Akatsuki Blitzkampf/Fritz

From Mizuumi Wiki
Jump to navigation Jump to search

Background

A military surgeon who was involved in a research from the Imperial Army during the Great War. Although he was missing after the war, he reappears with Akatsuki's comeback and starts to eliminate those involved one by one. (from character selection screen)

Read the translation of his arcade mode!

Introduction

Fritz is the kind of character for those who like to trick their opponents into making mistakes and then come down on their heads with brutal punishment. Fritz forces his opponents to think hard and play carefully, unless they want to lose a good chunk of their health in a matter of seconds and a couple of bloody slashes.

On the other hand, Fritz is forced to parry and/or use EX dashes in order to get out of extreme pressure (especially when cornered), simply because he's out of options as his attempts at countering will prove futile.

A good number of Fritz's normals act as special moves and deal guard damage.

Similar to: Samurai Shodown, Nagoriyuki


Strengths Weaknesses
  • Great Movement: Fritz has great walk speed, the fastest dashes in the game, and his teleports, making it easy for him to mix up his movement and hard to pin down in neutral.
  • Good Mixups and Okizeme: Fritz has a solid high/low, great strike/throw, and great meaties.
  • "Get Out of Jail Free" Super: 236B+C/214B+C are fully invulnerable, allowing him to escape pressure with little consequence.
  • Chip Damage\Block Recovery on Normals: Any B or C attack involving Fritz's sword deals chip damage and has shortened recovery on block. This means he's almost constantly dealing chip while not being too much worried about block punish.
  • Great Whiff Punishes: Fritz's sword normals are reasonably fast, are long and hit hard, while his Level 3 is the most damaging super in the game that covers great range, making his whiff punishes dangerous, especially on counter and back hit. With "Health difference" and "Guts" systems in the game, Fritz can turn the tables just in few good hits.
  • Very Easy: Fritz is the easiest character in the game in terms of execution. However, don't mistake this for the lack of depth, since he's a lot more nuanced than may seem at the first glance.
  • High Whiff Recovery: Most of Fritz's B and C normals have a huge amount of recovery on whiff, leaving him wide open to punishes. His normals have to be carefully placed and can't just be thrown out recklessly.
  • Poor Defense Without Meter: Fritz doesn't have a meterless reversal, his abare is unrewarding, and sword normals are either too slow/risky or can't be used in close ranges at all.
  • Limited Conversions: While Fritz can consistently provide high damage on "read-after-read" basis, his combos are very few, predictable, and lack extensions even in the corner. At the same time, he cannot use meter to deal damage except with Level 3 super, the latter being not easy to land\combo into and leaving Fritz without metered teleports for defense. With hardly accessible options to enhance damage past his average level, Fritz can have trouble securing comebacks or the lead he already has.


All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
236A/B/C (EX OK) - Maegake: Forward dash
214A/B/C (EX OK) - Ushirogake: Backwards dash
Level 3 Super
A+B+C - Hissatsu Kirikomi Touhou: High damage slash, but hard to combo
Unique Attacks
4B, 4C, j.2A/B/C
Stats & vitals

  • Armor Ratio = 1.000
  • Walking Speed = 5.0 dots/F
  • Retreating Speed = 4.0 dots/F
  • Jump Startup = 3F
  • Backdash Duration = 18F
Quick combo reference

Basic BNBs: f.5B > 5C; f.2B > 2C; j.B, f.2B > 2C

3 Bar Confirm: j.B, 2A > A+B+C; Reflector > walkup 2A > A+B+C

Reflector: f.2B > 2C


Notes on Ausf. Achse

Universal Changes

The nerfs to reflector combos affect him more since the latter are very important to his defence.

Character Changes

Gains a taunt with a hitbox. Does no hitstun or blockstun and barely any damage.

4B does 200 less damage (1600-1400).

His level 3 received a couple nerfs. It can now be guarded and the initial hit does 800 less damage (2000-1200).

The movement speed of his teleports is now slower.

His diagonal j.B got a new animation, and while it can't be verified, possibly a larger hitbox.

