M2Dave
Zoning Master
In order of easiest to hardest, I would say the following are currently Freddy's difficult match ups. Note that the numbers in parenthesis are arbitrary and do not represent actual match up numbers. For a full match up chart, visit this thread.
- Mileena (5.5)
- Kung Lao (6.5)
- Kabal (7)
- Smoke (8)
- Raiden (?)
Mileena
Strengths
- very small hitbox
- good mid range ground control with d+4
- strong anti-zoning with telekick (f,f+3) and roll (b,d+4)
- overhead (u+4) that is +9 on block
Weaknesses
- limited damage output
- no armor aside from X-Ray
- mediocre normal attacks aside from d+4
Tips
- If you want to have any kind of chance of beating a high level Mileena player, you must learn to punish roll, telekick, and EX telekicks every time. Freddy has one of the most damaging roll punishing combos in the game with u+3, EX spike, JP,b+1,2,u+1, short dash u+3, f+4,2,1 xx far spike, far spike, which does 46% of damage. The same combo can be performed after blocking telekick standing, but the Mileena player can remain airborne for a second or two using an aerial Sai, which makes u+3 whiff. That is why I suggest doing 1, EX spike, JP,b+1,2,u+1, short dash u+3, f+4,2,1 xx far spike, far spike for 38% of damage. If the 1 happens to whiff, you still have more than enough time to try to juggle with 1 again or force the Mileena player to block your next string. You can also try a 50/50 mix up with b+2 and b+3 or you can just throw.
If you have no meter, I would punish roll with u+3, dash f+4,2,1 xx mid spike, far spike, far spike for 31% of damage. Telekick can be punished with 1 xx NMS 1, dash b+2, dash f+4,2,1 xx mid spike, far spike, far spike. 1 xx NMS is an option select. That is, Freddy does not enter NMS unless 1 connects when Mileena is airborne.
Also, if you need unbreakable damage, the first hit done after roll and telekick is unbreakable. For example, if you block roll and Mileena has only 25% of life left, you can do u+3 (=unbreakable), EX spike, dash close spike, mid spike, far spike, far spike for 30% of damage.
EX telekicks are a little bit more difficult to punish because Freddy's normal attacks are not particularly fast. You should block the second hit crouching and go for an uppercut, which usually connects. Even if your timing is off, the Mileena player has to block the uppercut. You can also try d+1 xx glove toss, but this is fairly difficult because you cannot cancel into move when you are crouching. You would need to double tap down + 1 xx glove toss.
- Never fight Mileena full screen away. Freddy's best projectile hits high, and the Mileena player can simply whiff the roll to close gap quickly. You should stand 3/4th of the screen away or closer. You now force the Mileena player to make the right read to approach you.
- Spike, spike, spike. Zone with spikes. While glove toss and Freddy fingers can be punished on reaction most of the time, spikes cannot be because they appear very fast out of the ground. Furthermore, a spike can interrupt telekick out of the ground and even crouch under it during the early frames of the move.
- Speaking of spikes, you can apply some fairly safe okizeme versus Mileena after a single far spike. If you time a meaty Freddy finger so it barely scratches Mileena's feet, you cannot be punished by telekick and you recover faster than Mileena if she rolls. Use meaty Freddy finger a lot and fool the Mileena player into thinking you can be punished with wake up telekick. Then block the telekick and punish.
- d+4 can be annoying. It is +12 on hit when standing but only 0 when you get hit crouching. It is also 0 on block. You can whiff punish d+4 with close, mid, and EX spike. NMS 3 can also whiff punish, but NMS 1 and 2 cannot. f+4,3 can interrupt d+4, and I always like to cancel into Freddy finger afterwards to push Mileena back a little bit. You should almost exclusively jump on her with deep jump kicks because jumping punches whiff 100% of the time when she is spamming d+4. Deep jump kicks juggle and can be followed up by f+4,2,1 or a mid spike.
- Mileena's offense is limited. Even though the overhead, u+4, is +9 on block and you cannot jump out of d+4 afterwards, you can EX teleport. You can also EX teleport out of u+4 after JP. Some Mileena players like to do b+3 xx EX roll. b+3 is a low attack, but EX roll is an overhead, so you have to block low and high. She actually has a low follow up after b+3 via b+3,4, but it only does 7% of damage, take the hit and teleport out of the way. Most Mileena players also like to spam 2,4, which is 0 on block. They can hit-confirm this string into telekick, but only when both hits connect. I like to take the second hit intentionally, which puts me full screen away.
