'within a few feet of your character, even if you move around'. This is something of a keep-away build, and this is an awesome ability to use to play keep-away. Plus, much like Pressure Sign, it's a good way to deal with burst dashes - it discourages the enemy from using them, and even if they do...well, you're likely to be hit by the dash anyway, but the Twin Star will hit them, so the enemy doesn't get a frame advantage or a follow-up combo. In a general sense, this move is great for discouraging the enemy from getting close enough to melee you, or letting you get close enough to melee them. Twin Star is also great for safely transforming, as the animation of a transformation doesn't make the ki balls this move generates go away. IMO, it's worth having on any transformation-centric build just for that. This can also be used to cover you before launching into an uncomboed ult, if you like throwing those out; it's a little harderf to stamina break somebody who has Twin Star active. This move also has a special synergy with fast characters (cough cough) as activating it and then dashing around essentially turns you into a high-speed mobile hazard whose movement cannot be predicted - and that's a pretty good thing to be. This move can combo into Gold Beam sometimes, but it's unreliable and requires really quick reflexes even at the best of times, so I wouldn't rely on that, but keep your eyes open. That said, if you wanna throw something else on here, maybe Divinity Unleashed, Ill Rain, Mighty Explosive Wave, or even a power-up or whatever else, you go for it. You do you. You could even import some of SSJAipom's Starkiller build's stamina draining properties by putting Super Drain here, since Frieza characters can combo into it with their normals and you can even combo Super Drain into Gold Beam if you're on the ground. Ultimates: Teleporting Vanishing Ball Yeah, I know you're not used to seeing this one, but bear with me. This move is beautiful for keep away builds, and can even, you guessed it, link into Gold Beam if you do TVB -> Bust Dash -> Beam. And right now you're probably going, "But, speaking of burst dash, this move is MAD vulnerable to them since they break stamina on people using ultimates, and this attack's borderline-impossible to combo into without a heavy stamina break and some luck". Well, thing is, you're not gonna be comboing into it. See, if the enemy's already a modest distance away from you (and they should be) and you hit them with Gold Beam, and then do this move, they're obviously gonna burst dash, right? I mean, you would do that if we were fighting, and I threw out an ult I didn't combo into from a good distance away, while you had stamina, right? Well guess what. At certain distances (including the distance that Hawk Charge -> Gold Beam creates, hint hint) this move COUNTERS burst dashes. I'm serious. They'll mash it out, and you'll teleport *right* as their attack would have hit you, then you'll reappear and nail them with the Ball while they're vulnerable from missing the dash. Then YOU can burst dash into Gold Beam. It's SICK. You don't even know. Plus even if they do another response to seeing you throw this out, like just dodging or blocking, you're still good. Blocking this move is asking for trouble since you can just dash away and throw a DD while the Ball is keeping the enemy occupied, and dodging is likely to just return you to neutral since TVB doesn't leave you all that vulnerable on a miss, believe it or not (since it hits in front of you, and the teleport makes it hard for the enemy to get behind you in time). If they do manage to nail you with a punish, just snap vanish, or use Mach Dash to turn this mistake into a power-up. If the timing's right, you can even Pressure Sign, turning this move into an expensive bait, which is worse than a cheap bait, but ay, you're still in control of the fight - you're dealing damage and they're not. You can also link right to Gold Beam without a burst dash if you catch the enemy with this near the floor; I recommend doing that when you can to save stamina. That said, if you don't feel comfortable banking on that sick dodge, and I don't blame you, you can absolutely put one of the go-to Ultimates here, like Super Kamehameha, Final Flash, Special Beam Cannon, etc.. There's nothing wrong with those moves, they just break from the 'combo to gold beam' theme, since you can't do that with the beam ults. You can also swap in a different ball ult, like Sphere of Destruction, or Supernova Cooler to keep that ult -> burst -> beam combo while gaining the utility of those moves, but I love hitting guys with that dodge too much to not recommend it first and foremost, plus you'll likely need stamina breaks or hard knockdowns to land those. Justice Combination I don't gotta introduce this one. You know what this move does, and you've probably guessed based on context that you can combo it into Gold Beam really easily. Hell, if your super soul is I Am The Universe's Strongest!, and you've got the full buff, comboing JC into GB is about 10k damage right there. This gives you a high damage melee option, and, unlike most builds, you don't gotta worry about overusing ults with this build; Gold Beam charges ki faster than you use it most of the time, so ult all day long. You can swap this out for Serious Bomb if you want. Does more damage, uses more ki, and you have to burst dash to combo Gold Beam afterwards, but is basically identical in terms of how you'll be using it. Entirely your call. Evasive: Mach Dash Believe it or not, this is an important part of the build. Once this build gets itself going, its got very few weaknesses - but having low health is one of them, and it means if you get caught in an ult, that might be game right there. So Mach Dash is great for getting you out of the hitbox of big ki blast ultimates, and you need a move that deals with those. I bet you're wondering why Mach Dash specifically and not some other evade though, and that's because Frieza Race characters are already nice and fast, especially in Gold Form, and using this move makes you even faster, exaggerating one of your biggest advantages. It can even be worth using this move early on, before you go Gold, to get a power-up going while you build ki to transform at the start of a match; cause that's the other big weakness of this build: early on, when you're not transformed, it