His standing reflector don't bounces an opponent as high, making level 3 combos next to impossible.

His aerial reflector bounces an opponent higher, making level 3 combos easier and close 5C follow-up almost guaranteed.


Complete Changelog

Universal Mechanics

Reflectors

Standing Reflector
4/5/6+B+C
ABK-Frit-5BC.png
Damage Guard Startup Adv Hit Adv Block
500 High/Low 7 KD -12^

Fritz slams the opponent with his sword. Causes a ground bounce and can be comboed into 2B or 2C. Quite large for a reflector attack, so it can hit where other reflector attacks might whiff.

Crouching Reflector
1/2/3+B+C
ABK-Frit-2BC.png
Damage Guard Startup Adv Hit Adv Block
400 N/A 7 KD -12^

Same as standing reflector.

Jumping Reflector
7/8/9+B+C
ABK-Frit-jBC.png
Damage Guard Startup Adv Hit Adv Block
500 N/A 7 KD VB

Same as standing reflector.

Throws

Standing Throw
ABK-Frit-5AB.png
Damage Guard Startup Adv Hit Adv Block
2000 N/A 5 KD N/A

Fritz performs a quick headbutt to the opponent. This throw is techable but the opponent remains relatively close to Fritz.

Aerial Throw
ABK-Frit-jAB.png
Go into training mode and do this throw, it's amazing.
Go into training mode and do this throw, it's amazing.
Damage Guard Startup Adv Hit Adv Block
2000 N/A 3 KD N/A

Fritz slams the opponent into the ground using his knees and hops away. This throw is untechable.

Normal Moves

5A (close)
ABK-Frit-5A-close.png
Damage Guard Startup Adv Hit Adv Block
500~ High/Low 4 +0 +0

A hilt poke, cancellable and chains into itself. Otherwise can be chained into 2A.

5A (far)
ABK-Frit-5A-far.png
This hitbox is actually real.
This hitbox is actually real.
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 11 -2 -10^

A fast sword thrust with quite a bit of range. This does not chain into any other move and is uncancellable.

5B (close)
ABK-Frit-5B-close.png
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 5 +4 +2

A generic uncancellable kick.

5B (far)
ABK-Frit-5B-far.png
Damage Guard Startup Adv Hit Adv Block
2000~ High/Low 13 KD -10^

Fritz moves forward and does an upward katana slash. Knocks down and can be followed up by 5C before the opponent recovers. Can be teched in both cases. Inflicts guard damage.

5C (close)
ABK-Frit-5C-close.png
Damage Guard Startup Adv Hit Adv Block
2600~ High/Low 17 KD -12^

A slightly delayed knockdown slash. Inflicts guard damage.

5C (far)
ABK-Frit-5C-far.png
Damage Guard Startup Adv Hit Adv Block
2800~ High 25 KD -12^

Fritz moves forward and does a heavy slash that hits overhead and knocks down. Inflicts guard damage.

2A
ABK-Frit-2A.png
Damage Guard Startup Adv Hit Adv Block
400~ High/Low 4 +0 +0

AA crouching hilt poke. Cancellable, chains into itself and 5A.

2B (close)
ABK-Frit-2B-close.png
Damage Guard Startup Adv Hit Adv Block
800~ Low 5 +5 +3

An uncancellable low kick.

2B (far)
ABK-Frit-2B-far.png
Damage Guard Startup Adv Hit Adv Block
1600~ High/Low 9 KD -10^

A slash very similar to 5B, but with less delay. Also knocks down and also can be followed into 2C before the opponent recovers. Inflicts guard damage.

2C (close)
ABK-Frit-2C-close.png
Damage Guard Startup Adv Hit Adv Block
2000~ High/Low 17 KD -12^

Crouching variation of 5C with the same properties but different hitbox\hurtbox and less damaging. Probably exists just to deny you far 2C up-close, don't use it unless on accident. Inflicts guard damage.