- Freddy can spike under an instant aerial Sai but not under a standard grounded Sai. A Sai does 6% of damage just like Freddy's spike. The trade is in your favor because she ends up on the ground. Mileena has no business trying to zone Freddy, but if she tries to, you should be very happy.
Conclusion
Even match up. Possible small advantage for Mileena.
Kung Lao
Strengths
- best mobility in the game with dive kick (d+4 in air), teleport (d,u), and f+3
- best defensive tool in the game with spin (d,f+1)
- best X-Ray in the game
- several fast pokes that can easily be hit-confirmed into spin
- strong corner game
Weaknesses
- best pokes can be neutral-crouched and/or low poked
- somewhat low damaging output without meter
Tips
- Kung Lao is a difficult fight for any zoning character because of his mobility. Similar to Mileena, you should rarely fight Kung Lao full screen away as he can easily close the gap and put himself at an advantage. A simple forward dash can be highly effective because you can make teleport 3 whiff and block the dive kick in the process. Most Freddy players wonder how to deal with teleport 3 specifically, which jails Freddy because of his high hitbox. The following are your best options in order of effectiveness.
1) Dash forward. Dashing forward is done on anticipation rather than on reaction. When you dash forward, teleport 3 whiffs and you can punish Kung Lao with b+2 (dash f+4,2,1 xx mid spike, far spike, far spike) or EX spike (JP,b+1,2,u+1, short dash u+3, f+4,2,1 xx far spike, far spike). You can of course also punish with uppercut.
2) Delayed NMS 3. NMS 3 lowers Freddy's hitbox. If you are in NMS and perform NMS 3 at the correct moment, Freddy will go right under teleport 3. This method also seems to work for delayed teleport 3. This method requires you to be in NMS, which leaves you vulnerable to low hats, f+3s, and dive kicks.
3) Keep holding down before Kung Lao teleports and tap 1. Freddy does not turn around when Kung Lao appears from behind. His crouching hitbox is therefore smaller and makes teleport 3 whiff. You can do d+1, f+4,2,1 xx far spike, far spike. However, this method loses to delayed teleport 3, though.
4) Sweet dreams. Sweet dreams is generally too slow to stop Kung Lao from teleporting, but you can do it on wake up teleport 3. Time sweet dreams correctly and the move stuns Kung Lao. Unfortunately, you cannot juggle as Freddy is unable to juggle after any AA sweet dreams, but you can teleport forward and attempt any string and mix up of your choice. Kung Lao is stuck in a long hit stun and cannot armor out.
5) EX sweet dreams and EX teleport. EX sweet dreams has armor while EX teleport is invincible on the first frame. You should usually never waste any meter to escape teleport 3 unless you are low on life and must escape at all costs.
If you did not react in time to do any of the above, teleport 3 leaves Kung Lao at 0 on block. The following are the most common follow ups.
1) Cross up jumping punch. You can beat this option with your uppercut or d+1 (f+4,2,1 xx far spike, far spike).
2) d+3. d+3 has a 7F start up. You can try to interrupt with d+1 or jump back.
3) 2,1. 2 has a 7F start up. 2 beats any move and stops any movement. The best option is to low poke with d+1 or d+3 or go for an uppercut.
4) Throw. If you crouch-block to bait Kung Lao, he can throw you, and you have to guess whether you have just been thrown forward (escape 1) or backwards (escape 2).
5) Spin. Spins beats any move and stops any movement. Block and punish. The ideal punish is 2,2 xx EX spike, JP,b+1,2,u+1, short dash u+3, dash f+4,2,1 xx far spike, far spike for 45% of damage.
6) X-Ray. X-Ray beats all of Freddy's options, including his own X-Ray, except EX teleport. Block.
- What separates Kung Lao's dive kick from Cyber Sub Zero's and Sonya's is the lack of recovery frames on whiff. In other words, Kung Lao recovers instantly as soon as his feet touch the ground. Because Freddy has no aerial projectiles, the dive kick presents a problem. Kung Lao can dive kick over the glove toss and close the gap very quickly. You should not try to zone Kung Lao full screen away for that reason, where he can easily dive kick on reaction over any projectile you throw. Stay 3/4th of the screen away or closer. Make mental notes when the Kung Lao player likes to dive kick, then dash forward and block. u+3, EX spike, ,b+1,2,u+1, short dash u+3, dash f+4,2,1 xx far spike, far spike is the ideal punishing combo for 46% of damage.
