M2Dave
Zoning Master
Common Acronyms
AA - anti-aerial (attack). An attack that is used when an opponent jumps at you.
JP - jumping punch. Self-explanatory. Jump + punch.
NMS - Nightmare Stance. A stance that is performed by pressing d,b+4. The stance is listed under "Basic Attacks" in the in-game move list, but I will cover it in the "Special Attacks Analysis" because it builds super meter.
GT - Glove Toss. A projectile that is performed by pressing b,f+2.
FF - Freddy Fingers. A projectile that is performed by pressing d,b+2.
SD - Sweet Dreams. A projectile that is performed by pressing d,f+4.
Brief Character Analysis
Pros:
+ Excellent zoning strategies
+ Relatively high damage output
+ Very strong 50/50 mix ups
+ Versatile stance
+ Good mobility due to teleport
Cons:
- Huge block-crouching hitbox
- Poor defensive options
Basic Attacks Analysis
f+4,2,1 - This is easily Freddy's best string. f+4 starts in 12 frames, and you can hit-confirm the entire string into a damaging combo. The last hit is -6 on block, so be careful vs Kung Lao (d,f+1), Reptile (b,f+2), and Sektor (1,2,b+1) because each of these moves has a 6 frame start up. You can cancel the last hit of f+4,2,1 into NMS or teleport to avoid being punished. Reptile's elbow dash, however, may still punish you if the Reptile player predicts where you will teleport.
b+2 - This is Freddy's overhead, which can be canceled into special moves to create combos. b+2 and b+3 (see below) cannot be fuzzy guarded because both have an 18 frame start up.
b+3 - This is Freddy's low attack, which can be canceled into special moves to create combos. b+2 (see above) and b+3 cannot be fuzzy guarded because both have an 18 frame start up.
1 - This is Freddy's standing jab that is used as AA. You can follow up after AA 1 with a combo. See the combo section.
d+2 - This is Freddy's uppercut, which has a 10 frame start up. It is almost exclusively used as AA.
d+1 - This is Freddy's low jab, which has a 6 frame start up. It is almost exclusively used for defensive purposes (i.e., to interrupt strings and/or pressure).
b+1,2,u+1 - This is not a particularly useful string because of its speed and hitbox. I would use this string for punishment and in combos only.
Special Attacks Analysis
Nightmare Stance - The Nightmare Stance, or NMS, is one of Freddy's best tools because Freddy steps back and crouches. NMS builds meter, but you cannot block while in NMS. You can only block after canceling NMS with a front- or backdash. However, NMS gives Freddy access to three new attacks: 1, a safe launcher, 2, a safe overhead, and 3, a safe low attack. Each attack has its uses, especially in some match ups. In addition, NMS allows you to perform any special move, making NMS xx GT very powerful. NMS xx GT is basically a backdash fireball that builds double the meter and makes jumping attacks whiff. NMS xx GT also tends to AA a lot because of its slower start up, particularly when you train your opponent to jump a lot of GTs. Knowing how to use NMS correctly is key if you want to win with Freddy.
Glove Toss - The Glove Toss, or just GT, is a very fast projectile with very fast recovery, a solid hitbox, and pushback on block. GT is safe on block at all ranges and leaves Freddy at a slight advantage when it connects. EX GT cannot be neutral-crouched. When it connects full screen away, you can follow up with far ground spike for a juggle. Glove toss is reflectable and absorbable by Nightwolf and Kenshi and parriable by Smoke. GT is one of the best projectiles in the game.
Freddy Fingers - Freddy Fingers, or just FF, is a safe low projectile with pushback on block. FF is not as useful as GT because of its slower start, but the move can still be implemented effectively. The fact that FF hits low makes opponents more prone to jump forward to avoid chip damage. You can take advantage of this tendancy by punishing them. EX FF gives a lot of advantage on hit, but you are better off saving your meter on breakers and EX teleports with Freddy.
Sweet Dreams - Sweet Dreams, or SD, has been toned down. The move has been given more recovery frames to prevent some powerful frame traps in the corner that xxTeefxx discovered. SD has a 59 frame start up, so the move has very few applications. Its most apparent usefulness is punishing characters who rely on projectile reversals full screen away. For example, if Noob does a reversal shadow tackle (d,f+3) and you time SD correctly, you take the hit, but you actually have enough time to tech roll and combo with far spike. This strategy is also valid versus Kabal's wake up buzzsaw (b,b+3), and Sindel's wake up low fireball (d,f+3). EX SD has armor and a faster start up, but spend your meter on this move cautiously. If your opponent does a quick poke, there is a chance that he/she will recover in time to block EX SD. Furthermore, if your opponent does an advancing move or special move, there is a chance that EX SD will whiff completely.