2C (far)
ABK-Frit-2C-far.png
Damage Guard Startup Adv Hit Adv Block
1800~ Low 11 KD -12^

Low slash that reaches about 2/3 of the screen and moves Fritz forward a bit, has long recovery time. Knocks down. Inflicts guard damage.

j.A
ABK-Frit-jA.png
Damage Guard Startup Adv Hit Adv Block
450~ High 5 VA VA

An overhead kick. Cancellable into j.2X.

j.B
ABK-Frit-jB.png
Damage Guard Startup Adv Hit Adv Block
1600~ High 9 KD VA

A jumping overhead version of 2C. Good range and knockdown properties are intact. Has some recovery even if hitbox is canceled near ground, and is very prone of the latter due to 9F startup. Inflicts guard damage.

nj.B
ABK-Frit-njB.png
Damage Guard Startup Adv Hit Adv Block
1500~ High 5 KD VA

A jumping overhead version of Fritz's far B attacks. Also knocks down, but unlike the ground versions, you can juggle the opponent after it. Has some recovery even if hitbox is canceled near ground. Inflicts guard damage.

j.C
ABK-Frit-2C-close.png
Damage Guard Startup Adv Hit Adv Block
2400~ High 4* KD -12^

An overhead incarnation of 2C(c), in terms of both animation and properties. Fritz holds his sword while in the air, and then swings his sword as soon as he touches the ground. Startup is shorter the lower the height. Has some recovery even if hitbox is canceled near ground. Inflicts guard damage.

Command Normals

破天 - Haten
4B
ABK-Frit-4B.png
Damage Guard Startup Adv Hit Adv Block
1600 High/Low 10 KD -12

Fritz does an upward slash that covers the entire jumping height, and inflicts guard damage. This makes it his best ground anti-air and can hit even opponents on the ground, but has terrible recovery.

玉光 - Gyokkou
4C
ABK-Frit-4C.png
Damage Guard Startup Adv Hit Adv Block
2000 High 27 KD -10^

Fritz hops back while perfroming a quick fusion between 5C and 2C(c).

  • Aside from traditional knockdown, it's overhead, but does 2C(c) damage.
  • Moves his hurtbox back while being disjointed, great at baiting reversals and long range attacks.
  • Inflicts guard damage.
天駆 - Amagake
j.2A/B/C
Damage Guard Startup Adv Hit Adv Block
- - 27 KD -12^

Fritz does a very quick evasive descend, that deals no damage.

  • With A version Fritz descends backwards, with B - drops vertically down, C - descends forward.
  • Diagonal versions cover about 1/3 of the screen.
  • All versions have a noticeable recovery upon landing.

Special Moves

前駆 - Maegake
236 A/B/C/B+C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Fritz does a evasive dash forward, that can go through opponent.

  • A version is a fakeout, as Fritz will stay were he was.
  • B version moves him 1/4 of the screen.
  • C version covers ~2/3 of the screen.
  • EX version covers 3/4 of the screen, and is invincible in all frames.
  • All versions have a bit of recovery.
後駆 - Ushirogake
214 A/B/C/B+C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Same as the above, but in opposite direction.

Super Move

必殺切込刀法 - Hissatsu Kirikomi Touhou
A+B+C
ABK-Frit-ABC.png
Damage Guard Startup Adv Hit Adv Block
6822~ - 17 KD -

Fritz dashes forward (~1/2) and does his 5B slash. If the slash connects, he will perform the remaining 10 brutal slashes against the opponent. The initial slash is unblockable and must connect in order for the rest of the super to be performed.

General Strategy

Ctrekoz's vanilla PVP and Highlights

Ctrekoz's AA PVP and Highlights

Neutral

Fritz's plan in neutral is pretty simple. Abuse his huge buttons in mid range and catch opponents off guard with his varying options.

The safest poke to throw out is f.5A. Compared to his other far normals, f.5A has a low whiff recovery, and still has decent range and disjointed hitbox. However, it is a far less rewarding than his other tools, and is best used sparingly, but is great to close rounds and can be even done through slower projectiles.

F.2C is generally the next best neutral tool. It's an incredibly fast and long ranged low that very often will catch opponents standing. This move alone can make an opponent afraid to stand too much against Fritz. Unfortunately, it has a huge amount of whiff recovery, making it a fairly easy punish, especially if the opponent jumps in on you when you try to do it.