- All of Kung Lao's jabs and strings jail Freddy. 1 hits high, has an 8 frame start up, and three follow ups: 1,1, 1,1,2, and 1,1,2,1. 2 hits high and has a 7 frame start up. The most common follow ups are 2,1 and 2,4, where the 4 is a low attack. There is also 2,4,1+2, which ends in an overhead and is safe versus Freddy, but Kung Lao has to block a mid spike afterwards. 2,1,2,1,2 is used to build meter and is also safe versus Freddy. These jabs and strings are fast and effective, but they all start up with a high attack, meaning you can low poke or uppercut. In addition, the Kung Lao player can end most of these strings in a low hat, which is -12 on block. You can punish with 2,2 xx close spike or EX spike + combo. The Kung Lao player can also delay the spin after each poke, which catches jumping opponents and those trying to low poke because of its 6 frame start up. The spin is highly punishable, though.
- The other two noteworthy Kung Lao's normal attacks are f+2, a safe overhead that picks up grounded opponents (i.e., OTG property), and f+3, a long-ranged rolling attack similar to Rufus's f+MK in Street Fighter IV. f+3 is -4 on block, but its whiff recovery is long. You can neutral-jump, do a neutral punch, and combo with u+3, dash f+4,2,1 xx far spike, far spike.
- Kung Lao struggles against low hitbox characters, which naturally makes NMS very good because the stance backdashes and lowers Freddy's hitbox. NMS 1 is somewhat slow but makes a solid AA nonetheless because of its large hitbox. NMS 1 can even beat dive kick sometimes. As already mentioned, NMS 3 can be used versus teleport 3. Being an overhead, NMS 2 is very good too. All of these attacks are safe on block and recovery fairly fast on whiff. Keep in mind that you cannot block in NMS. If you abuse the stance incorrectly, you leave yourself open to low hats, f+3s, and dive kicks.
- Stay away from corners, where zoning is out of the question. In the corner, Kung Lao can juggle after the dive kick with the spin for some solid damage. Even trying to AA can be dangerous because 1 and d+2 both lose to the dive kick. If you are stuck in the corner, look to EX teleport out.
- Mileena (5.5)
- Kung Lao (6.5)
- Kabal (7)
- Smoke (8)
- Raiden (?)
Mileena
Strengths
- very small hitbox
- good mid range ground control with d+4
- strong anti-zoning with telekick (f,f+3) and roll (b,d+4)
- overhead (u+4) that is +9 on block
Weaknesses
- limited damage output
- no armor aside from X-Ray
- mediocre normal attacks aside from d+4
Tips
- If you want to have any kind of chance of beating a high level Mileena player, you must learn to punish roll, telekick, and EX telekicks every time. Freddy has one of the most damaging roll punishing combos in the game with u+3, EX spike, JP,b+1,2,u+1, short dash u+3, f+4,2,1 xx far spike, far spike, which does 46% of damage. The same combo can be performed after blocking telekick standing, but the Mileena player can remain airborne for a second or two using an aerial Sai, which makes u+3 whiff. That is why I suggest doing 1, EX spike, JP,b+1,2,u+1, short dash u+3, f+4,2,1 xx far spike, far spike for 38% of damage. If the 1 happens to whiff, you still have more than enough time to try to juggle with 1 again or force the Mileena player to block your next string. You can also try a 50/50 mix up with b+2 and b+3 or you can just throw.
If you have no meter, I would punish roll with u+3, dash f+4,2,1 xx mid spike, far spike, far spike for 31% of damage. Telekick can be punished with 1 xx NMS 1, dash b+2, dash f+4,2,1 xx mid spike, far spike, far spike. 1 xx NMS is an option select. That is, Freddy does not enter NMS unless 1 connects when Mileena is airborne.
Also, if you need unbreakable damage, the first hit done after roll and telekick is unbreakable. For example, if you block roll and Mileena has only 25% of life left, you can do u+3 (=unbreakable), EX spike, dash close spike, mid spike, far spike, far spike for 30% of damage.
EX telekicks are a little bit more difficult to punish because Freddy's normal attacks are not particularly fast. You should block the second hit crouching and go for an uppercut, which usually connects. Even if your timing is off, the Mileena player has to block the uppercut. You can also try d+1 xx glove toss, but this is fairly difficult because you cannot cancel into move when you are crouching. You would need to double tap down + 1 xx glove toss.
