M2Dave
Zoning Master
Freddy has some excellent zoning, combos, and mix ups. However, it seems to me like he needs meter to escape dangerous, high pressure situations that some characters can dish out. So, for those of you who were hoping for an anti-Kung Lao character, you may still have to wait for another DLC, or at least until Freddy develops as a character. I think he also has some issues controlling the air from further ranges since he lacks an aerial fireballs. Either way, here are my first impressions on Freddy Krueger. Post yours. I would like this thread to concentrate less on combos since there already is a meticulous combo thread and more on first day impressions and opinions on the character.
Special Moves
Throw - Freddy's throw cannot be backrolled. When timed correctly, most characters must block a medium Ground Spike afterwards unless they have an advancing forward special move that has armor.
Glove Toss (b,f+2) - The Glove Toss is equivalent to the pre-patch Kano Knife Toss... on steroids. Very fast projectile with very fast recovery, a solid hitbox, and pushback on block. The Glove Toss also leaves Freddy at a slight advantage when it hits. If your opponent gets hit or blocks a full screen Glove Toss, the far Ground Spike must be blocked thereafter. AA Glove Toss usually gives free medium and far Ground Spikes depending where your opponent is on the screen. EX Glove Toss juggles to medium and far Ground Spikes depending where your opponent is on the screen. Reflectable and parriable by Kenshi and Nightwolf and Smoke respectively. The Glove Toss is currently tied with Skarlet's daggers as the best projectile in the game.
Freddy Fingers (d,b+2) - A far less dominant projectile that hits low and has pushback on block. Slightly slower and more recovery frames than the Glove Toss. The EX version has the same advantage on hit as Kung Lao's Ground Hat (d,b+2).
Ground Spike (d,b+1 for close, d,f+1 for medium, and d,b,f+1 for far) - You can use the Ground Spikes in accordance to the Glove Toss to keep your opponent where you want him/her to be. Ground Spikes function like Shang Tsung's Ground Skulls, more or less. While Ground Spikes are rather fast (in fact, fast enough to punish Ermac's TKP at max range), you can jump to avoid them in most circumstances. You can use them as AA too. I believe all versions are -8 or -9 on block. Do not spam the close version on the usual suspects of Kung Lao and Reptile because they can punish it consistently with d,f+1 and b,f+2 respectively. Reptile can even elbow dash the medium Ground Spike sometimes. The EX version of the Ground Spike auto-corrects and creates a tremendous stun for combo follows. All versions lower Freddy's hitbox. Unreflectable and unparriably by Kenshi and Nightwolf and Smoke respectively.
Dream Shift Away (d,b+3) and Forward (d,f+3) - Two teleport special moves that are only invulnerable to projectiles. There is a start up when Freddy vanishes and there is recovery when he appears, so you have to be cautious. The EX version is invulnerable to any attacks, but there is still a start up when he vanishes and there is still a recovery when he appears. As far as I know, EX Dream Shift Away / Forward is the only way Freddy gets out of trouble. It is his only reliable wake up attack. When Freddy gets hit out of the teleport with physical attacks, a glitch may happen where he is immune to all projectiles.
Sweet Dreams (d,f+4) - I have not yet found too much use for this special move. It is very slow, but Freddy recovers fairly quickly after the green substance is on the screen. Sweat Dreams does no chip damage. The EX version is faster and has armor. Oddly, the EX version does 3% of chip damage.
Nightmare Stance (d,b+4: 1 is a launcher, 2 is an overhead, and 3 is a low attack) - The Nightmare stance builds meter and gives access to three additional attacks all of which are safe on block. Freddy dashes back and leans back upon activation which allows him to escape pressure sometimes. Also, Freddy crouches under all high projectiles while in the stance. You can cancel any special attack from the Nightmare stance, but I think you have to cancel the special move immediately. Nightmare stance to Glove Toss seems useful because of the meter building involved.
Noteworthy Normal Moves and Combos
d+1 - Freddy's fastest move. It is his best "get away from me" move since d+3 is horrible.
d+2 - seven frame uppercut, I believe.
f+4,2,1 - hit confirmable string
Combo: f+4,2,1~EX Ground Spike, dash twice, JP,f+2,1~d,b+1, dash b+2, f+4,3~d,f+1, d,b,f+1, d,b,f+1. 54%.
b+2 - safe overhead
Combo: b+2~EX Ground Spike, JP,f+2,1~d,b+4,1, dash b+2, f+4,2,1~d,b,f+1, d,b,f+1. 54%.
b+3 - safe low attack
Combo: b+3~EX Ground Spike, JP,f+2,1~d,b+4,1, dash b+2, f+4,2,1~d,b,f+1, d,b,f+1. 54%.
f+2,1,4 - punishing move for such special moves as blocked teleports
Combo: f+2,1,4~EX Ground Spike, JP,f+2,1~d,b+4,1, dash b+2, f+4,2,1~d,b,f+1, d,b,f+1. 55%.