can be a real uphill battle. So trust me, this move matters. You could swap this out for Final Pose if you want more damage off your melee options and Gold Beam (Gold Beam's damage is determined by your 'basic attacks' stat, remember), and that move has a TON of iframes, so you can tank through most ults (though you're vulnerable if the enemy recovers before the pose ends) but I prefer Mach Dash - mostly cause it moves you when you use it, and I think the buff lasts longer. Still, it's here if you want it; it can work. Plus hitting the enemy with the knockback of Final Pose does make it pretty hard for them to punish you. Food for thought, y'know? Make your own decisions. Angry Shout is another good option here; use it to safely build ki right at the start of the fight and transform that much quicker; it's not great for dealing with big-hitbox ults, though it can still be a help there as you'll be invincible for a decent chunk of the time that the ult would be damaging you. That said, Angry Shout loses the appeal it has once your *in* Gold Form, as by then you'll need ki less and build it easier, and that's how you'll spend most of the fight. A trick with Mach Dash and Final Pose is treating them as power-ups that don't take up a slot for a super move, and just throwing them out sometimes (they use a lot of stamina, yeah, but that can be mitigated with a high stamina stat, Super Drain, and certain super souls). This is especially good to do really early in the match when you won't be transformed (so you're at your weakest), and the enemy won't have enough ki to trap you in an ult (the only real situation where you NEED to use an evasive anyway). This strategy might be suicide with most races - I wouldn't know, honestly - but remember that Frieza Race CaCs regain stamina even while attacking, which no other race does. You can afford to be a little frivolous with stamina as a Frieza CaC. Transformation: Golden Form This is the big one. THE reason to play a Frieza Race is to have this form, since it gives you a speed boost and access to a charged ki blast that'd be OP if Frieza Race characters didn't have so many other problems. It comes out quick, it travels quick, you're not vulnerable after a miss, it does great damage considering it uses no ki, it's one hit so the enemy can't vanish/evade after being hit to escape damage, and it actually generates about 1/2 a bar of ki on hit so it can straight up fuel any super/ultimate you wanna use. Activate this after a knockback normal, throw, Hawk Charge, or Pressure Sign and you should be able to get through the animation without being hit. Or shield yourself with Darkness Twin Star to shield yourself and intimidate the enemy into leaving you alone while you transform (though that offers no defense against ki blast supers). One of the cool things about Gold Form as opposed to most other transformations is that it doesn't drain ki or stamina while active, so you can basically turn it on, and stay transformed the whole fight no problem. So, unlike Super Saiyan, Giant Form, and Kaio-Ken, you're not gonna have to worry about building up enough ki/stamina to transform over and over, or trying to think up slick stuff to do when the transformation runs out - it doesn't run out. You switch it on and the only way it goes away is if you get knocked out, or turn it off manually. Also you get a good boost to ki super damage, which is nice, but that's not the focus of this build. Super Soul: Kieeeee!! Stupid name, I know. It's a Guldo soul that permanently slows the enemy if you hit them with a charged ki blast. Given that Frieza Race characters already have a speed advantage - especially in Gold Form - this widens the speed gap between you and your opponent so much that the fight basically becomes The Flash (you) vs Somebody Wading Through Waist-High Water (them). If you go Gold and slow the enemy, them hitting you at all becomes almost entirely a question of you making mistakes (even moreso if you have Mach Dash active); especially if you play keep-away, which is something this build can do well. While there are super souls that resist slowing effects, they're so rarely used that you'll basically never see them; they're not worth worrying about. The only things you realistically have to worry about with Gold+Slow are the enemy having teleporting moves (Final Blow, Savage Strike, etc.), counter-attacks, or moves that hit all around them (Mighty Explosive Wave, Namek CaC's heavy-light-heavy, etc.) if you're going in close for whatever reason. And you will encounter those things, but Twin Star and Pressure Sign are good for dealing with that stuff. That said, this soul is primarily for PVP and other 1-on-1 situations. In PQs and Expert Missions, I'd generally recommend going with the "I Am The Universe's Strongest!" soul to get more power out of Gold Beam. "But, why? How does that make sense?" Cause the buff you get from IATUS is great - but you need to use Gold Beam 10 times to get the max boost (and 4 or 5 times to really notice a big difference in damage at all), and by the time you get this move off that many times in a duel, the enemy's probably already dead, so you might as well have not bothered. By contrast, in a PQ where you gotta deal with multiple enemies, that slowing debuff loses some luster, while the damage stuff starts dominating. Finally, most PQs and all EMs have downtime during which you can just safely spam your charged ki blast to build the buff of IATUS, so it's almost a waste to not use it for those. You could also throw on a soul that gives you ki at the start of the match (ie: "A Monster? No, I Am A Devil!", etc.), so you can transform immediately, which frees up your evasive slot if you wanna put something else there, but then your Gold Beam is gonna lose utility/damage. Not MUCH is gonna be lost, mind you, since that Beam still kicks ass, but there you go. You could even use "The Real Hell Begins Here!" to slow AND poison the enemy with the Beam, though that also lowers the Beam's damage by a fair chunk, and poison is kinda weak, tbh. That said, if you wanna utilize poison in this game, a keep-away build for a Frieza character is DEFINITELY the way to go, since you can block and run away (and keep DD's in the air, with this build at least) while the poison eats the enemy's health, so I guess if you just think poison is cool, then that's the soul for you.