Once the opponent is worried about having to block low, you can add f.5C to your neutral. f.5C also has huge range, mainly since Fritz walks a good distance before swinging his sword, but has a lot of startup, making him vulnerable to being hit out of it or even punished on block, due to fairly reactable startup, which is especially dangerous if it moves Fritz close enough to the opponent's face. Most importantly though, it hits overhead, so when the opponent starts crouch blocking to avoid f.2C, this can catch them off guard. Also, f.5C is a great move to punish slow projectile startups, or even trade with the ones already on the screen. f.5C has other more niche uses, such as using it after reflecting a projectile since from most ranges it will reach the opponent. Note: despite how the move looks, f.5C will often whiff on jumping-in opponents, leaving Fritz wide open for a whiff punish.

Other strong neutral tools are his f.5B/f.2B. Effectively the same move, they have a deceivingly large amount of range since Fritz moves forward a good distance before swinging the sword, and are also pretty fast/safe on block/whiff. With f.2B being the fastest and the second safest-on-whiff Fritz's ground sword normal, it makes for especially great poke or punish tool. Also, they both lead to good damage due to 5C and 2C follow-ups, especially on counter hits, so they're a strong tool in general. Note: 5C follow-up can also be done by pressing 4C, 8C or 6C. 2C one has no alternate buttons. Sometimes you gotta delay 5C/2C if there is too much juggle or it will whiff.

4C, while generally more of a mixup tool, also has use in neutral. Due to the hop back it can be used to catch overly aggressive opponents, dodge lows, and is another second-safest-on whiff, so it normally doesn't hurt to just throw it out, but mind very slow startup and create good distance beforehand. Similar to f.5C, it tends to whiff on jumping opponents so be careful about that, but still has fairly big hitbox to catch them if timed right.

Incorporating Fritz's teleports in neutral can also be powerful. The meterless teleports don't have invincibility, but against respectful opponents and especially zoners, his forward teleport can close the distance quickly. If close enough to the opponent after the teleport, you can often go for a throw or some mixup. You can also use 236B+C to go through any active hitboxes like a projectile and still reach the opponent, this works especially well in the matchups against zoners and can even punish some of their moves. Level 3 invulnerability can be used for similar purposes, and is even better because you can punish opponent's recovery with it, but you need to time the move well, and while it works great against some projectiles, countering melee attacks is very risky and requires a big read. The backwards teleport dash, while not as useful, can be used to escape from pressure situations or for baiting on oki for example.

Even without teleports, Fritz walks and jumps fast, which greatly helps him to keep the pace, but his dashes deserve a special mention. Fritz's dashes are very fast, and what is most important, have very little visual telling, so his forward dash into something like f.2C can work extremely well to catch the opponent off guard, and when they start to be extra careful about it, you can mix 236B in instead. Fritz's backdash is fast, and like with the rest of the characters, is invulnerable from frames 1 to 6, which can help you greatly to escape midscreen pressure. If you compare his B-teleports with dashes, they travel the same distance, but teleports can be chained more fast than the dashes, so it's a better movement option, however dashes have less visual\audio telling, so they're better for transitioning into an attack, as well as backdash has some invul.

Note: while Fritz's sword normals have shortened recovery on block, you still need to be careful about it, especially with moves like f.5C when you can still be relatively easily punished.

Anti-Air

Fritz's anti-air game is very strong, although there is some flaws to it.

4B of course is the main anti-air, with a huge disjointed vertical hitbox that's not lacking in horizontal reach either (and it can even hit standing opponents). 4B has a few issues though. Like his other sword normals, 4B has a huge amount of recovery on whiff. It also doesn't make his hurtbox any smaller, meaning sometimes in spite of the huge hitbox it will get beaten out or trade (although trading can be beneficial, sometimes even allowing you to combo off it). It's also slow enough that it can be hard to use on reaction, although it's definitely possible.

Another great option, with enough spacing, is f.2C, due to how fast and long this button is, and, more importantly, because lows cannot be blocked in the air, although it will work only at low height.