Ground Spike - Freddy has three versions of the ground spike: close, mid, and far. The far spike has the biggest hitbox. Each spike is roughly -14 on block, so be careful how you use the move on characters who have fast-advancing special moves. You can use the spikes with GT and FF to keep your opponent where you want him/her to be. Spikes function like Shang Tsung's ground skulls, more or less, albeit they have less space control. On the other hand, spikes are fairly fast. In fact, they are fast enough to punish Ermac's Telekinetic Push (b,f+1) at any range. In addition, due to their speed, you can hit-confirm one into another with relative ease. The EX version of the spike auto-corrects where your opponent is located and creates a tremendous stun for combo follow ups. All versions lower Freddy's hitbox, which allows him to crouch under some projectiles such as Liu Kang's high fireball, Kano's knife toss, and Quan Chi's skull toss. Also, when done early, all versions can hit some teleport special attacks such as Mileena's Tele Kick and Sektor's Teleport Uppercut. The game does not consider the spike to be a projectile, so it is neither reflectable nor absorbable by Nightwolf or Kenshi nor parriable by Smoke.
Teleport - Freddy can teleport back and forward. The teleport is only invulnerable to projectiles, but Freddy has recovery frames as soon as he reappears, and you can therefore be punished by any attack, including projectiles. The teleport is used as a wake up attack, where it gains invincibility frames on start up, for mobility, and to avoid taking chip damage from projectiles. EX teleport is invulnerable to all attacks but throws on start up, and Freddy teleports further. The recovery, however, once he reappears is the same as the regular teleport recovery. EX teleport is Freddy's best panic and escape move. Use the move wisely, particularly versus high pressure characters like Johnny Cage and Jax.
Wake Up Attacks
- Teleport and EX teleport
- EX SD
- NMS
Do not be afraid to block on wake up. Most characters in Mortal Kombat do not have strong mix ups. Rather, they take advantage of a wide variety of strings to get you to attack, jump, escape, etc. at the wrong moment, which leads to punishment. In addition, most throws, while very difficult to break, do not guarantee mix ups. Study your opponent's offense and make the correct reads. You will have to learn how to defend with Freddy because every opponent will want to be in your face at all times.
Bread and Butter Combos
Note 1: Some combos require double dashing. For example, to combo a JP after f+4,2,1 xx EX dash, you would dash and block and then dash again and jump. You are required to block or jump after a dash. You are stuck in recovery frames otherwise.
Note 2: In some match ups (i.e., vs Kabal), it is wise to replace a second far spike with some okizeme options. In addition, in some match ups (i.e., Kabal) never finish your combo with a far spike after doing an EX spike. Do the following instead: close spike, mid spike, far spike, EX spike, FF. FF puts you at an advantage and disables wake up attacks because your opponent is not on the ground. Besides, this aforementioned combo does more damage, so it is a win/win scenario.
Note 3: In some match ups (i.e., vs Cyrax), you may want to consider saving your meter for combo breakers.
Note 4: Spikes are unbreakable. Use them to finish off your opponent at the end of rounds when he/she has a combo breaker.
- AA 1, f+4,2,1 xx far spike, far spike. 22% of damage.
- b+1,2,u+1, u+3, dash f+4,2,1, far spike, far spike. 38% of damage. Freddy's most practical and damaging meterless combo.
- f+4,2,1 xx EX spike, dash JP,f+2,1 xx close spike, b+2, f+4,2,1 xx far spike, far spike. 44% of damage.
- b+3 xx EX spike, JP,b+1,2,u+1, dash u+3, dash f+4,2,1 xx far spike, far spike. 45% of damage.
- b+2 xx EX spike, JP,b+1,2,u+1, dash u+3, dash f+4,2,1 xx far spike, far spike. 47% of damage. Same combo as above. Remember that b+2 / b+3 is a true 50/50 mix up after a JP.
- b+1,2,u+1, dash u+3, EX spike, JP,b+1,2,u+1 xx far spike, far spike. 49% of damage. The best punishing combo that I have found.