- Never fight Mileena full screen away. Freddy's best projectile hits high, and the Mileena player can simply whiff the roll to close gap quickly. You should stand 3/4th of the screen away or closer. You now force the Mileena player to make the right read to approach you.
- Spike, spike, spike. Zone with spikes. While glove toss and Freddy fingers can be punished on reaction most of the time, spikes cannot be because they appear very fast out of the ground. Furthermore, a spike can interrupt telekick out of the ground and even crouch under it during the early frames of the move.
- Speaking of spikes, you can apply some fairly safe okizeme versus Mileena after a single far spike. If you time a meaty Freddy finger so it barely scratches Mileena's feet, you cannot be punished by telekick and you recover faster than Mileena if she rolls. Use meaty Freddy finger a lot and fool the Mileena player into thinking you can be punished with wake up telekick. Then block the telekick and punish.
- d+4 can be annoying. It is +12 on hit when standing but only 0 when you get hit crouching. It is also 0 on block. You can whiff punish d+4 with close, mid, and EX spike. NMS 3 can also whiff punish, but NMS 1 and 2 cannot. f+4,3 can interrupt d+4, and I always like to cancel into Freddy finger afterwards to push Mileena back a little bit. You should almost exclusively jump on her with deep jump kicks because jumping punches whiff 100% of the time when she is spamming d+4. Deep jump kicks juggle and can be followed up by f+4,2,1 or a mid spike.
- Mileena's offense is limited. Even though the overhead, u+4, is +9 on block and you cannot jump out of d+4 afterwards, you can EX teleport. You can also EX teleport out of u+4 after JP. Some Mileena players like to do b+3 xx EX roll. b+3 is a low attack, but EX roll is an overhead, so you have to block low and high. She actually has a low follow up after b+3 via b+3,4, but it only does 7% of damage, take the hit and teleport out of the way. Most Mileena players also like to spam 2,4, which is 0 on block. They can hit-confirm this string into telekick, but only when both hits connect. I like to take the second hit intentionally, which puts me full screen away.
- Freddy can spike under an instant aerial Sai but not under a standard grounded Sai. A Sai does 6% of damage just like Freddy's spike. The trade is in your favor because she ends up on the ground. Mileena has no business trying to zone Freddy, but if she tries to, you should be very happy.
Conclusion
Even match up. Possible small advantage for Mileena.
Kung Lao
Strengths
- best mobility in the game with dive kick (d+4 in air), teleport (d,u), and f+3
- best defensive tool in the game with spin (d,f+1)
- best X-Ray in the game
- several fast pokes that can easily be hit-confirmed into spin
- strong corner game
Weaknesses
- best pokes can be neutral-crouched and/or low poked
- somewhat low damaging output without meter
Tips
- Kung Lao is a difficult fight for any zoning character because of his mobility. Similar to Mileena, you should rarely fight Kung Lao full screen away as he can easily close the gap and put himself at an advantage. A simple forward dash can be highly effective because you can make teleport 3 whiff and block the dive kick in the process. Most Freddy players wonder how to deal with teleport 3 specifically, which jails Freddy because of his high hitbox. The following are your best options in order of effectiveness.
1) Dash forward. Dashing forward is done on anticipation rather than on reaction. When you dash forward, teleport 3 whiffs and you can punish Kung Lao with b+2 (dash f+4,2,1 xx mid spike, far spike, far spike) or EX spike (JP,b+1,2,u+1, short dash u+3, f+4,2,1 xx far spike, far spike). You can of course also punish with uppercut.
2) Delayed NMS 3. NMS 3 lowers Freddy's hitbox. If you are in NMS and perform NMS 3 at the correct moment, Freddy will go right under teleport 3. This method also seems to work for delayed teleport 3. This method requires you to be in NMS, which leaves you vulnerable to low hats, f+3s, and dive kicks.
3) Keep holding down before Kung Lao teleports and tap 1. Freddy does not turn around when Kung Lao appears from behind. His crouching hitbox is therefore smaller and makes teleport 3 whiff. You can do d+1, f+4,2,1 xx far spike, far spike. However, this method loses to delayed teleport 3, though.