While not strong options, f.5B/f.2B can sometimes catch jumpers as well. As to universal air throw option, Fritz's one cannot be teched, which leads to good oki and is very useful at close ranges.

Air Game

Fritz's air normals are unique and strong for their purposes.

j.A is small but still has use in air-to-air and is his safest aerial to land with, especially good in closing the games when you look for that last drop of damage. Notably, j.A can be canceled into j.2X, meaning it can be used for some hard to deal with left right mixups (i.e. air-to-air j.A then mix between j.2A or j.2C to land to the left or right of the opponent before they can touch the ground).

nj.B is very fast and has pretty good reach, which is used mainly against jump-ins and in the corner defense, as well as can lead to Level 3 combo against grounded opponents. However, requirement to do a neutral jump, hefty landing recovery, no air-to-air combos and lack of reach if the opponent doesn't extends his hurtbox with an attack, makes it difficult to use.

j.B is not very fast, but its giant disjointed hitbox makes for an amazing air-to-air and poke option, though given the startup and recovery it's not spammable and you need to properly space it, and it can be difficult to catch characters with strong air mobility like Anonym or Perfecti. While it is hard to combo off air-to-air j.B, with the right air momentum it's possible to do in the corner. When used on landing, j.B launches opponents rather than keeping them standing, which leads to Fritz's best combo extensions, and is also the most consistent way to combo into his Level 3.

j.C may seem like a very slow and telegraphed button at first, but there's a secret to it: the closer to the ground you input it, the quicker is startup, reaching as fast as 4F. While it is not really useful as air-to-air, it makes for a great neutral and okizeme tool, being a very fast, very damaging overhead with a big hitbox, which can save you even from jump-ins. As was already said, nj.B\j.B and j.C have landing recovery even on whiff, meaning it is possible to whiff punish and Frtiz won't always be plus if blocked on landing, so be careful.

Big weakness of nj.B, j.B and j.C is a feature of having their hitbox cancelled if you input them too close to the ground. All air normals in the game work like that, but the specials things about Fritz are: 1) you still have some recovery; 2) you can see either sheathing animation and hear an according sound, or same but with the blade coming out as well (j.C can produce only sheathing), however there is still no hitbox. Which one happens depends on how close to the ground Fritz is, but it's not clear if recovery is less or the same for both cases. j.B has it the worst since it's 9F startup, so keep this info in mind to actually get your move out instead of missing the timing. You can try to bait someone with hitbox cancel however, but recovery is hefty enough for this being harmful to you more often than not.

Offense and Okizeme

Fritz has fairly strong pressure once he can secure a knockdown close enough to the opponent. His general mixup tools are f.2C, f.5C, 4C, c.5C, teleports, dashes and throw.

Fritz has two lows, first one being c.2B. c.2B, while requiring you to be close to the opponent, is very plus on hit or block and leaves you available to do any far sword normal afterwards. This means that you are put in a favorable situation and free to do any mixup. From here, you can either walk up/dash/236B and c.2B again for plus frames/throw, f.2B\f.5B if you read the opponent doing an option besides reflect, high/low mix with 4C, f.5C, f.2C, link/frametrap into 2A, 4B anti-air (which can even hit standing characters, so you can cover two options at once), do nothing/backdown/do some teleport mindgames, air throw, even punish reflector whiff with Level 3, anything. This is a very interesting mixup, especially if you're looking for close-range low option, but requires some timing not to whiff as a meaty, and is risky if the opponent decides to use a reversal, reflector, or mash with fast enough move to beat your follow-ups, and damage reward from c.2B itself is very low, even if you link it into guaranteed 2A.

Fritz's second low, f.2C, is a very quick far-range low option with more damage, gives a knockdown, and can be spaced to be safe from some reversals and any reflectors. The range also means you can do it from a more distant knockdown where you otherwise wouldn't be able to do c.2B, but the downside is that f.2C has very little active frames and huge recovery, which can be often beat by jumping and backdashing unless you time it strictly, which can lead to you being punished as far as being jumped over and receiving a back-hit.