General Strategies
Freddy is a zoning character akin to Dhalsim and Sagat in Street Fighter. However, he has many of the same weaknesses that a typical zoning character has in a 2D fighting game. He has a large hitbox and mediocre defensive options. When you use Freddy, you want your opponent as far away from you as possible in order to set up his projectile frame traps.
Any time GT or FF is blocked full screen away, far ground spike must also be blocked. You cannot jump, teleport, or do an attack with armor. The far ground spike has the largest hitbox of any ground spike. So, when far ground spike connects (full screen away, obviously), another far ground spike cannot be front dashed. The opponent can only jump. If the opponent jumps forward, medium ground spike, which comboes into two far ground spikes, is free to connect. GT can also be timed to connect on jumping opponents full screen away. When GT connects as AA, you should have enough time to combo into two far ground spikes. You will notice that the opponent always finds himself/herself in the same position (i.e., on the ground full screen away) if you execute your zoning game plan correctly. You can repeat the process until your opponent manages to approach. Freddy is not an effective up close fighter, but he builds super meter very well zoning, so you should have at least two bars of super meter to use on a combo breaker by the time your opponent is close.
Punish your opponents when they try to approach you. Punishing is the key to successful zoning. Make sure to use the appropriate AA at the appropriate time. Also, take advantage of NMS and the advantage it brings to Freddy's zoning game.
Match ups
Check out this thread.
Complementary Characters
The following characters do well against Freddy's difficult match ups. This is valuable information if you are a tournament player.
- Johnny Cage: Cage is an offensive juggernaut who complements Freddy's zoning style. He may be the best choice because he is not particularly difficult to learn and use.
- Raiden: The Thunder God is an anti-zoning character who happens to fight Freddy's mismatches well. He requires you to take your time and play "lame" because his rushdown is not strong.
- Sonya: Ms. Blade is a high pressure character similar to Cage. Originally thought to be low tier, players have managed to evolve her gameplay. She may be better than Cage overall but is more difficult to learn and use.
Frame Data
Freddy Krueger frame data by Somberness.
xxTeefxx's Freddy Tutorials
Note: The video above is based on the pre-patched version of the game.
Match Up Videos
Community
Any comments, suggestions, corrections, etc. are very welcome. Post in this thread or send me a private message.
AA - anti-aerial (attack). An attack that is used when an opponent jumps at you.
JP - jumping punch. Self-explanatory. Jump + punch.
NMS - Nightmare Stance. A stance that is performed by pressing d,b+4. The stance is listed under "Basic Attacks" in the in-game move list, but I will cover it in the "Special Attacks Analysis" because it builds super meter.
GT - Glove Toss. A projectile that is performed by pressing b,f+2.
FF - Freddy Fingers. A projectile that is performed by pressing d,b+2.
SD - Sweet Dreams. A projectile that is performed by pressing d,f+4.
Brief Character Analysis
Pros:
+ Excellent zoning strategies
+ Relatively high damage output
+ Very strong 50/50 mix ups
+ Versatile stance
+ Good mobility due to teleport
Cons:
- Huge block-crouching hitbox
- Poor defensive options
Basic Attacks Analysis
f+4,2,1 - This is easily Freddy's best string. f+4 starts in 12 frames, and you can hit-confirm the entire string into a damaging combo. The last hit is -6 on block, so be careful vs Kung Lao (d,f+1), Reptile (b,f+2), and Sektor (1,2,b+1) because each of these moves has a 6 frame start up. You can cancel the last hit of f+4,2,1 into NMS or teleport to avoid being punished. Reptile's elbow dash, however, may still punish you if the Reptile player predicts where you will teleport.
b+2 - This is Freddy's overhead, which can be canceled into special moves to create combos. b+2 and b+3 (see below) cannot be fuzzy guarded because both have an 18 frame start up.
b+3 - This is Freddy's low attack, which can be canceled into special moves to create combos. b+2 (see above) and b+3 cannot be fuzzy guarded because both have an 18 frame start up.
1 - This is Freddy's standing jab that is used as AA. You can follow up after AA 1 with a combo. See the combo section.
d+2 - This is Freddy's uppercut, which has a 10 frame start up. It is almost exclusively used as AA.
d+1 - This is Freddy's low jab, which has a 6 frame start up. It is almost exclusively used for defensive purposes (i.e., to interrupt strings and/or pressure).
b+1,2,u+1 - This is not a particularly useful string because of its speed and hitbox. I would use this string for punishment and in combos only.