4) Sweet dreams. Sweet dreams is generally too slow to stop Kung Lao from teleporting, but you can do it on wake up teleport 3. Time sweet dreams correctly and the move stuns Kung Lao. Unfortunately, you cannot juggle as Freddy is unable to juggle after any AA sweet dreams, but you can teleport forward and attempt any string and mix up of your choice. Kung Lao is stuck in a long hit stun and cannot armor out.
5) EX sweet dreams and EX teleport. EX sweet dreams has armor while EX teleport is invincible on the first frame. You should usually never waste any meter to escape teleport 3 unless you are low on life and must escape at all costs.
If you did not react in time to do any of the above, teleport 3 leaves Kung Lao at 0 on block. The following are the most common follow ups.
1) Cross up jumping punch. You can beat this option with your uppercut or d+1 (f+4,2,1 xx far spike, far spike).
2) d+3. d+3 has a 7F start up. You can try to interrupt with d+1 or jump back.
3) 2,1. 2 has a 7F start up. 2 beats any move and stops any movement. The best option is to low poke with d+1 or d+3 or go for an uppercut.
4) Throw. If you crouch-block to bait Kung Lao, he can throw you, and you have to guess whether you have just been thrown forward (escape 1) or backwards (escape 2).
5) Spin. Spins beats any move and stops any movement. Block and punish. The ideal punish is 2,2 xx EX spike, JP,b+1,2,u+1, short dash u+3, dash f+4,2,1 xx far spike, far spike for 45% of damage.
6) X-Ray. X-Ray beats all of Freddy's options, including his own X-Ray, except EX teleport. Block.
- What separates Kung Lao's dive kick from Cyber Sub Zero's and Sonya's is the lack of recovery frames on whiff. In other words, Kung Lao recovers instantly as soon as his feet touch the ground. Because Freddy has no aerial projectiles, the dive kick presents a problem. Kung Lao can dive kick over the glove toss and close the gap very quickly. You should not try to zone Kung Lao full screen away for that reason, where he can easily dive kick on reaction over any projectile you throw. Stay 3/4th of the screen away or closer. Make mental notes when the Kung Lao player likes to dive kick, then dash forward and block. u+3, EX spike, ,b+1,2,u+1, short dash u+3, dash f+4,2,1 xx far spike, far spike is the ideal punishing combo for 46% of damage.
- All of Kung Lao's jabs and strings jail Freddy. 1 hits high, has an 8 frame start up, and three follow ups: 1,1, 1,1,2, and 1,1,2,1. 2 hits high and has a 7 frame start up. The most common follow ups are 2,1 and 2,4, where the 4 is a low attack. There is also 2,4,1+2, which ends in an overhead and is safe versus Freddy, but Kung Lao has to block a mid spike afterwards. 2,1,2,1,2 is used to build meter and is also safe versus Freddy. These jabs and strings are fast and effective, but they all start up with a high attack, meaning you can low poke or uppercut. In addition, the Kung Lao player can end most of these strings in a low hat, which is -12 on block. You can punish with 2,2 xx close spike or EX spike + combo. The Kung Lao player can also delay the spin after each poke, which catches jumping opponents and those trying to low poke because of its 6 frame start up. The spin is highly punishable, though.
- The other two noteworthy Kung Lao's normal attacks are f+2, a safe overhead that picks up grounded opponents (i.e., OTG property), and f+3, a long-ranged rolling attack similar to Rufus's f+MK in Street Fighter IV. f+3 is -4 on block, but its whiff recovery is long. You can neutral-jump, do a neutral punch, and combo with u+3, dash f+4,2,1 xx far spike, far spike.
- Kung Lao struggles against low hitbox characters, which naturally makes NMS very good because the stance backdashes and lowers Freddy's hitbox. NMS 1 is somewhat slow but makes a solid AA nonetheless because of its large hitbox. NMS 1 can even beat dive kick sometimes. As already mentioned, NMS 3 can be used versus teleport 3. Being an overhead, NMS 2 is very good too. All of these attacks are safe on block and recovery fairly fast on whiff. Keep in mind that you cannot block in NMS. If you abuse the stance incorrectly, you leave yourself open to low hats, f+3s, and dive kicks.
- Stay away from corners, where zoning is out of the question. In the corner, Kung Lao can juggle after the dive kick with the spin for some solid damage. Even trying to AA can be dangerous because 1 and d+2 both lose to the dive kick. If you are stuck in the corner, look to EX teleport out.