4C and f.5C are both overheads, but there are different situations to use them. f.5C hits harder and has more range, but is notably slower and is very susceptible to reversals or reflector, and is even reactable enough to receive block punish, especially if it moved you too close to the opponent. However, it's range allows you to use it for high/low pressure along with f.2C from a range, making even more distant knockdowns dangerous. However, if you're close enough for it, 4C is the better option. It's faster and harder to react to, not as much but still decent range, and most importantly since it hops backwards, a large number of reversals will whiff against it. This makes it incredibly valuable for mixup, but keep in mind that Fritz is considered in air-state while at it, so sometimes you can be hilariously air thrown on reaction, yet it can also help to you dodge lows. Another overhead option is j.C, which works very well if used with shortened startup feature, and being in the air gives you even more options to play mindgames, like using an empty jump/j.2A/air teleports to bait and punish reversals, and so on.

F.5B and f.2B are your two last far-range meaty options, and while hitting mid, compensating for it by high damage with 5C/2C follow-ups, knockdown, fast startup\whiff framedata (f.2B is your fastest sword normal, being 9F), lots of active frames to catch jumps/backdashes/frame 1 reversals, and by being safe off certain reversals(?)/reflectors if spaced enough.

While often overlooked, c.5C is an amazing close-range meaty option, and while it's not overhead nor low, it does the second biggest damage out of any Fritz's normals, even more so on counter hit which is often the case. It has ton of active frames to doom any jumping, backdashing, or frame 1 reversal attempts, knocks the opponent down to continue okizeme pressure, but has a pretty harsh timing with its 17F startup, so use it only if the opp does not tech. As with all Fritz's sword normals, c.5C is pretty hard to punish on block due to shortened recovery and midscreen pushback, so it's pretty (but not completely) safe to use. In Ausf Achse version it's even better due to heavily nerfed reflector damage, so risk-reward ratio is very much in your favor. Another use-case for c.5C, albeit a more rare one, is to punish long recovery whiffs if you're close enough and can't do something more damaging like f.5C or Level 3.

Once the opponent is worried about blocking and starts respecting you, Fritz can incorporate his throw mixups. As described earlier, Fritz can setup tick throw from c.2B or c.5B, although he can also use j.A or 2A/c.5A, the latter two for less +frames but less pushback for more convenient throws. You can also of course simply do throw without anything before it. The final aspect of his mixup game is his teleport dashes and usual dashes. For example, on opponent's knockdown, you can do 236B into the opponent's face, which can bait him into attacking on wakeup, but at the same time you do a backdash which gives you distance and invul frames, and then you can punish something or go for another mixup if you think they will be blocking. While it's fairly reactable and gimmicky, you can also use the teleport dashes to side switch. 236B will cross over and keep you close while 236A will do a fake. From there you can either go for one of his other regular mixups. This is of course fairly reactable, but it will work every once in a while. What's less reactable though is his j.2X crossups. Regardless of the version used, j.2X has very similar animation, making it harder to read, particularly in Ausf Achse where all Fritz's teleports were slowed down. Combining all these options together can make things very tough for the opponent.

Defense

Fritz's defensive options aren't the best.

236B+C and 214B+C are effectively get out of jail free cards. For one bar, you get a fully invincible dash that can't be punished, and can be used to escape the corner or pressure. This is very strong. However, besides these Fritz can't really deal with pressure well. He has the universal options in 2A mash, reflector and backdash, but these have weaknesses of course, and his 2A and reflectors aren't especially strong compared to anyone else in the cast, although the latter has big auto-counter range. This means that without meter, Fritz has weak defense and has to respect the opponent frequently, which is especially tough against some characters like Sai or Marilyn. And while 236B+C and 214B+C can't be punished, this comes at the cost of them not actually stopping the opponent, meaning some characters with good movement or specials that quickly move them across the screen, like Sai and Murakumo, can chase him down when he uses these options and force him to block something.