Special Attacks Analysis
Nightmare Stance - The Nightmare Stance, or NMS, is one of Freddy's best tools because Freddy steps back and crouches. NMS builds meter, but you cannot block while in NMS. You can only block after canceling NMS with a front- or backdash. However, NMS gives Freddy access to three new attacks: 1, a safe launcher, 2, a safe overhead, and 3, a safe low attack. Each attack has its uses, especially in some match ups. In addition, NMS allows you to perform any special move, making NMS xx GT very powerful. NMS xx GT is basically a backdash fireball that builds double the meter and makes jumping attacks whiff. NMS xx GT also tends to AA a lot because of its slower start up, particularly when you train your opponent to jump a lot of GTs. Knowing how to use NMS correctly is key if you want to win with Freddy.
Glove Toss - The Glove Toss, or just GT, is a very fast projectile with very fast recovery, a solid hitbox, and pushback on block. GT is safe on block at all ranges and leaves Freddy at a slight advantage when it connects. EX GT cannot be neutral-crouched. When it connects full screen away, you can follow up with far ground spike for a juggle. Glove toss is reflectable and absorbable by Nightwolf and Kenshi and parriable by Smoke. GT is one of the best projectiles in the game.
Freddy Fingers - Freddy Fingers, or just FF, is a safe low projectile with pushback on block. FF is not as useful as GT because of its slower start, but the move can still be implemented effectively. The fact that FF hits low makes opponents more prone to jump forward to avoid chip damage. You can take advantage of this tendancy by punishing them. EX FF gives a lot of advantage on hit, but you are better off saving your meter on breakers and EX teleports with Freddy.
Sweet Dreams - Sweet Dreams, or SD, has been toned down. The move has been given more recovery frames to prevent some powerful frame traps in the corner that xxTeefxx discovered. SD has a 59 frame start up, so the move has very few applications. Its most apparent usefulness is punishing characters who rely on projectile reversals full screen away. For example, if Noob does a reversal shadow tackle (d,f+3) and you time SD correctly, you take the hit, but you actually have enough time to tech roll and combo with far spike. This strategy is also valid versus Kabal's wake up buzzsaw (b,b+3), and Sindel's wake up low fireball (d,f+3). EX SD has armor and a faster start up, but spend your meter on this move cautiously. If your opponent does a quick poke, there is a chance that he/she will recover in time to block EX SD. Furthermore, if your opponent does an advancing move or special move, there is a chance that EX SD will whiff completely.
Ground Spike - Freddy has three versions of the ground spike: close, mid, and far. The far spike has the biggest hitbox. Each spike is roughly -14 on block, so be careful how you use the move on characters who have fast-advancing special moves. You can use the spikes with GT and FF to keep your opponent where you want him/her to be. Spikes function like Shang Tsung's ground skulls, more or less, albeit they have less space control. On the other hand, spikes are fairly fast. In fact, they are fast enough to punish Ermac's Telekinetic Push (b,f+1) at any range. In addition, due to their speed, you can hit-confirm one into another with relative ease. The EX version of the spike auto-corrects where your opponent is located and creates a tremendous stun for combo follow ups. All versions lower Freddy's hitbox, which allows him to crouch under some projectiles such as Liu Kang's high fireball, Kano's knife toss, and Quan Chi's skull toss. Also, when done early, all versions can hit some teleport special attacks such as Mileena's Tele Kick and Sektor's Teleport Uppercut. The game does not consider the spike to be a projectile, so it is neither reflectable nor absorbable by Nightwolf or Kenshi nor parriable by Smoke.
Teleport - Freddy can teleport back and forward. The teleport is only invulnerable to projectiles, but Freddy has recovery frames as soon as he reappears, and you can therefore be punished by any attack, including projectiles. The teleport is used as a wake up attack, where it gains invincibility frames on start up, for mobility, and to avoid taking chip damage from projectiles. EX teleport is invulnerable to all attacks but throws on start up, and Freddy teleports further. The recovery, however, once he reappears is the same as the regular teleport recovery. EX teleport is Freddy's best panic and escape move. Use the move wisely, particularly versus high pressure characters like Johnny Cage and Jax.
