He is a military surgeon, who practiced in the Imperial army during the War. Albeit becoming unaccounted after it, he starts eliminating one by one those concerned, who have appeared together with Akatsuki's revival. (from character selection screen)
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 3 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.
- Armor Ratio = 1.000
- Walking Speed = 5.0 dots/F
- Retreating Speed = 4.0 dots/F
4/5/6+A+B: Fritz performs a quick headbutt to the opponent. This throw is techable but the opponent remains relatively close to Fritz.
j.4/5/6+A+B: Fritz slams the opponent into the ground using his knees and hops away. This throw is untechable.
5A: fast sword thrust with quite a bit of range. This does not chain into any other move and is uncancellable.
5A (close): A hilt poke, cancellable and chains into itself. Otherwise can be chained into 2A.
5B: 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.
5B (close): A generic uncancellable kick.
5C: Fritz moves forward and does a heavy slash that hits overhead and knocks down. Inflicts guard damage.
5C (close): A slightly delayed knockdown slash. Inflicts guard damage.
2A: A crouching hilt poke. Cancellable, chains into itself and 5A.
2B: 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.
2B (close): An uncancellable low kick.
2C: 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.
2C (close): Crouching variation of 5C with the same properties, but less damaging. Unlike its standing variant, it doesn't hit overhead. Inflicts guard damage.
j.A: An overhead kick. Like all other Fritz's kicks, uncancellable.
7/9B: A jumping overhead version of 2C. Good range and knockdown properties are intact. Inflicts guard damage.
8B: 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. Inflicts guard damage.
j.C: An overhead icnarnation of 2C(c), in terms of both animation and properties, but is more powerful. Inflicts guard damage.
破天 - Haten - 4B: an upward slash.
- Covers the entire jumping height, making it his best ground anti-air.
- Has terrible recovery.
- Inflicts guard damage.
玉光 - Gyokkou - 4C: 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.
- Inflicts guard damage.
天駆 - Amagake - j.2A/B/C: 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.
前駆 - Maegake - 236+A/B/C: evasive dash forward, 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.
- All versions have a bit of recovery.
後駆 - Ushirogake - 214+A/B/C: exactly the same as Maegake, but in opposite direction.
EX and Super Moves
特攻前駆 - EX Maegake - 236+B+C: Fritz dashes forward for 3/4 of the screen.
- Fritz is invincible during this dash.
特攻後駆 - EX Ushirogake - 214+B+C: another prolonged invincible dash, this time backwards.
必殺切込刀法 - Hissatsu Kirikomi Touhou - A+B+C: 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.
Fritz is about patience and controlling space with his outstanding range and somewhat interesting speed. You have to outsmart your opponents with Fritz because most of his moves have considerable startup. His combos are very few, but very powerful.
- +Great dash;
- +Best throw potential;
- +Solid air game;
- +Has "get out of the jail free" moves (236/214+B+C);
- +Slash normals take away a massive amount of ememy's guard gauge;
- +Probably one of the best punishers in the game;
- -A predictable poking game;
- -If caught without super stock, he has no real way of dealing with incoming pressure;
- -Very limited combo potential;
Here are some of his useful attacks:
7/9B: Your aerial anti-air. This move is very good at keeping your opponent grounded - even if they manage to parry it, you are completely safe because of jumping backwards.
5C: The move's a juggernaut, but, naturally, not as safe as you would like it to be, thanks to a very noticeable startup where Fritz is walking forward then attacking. Use this move sparingly.
4C: A tad better than 5C, and mixing them togehter tends to mess with your opponent's parry timing. And it's also safer.
2B: Can be used to punish whiffed pokes, and don't forget to follow it up into ever so useful 2C.
2C: Very quick low, and sometimes people forget just how fast this move actually is. Taking advantage of its range is highly recommended.
- j.B 2A ABC
- Jumping reflector -> 2A ABC
KD - Knockdown
VA - Variable
*UV - vaule(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