To get out of the corner, your options are either to score a knockdown then teleport, teleport without knockdown, or do side-switch ground throw. In terms of teleports, while metered ones are your main choice, non-metered 236C\214C and j.2C can work very well too, while not having invul but still being able to pass through the opponent. Knockdown can be achieved with any sword normal, including air ones (with the exception of f.5A), and with a throw or reflector. Up-close, ground sword normals are too slow, and you're locked out of f.5B\f.2B and f.2C if the opponent is at such range, but you have a rather strange option in the form of 4B. The latter can work surprisingly well due to 10F startup and hitbox tall enough to hit standing characters (not crouching ones unless it's Tank), but is very punishable on whiff, as well as has big recovery even on hit, so be quick about your teleport afterwards. C.5C and 4C are just too slow to use up-close. If you have enough space, your best ground choice to score a knockdown is either f.2B (9F, hits mid, relatively fast whiff-recovery) or f.2C (11F, hits low, very punishable on whiff). Air nj.B\back jump j.B\j.C normals work great and can give a lot of damage, while at the same time you can have an easier time blocking pressure while airborne, but you need to jump first which can be beaten. Another interesting air option is j.A>j.2C, which both can stop air offence and let you to teleport. Throws and reflectors are another good choice, but can be beaten too, especially the latter. Your last and most risky option is using Level 3 as a reversal on big read.

Overview

Fritz is a neutral focused character with a simple but effective gameplan, and is very easy mechanically. He's great at controlling space, but requires patience to find opening to deal huge damage. He also has weaker defensive options, meaning he can have trouble with character who have strong offensive tools. Still, if you are a fan of dealing huge damage in one or two hits and playing characters with a focus on strong neutral game, then you will likely enjoy Fritz.

Combos

Symbol Meaning
> Cancel from the previous move to the following move
land The player must land
, Link from the previous move to the following move
dl./delay Delay before using the following move
nj.X Neutral Jump
AA Anti-Air, must hit an airborne opponent
[X] Hold the input
(X) Optional input
[X]*N Repeat (sequence) N number of times

Ctrekoz's playlist with Fritz's Combos and Tech

Midscreen

Combo Damage Video Notes
2A*N Variable -

Mainly used to finish the round or as close range mash\anti-mash, reward is low. Amount of hits and total damage depend on the character and range. Can actually hit Blitztank up to 10 times.

c.2B, 2A 1095 Link

Same idea as above but with a low button, thus also works as a mixup. 2A link can be somewhat tight with 5F window to do a 4F move.

j.B, f.2B > 2C 3146 Link

Main conversion from j.B. If you had to learn only one combo with this character, it's this one. Does pretty good damage.

j.B, 2A > ABC 6539 Link

Main level 3 confirm combo. Does great damage and is easy to do.

Corner

Combo Damage Video Notes
j.B, c.5A/c.5B/2A, f.5B > 5C 3523 Link

Most damage without meter, but is hard to do and 5C easily misses unless vs Blitztank. Doing f.2B > 2C is a lot more consistent and is recommended, even if this deals around 300 damage less. You can use c.5B on most characters but a few need c.5A.

j.B, c.5A/c.5B, Air Throw 3288 Link

Air throw ender. Barely does more damage than f.2B > 2C, is harder to perform and gets the opponent out of the corner, but gives a hard knockdown. Also deals nice emotional damage.

j.B, c.5B, microwalk 2AA > ABC 6757 Link

Corner meter dump combo. Does slightly more damage than the midscreen version and is harder to perform, but not too much. Doing 2A only once can make it very easy.

j.B, c.5B, 2A > 236B, 2AAA > ABC 6932 Link

Fritz's max damage combo. Is not worth to do due to being incredibly difficult and giving a rather small damage increase. At least it looks sick.

Reflectors

Combo Damage Video Notes
Reflector, f.2B > 2C - Link

Fritz's signature combo off Reflector. Does good damage.

Reflector, f.2C - Link

For when the opponent is out of reach for f.2B to connect.

Reflector, microwalk 2A > ABC - Link

Reflector meter dump combo. A good way to finish off opponents, if the need ever rises.

Air Reflector, c.5C 3157 Link

You need to be close enough to the ground while reflecting for cl.5C to not whiff. Also looks swag as hell.