Wake Up Attacks
- Teleport and EX teleport
- EX SD
- NMS
Do not be afraid to block on wake up. Most characters in Mortal Kombat do not have strong mix ups. Rather, they take advantage of a wide variety of strings to get you to attack, jump, escape, etc. at the wrong moment, which leads to punishment. In addition, most throws, while very difficult to break, do not guarantee mix ups. Study your opponent's offense and make the correct reads. You will have to learn how to defend with Freddy because every opponent will want to be in your face at all times.
Bread and Butter Combos
Note 1: Some combos require double dashing. For example, to combo a JP after f+4,2,1 xx EX dash, you would dash and block and then dash again and jump. You are required to block or jump after a dash. You are stuck in recovery frames otherwise.
Note 2: In some match ups (i.e., vs Kabal), it is wise to replace a second far spike with some okizeme options. In addition, in some match ups (i.e., Kabal) never finish your combo with a far spike after doing an EX spike. Do the following instead: close spike, mid spike, far spike, EX spike, FF. FF puts you at an advantage and disables wake up attacks because your opponent is not on the ground. Besides, this aforementioned combo does more damage, so it is a win/win scenario.
Note 3: In some match ups (i.e., vs Cyrax), you may want to consider saving your meter for combo breakers.
Note 4: Spikes are unbreakable. Use them to finish off your opponent at the end of rounds when he/she has a combo breaker.
- AA 1, f+4,2,1 xx far spike, far spike. 22% of damage.
- b+1,2,u+1, u+3, dash f+4,2,1, far spike, far spike. 38% of damage. Freddy's most practical and damaging meterless combo.
- f+4,2,1 xx EX spike, dash JP,f+2,1 xx close spike, b+2, f+4,2,1 xx far spike, far spike. 44% of damage.
- b+3 xx EX spike, JP,b+1,2,u+1, dash u+3, dash f+4,2,1 xx far spike, far spike. 45% of damage.
- b+2 xx EX spike, JP,b+1,2,u+1, dash u+3, dash f+4,2,1 xx far spike, far spike. 47% of damage. Same combo as above. Remember that b+2 / b+3 is a true 50/50 mix up after a JP.
- b+1,2,u+1, dash u+3, EX spike, JP,b+1,2,u+1 xx far spike, far spike. 49% of damage. The best punishing combo that I have found.
General Strategies
Freddy is a zoning character akin to Dhalsim and Sagat in Street Fighter. However, he has many of the same weaknesses that a typical zoning character has in a 2D fighting game. He has a large hitbox and mediocre defensive options. When you use Freddy, you want your opponent as far away from you as possible in order to set up his projectile frame traps.
Any time GT or FF is blocked full screen away, far ground spike must also be blocked. You cannot jump, teleport, or do an attack with armor. The far ground spike has the largest hitbox of any ground spike. So, when far ground spike connects (full screen away, obviously), another far ground spike cannot be front dashed. The opponent can only jump. If the opponent jumps forward, medium ground spike, which comboes into two far ground spikes, is free to connect. GT can also be timed to connect on jumping opponents full screen away. When GT connects as AA, you should have enough time to combo into two far ground spikes. You will notice that the opponent always finds himself/herself in the same position (i.e., on the ground full screen away) if you execute your zoning game plan correctly. You can repeat the process until your opponent manages to approach. Freddy is not an effective up close fighter, but he builds super meter very well zoning, so you should have at least two bars of super meter to use on a combo breaker by the time your opponent is close.
Punish your opponents when they try to approach you. Punishing is the key to successful zoning. Make sure to use the appropriate AA at the appropriate time. Also, take advantage of NMS and the advantage it brings to Freddy's zoning game.
Match ups
Check out this thread.
Complementary Characters
The following characters do well against Freddy's difficult match ups. This is valuable information if you are a tournament player.
- Johnny Cage: Cage is an offensive juggernaut who complements Freddy's zoning style. He may be the best choice because he is not particularly difficult to learn and use.
- Raiden: The Thunder God is an anti-zoning character who happens to fight Freddy's mismatches well. He requires you to take your time and play "lame" because his rushdown is not strong.
- Sonya: Ms. Blade is a high pressure character similar to Cage. Originally thought to be low tier, players have managed to evolve her gameplay. She may be better than Cage overall but is more difficult to learn and use.
Frame Data
Freddy Krueger frame data by Somberness.
xxTeefxx's Freddy Tutorials
Note: The video above is based on the pre-patched version of the game.
Match Up Videos
Community
Any comments, suggestions, corrections, etc. are very welcome. Post in this thread or send me a private message.
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