Special Moves
Throw - Freddy's throw cannot be backrolled. When timed correctly, most characters must block a medium Ground Spike afterwards unless they have an advancing forward special move that has armor.
Glove Toss (b,f+2) - The Glove Toss is equivalent to the pre-patch Kano Knife Toss... on steroids. Very fast projectile with very fast recovery, a solid hitbox, and pushback on block. The Glove Toss also leaves Freddy at a slight advantage when it hits. If your opponent gets hit or blocks a full screen Glove Toss, the far Ground Spike must be blocked thereafter. AA Glove Toss usually gives free medium and far Ground Spikes depending where your opponent is on the screen. EX Glove Toss juggles to medium and far Ground Spikes depending where your opponent is on the screen. Reflectable and parriable by Kenshi and Nightwolf and Smoke respectively. The Glove Toss is currently tied with Skarlet's daggers as the best projectile in the game.
Freddy Fingers (d,b+2) - A far less dominant projectile that hits low and has pushback on block. Slightly slower and more recovery frames than the Glove Toss. The EX version has the same advantage on hit as Kung Lao's Ground Hat (d,b+2).
Ground Spike (d,b+1 for close, d,f+1 for medium, and d,b,f+1 for far) - You can use the Ground Spikes in accordance to the Glove Toss to keep your opponent where you want him/her to be. Ground Spikes function like Shang Tsung's Ground Skulls, more or less. While Ground Spikes are rather fast (in fact, fast enough to punish Ermac's TKP at max range), you can jump to avoid them in most circumstances. You can use them as AA too. I believe all versions are -8 or -9 on block. Do not spam the close version on the usual suspects of Kung Lao and Reptile because they can punish it consistently with d,f+1 and b,f+2 respectively. Reptile can even elbow dash the medium Ground Spike sometimes. The EX version of the Ground Spike auto-corrects and creates a tremendous stun for combo follows. All versions lower Freddy's hitbox. Unreflectable and unparriably by Kenshi and Nightwolf and Smoke respectively.
Dream Shift Away (d,b+3) and Forward (d,f+3) - Two teleport special moves that are only invulnerable to projectiles. There is a start up when Freddy vanishes and there is recovery when he appears, so you have to be cautious. The EX version is invulnerable to any attacks, but there is still a start up when he vanishes and there is still a recovery when he appears. As far as I know, EX Dream Shift Away / Forward is the only way Freddy gets out of trouble. It is his only reliable wake up attack. When Freddy gets hit out of the teleport with physical attacks, a glitch may happen where he is immune to all projectiles.
Sweet Dreams (d,f+4) - I have not yet found too much use for this special move. It is very slow, but Freddy recovers fairly quickly after the green substance is on the screen. Sweat Dreams does no chip damage. The EX version is faster and has armor. Oddly, the EX version does 3% of chip damage.
Nightmare Stance (d,b+4: 1 is a launcher, 2 is an overhead, and 3 is a low attack) - The Nightmare stance builds meter and gives access to three additional attacks all of which are safe on block. Freddy dashes back and leans back upon activation which allows him to escape pressure sometimes. Also, Freddy crouches under all high projectiles while in the stance. You can cancel any special attack from the Nightmare stance, but I think you have to cancel the special move immediately. Nightmare stance to Glove Toss seems useful because of the meter building involved.
Noteworthy Normal Moves and Combos
d+1 - Freddy's fastest move. It is his best "get away from me" move since d+3 is horrible.
d+2 - seven frame uppercut, I believe.
f+4,2,1 - hit confirmable string
Combo: f+4,2,1~EX Ground Spike, dash twice, JP,f+2,1~d,b+1, dash b+2, f+4,3~d,f+1, d,b,f+1, d,b,f+1. 54%.
b+2 - safe overhead
Combo: b+2~EX Ground Spike, JP,f+2,1~d,b+4,1, dash b+2, f+4,2,1~d,b,f+1, d,b,f+1. 54%.
b+3 - safe low attack
Combo: b+3~EX Ground Spike, JP,f+2,1~d,b+4,1, dash b+2, f+4,2,1~d,b,f+1, d,b,f+1. 54%.
f+2,1,4 - punishing move for such special moves as blocked teleports
Combo: f+2,1,4~EX Ground Spike, JP,f+2,1~d,b+4,1, dash b+2, f+4,2,1~d,b,f+1, d,b,f+1. 55%.