Air Reflector, c.5A > ABC - Link

Air Reflector meter dump. Can be done with 2A.

Ausf Achse Combos

Ground Reflector combos are unreasonably tighter, forget about A+B+C confirms and the last part of f.2B>2C is less consistent. Air Reflector>cl.5B>f.2B>2C won't work in AA since 2C whiffs. Either use cl.5C which is easy and deals the most damage and keeps the opponent close, or cl.5B>f.2C which requires delay on cl.5B and timing with f.2C, deals 151 less damage (on Aka), but leaves the opp almost fullscreen away.

Frame Data

source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
^ - knocks away

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  20   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  18   |    3    |   KD   |    --    |
                5+B+C  |  25   |    7    |   KD   |   -12^   |
                c.B+C  |  25   |    7    |   KD   |   -12^   |
                j.B+C  |   ?   |    7    |   KD   |     ?    |
                  A+C  |  49   |   --    |   --   |    --    | cancellable after 33F
              Normals  ---------------------------------------
             close 5A  |  15   |    4    |   +0   |    +0    |
               far 5A  |  24   |   11    |   -2   |   -10^   |
             close 5B  |  16   |    5    |   +4   |    +2    |
               far 5B  |  45   |   13    |   KD   |   -10^   |
             close 5C  |  45   |   17    |   KD   |   -12^   |
               far 5C  |  64   |   25    |   KD   |   -12^   |
                  c.A  |  15   |    4    |   +0   |    +0    |
            close c.B  |  15   |    5    |   +5   |    +3    |
              far c.B  |  34   |    9    |   KD   |   -10^   |
            close c.C  |  40   |   17    |   KD   |   -12^   |
              far c.C  |  54   |   11    |   KD   |   -12^   |
                  j.A  |  16   |    5    |   VA   |    VA    |
                 7/9B  |  VA   |    9    |   KD   |    VA    | landing recovery 12F
                   8B  |  VA   |    5    |   KD   |    VA    | landing recovery 12F
                  j.C  |  VA   |    4*   |   KD   |   -12^   | landing recovery 29F, *4th frame upon landing
              5B > 5C  |   ?   |    ?    |   KD   |     ?    |
            c.B > c.C  |   ?   |    ?    |   KD   |     ?    |
      Command Normals  ---------------------------------------
                   4B  |  53   |   10    |   KD   |   -10^   |
                   4C  |  52   |   27    |   KD   |   -12^   |
                 j.2A  |  VA   |   --    |   --   |    --    | landing recovery 8F
                 j.2B  |  VA   |   --    |   --   |    --    | landing recovery 8F
                 j.2C  |  VA   |   --    |   --   |    --    | landing recovery 8F
             Specials  ---------------------------------------
                236+A  |  14   |   --    |   --   |    --    |
                236+B  |  14   |   --    |   --   |    --    |
                236+C  |  24   |   --    |   --   |    --    |
                214+A  |  14   |   --    |   --   |    --    |
                214+B  |  14   |   --    |   --   |    --    |
                214+C  |  24   |   --    |   --   |    --    |
       EX and Level 3  ---------------------------------------
              236+B+C  |  45   |   --    |   --   |    --    | all frames invincible
              214+B+C  |  55   |   --    |   --   |    --    | all frames invincible
                A+B+C  |  61   |   17    |   KD   |    --    | superflash 40F, 1~7F invincible

Trivia

Fritz's Ending
  • Much of Fritz's details are based on Mori Ōgai [1] who was a Japanese Army Surgeon general officer, translator, novelist and poet. He is responsible of introducing German literary works in Japan with his translations. The name is exactly the same as Mori's second son Furitsu (不律) which is a kanji spelling of the German name Fritz.


General
FAQ
Controls
Netplay
Menus
HUD
Glossary
Links
Characters
Akatsuki
Mycale
Sai
Kanae
Fritz
Marilyn Sue
Wei
Anonym
Elektrosoldat
Blitztank
Adler
Murakumo
Perfecti
Mechanics
System Specifics
Frametool
Reflector
Changelog