DBFZ/Piccolo

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Piccolo
DBFZ Piccolo Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Mixup, Setups

Overview[edit]

The spawn of the notorious Demon King from whom he takes his name, Piccolo Jr. was once one of Goku's most vicious rivals. After defeating Raditz, the Namekian warrior would go on to become Gohan's mentor and martial arts instructor, in time also becoming a surrogate father for Goku's son. Thanks to Gohan's influence, Piccolo would renounce his evil ways and become a firm ally of Goku and protector of the planet Earth.

In Dragon Ball FighterZ, Piccolo is a tricky character with strong Mixup options. He has buttons with good reach, his Homing Energy Blast can protect him from a sudden Vanish, and his Hellzone Grenade/command grabs mixups allow him to keep his opponent in check, especially when they're cornered. However, his damage is a little lacking, he has no quick full screen meterless beam attack, he has no air supers, many of his setups require knockdown or an assist, and he has to spend meter to get a mid-screen hard knockdown, making it difficult to combo into his Meteor Attack.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • His normals have good range, giving him great neutral.
  • Strong okizeme with his Hellzone Grenade setups, on top of his solid high-low mixup options.
  • Needs to spend meter to get a sliding knockdown outside of the corner, as his damage is overall average-to-weak.
  • Has no air supers, limiting his aerial combo game.


Normals[edit]

5L[edit]
5L
DBFZ Piccolo 5L.png
DBFZ Piccolo 5LL.png
DBFZ Piccolo 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 12 -3
  • Important points go here
5LL 700 All 9 3 15 -2
  • Important points go here
5LLL 1000 All 15 3 18 -5
  • Important points go here


5M[edit]
5M
DBFZ Piccolo 5M.png
Note: can't reflect drill cannons like a badass
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 3 18 -5
  • Piccolo does a sliding swipe forward.


5H[edit]
5H
DBFZ Piccolo 5H.png
"DODGE!"
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 4 21 -9
  • Important points go here


5S[edit]
5S
DBFZ Piccolo 5S.png
"Gotcha, bitch!"
Damage Guard Startup Active Recovery Frame Adv.
500 Throw 28 7 19 -
  • Command Grab
  • On hit, you can press (6S) H to do a followup

A pretty far reaching command grab. Good for opening people up on the ground but 5S trajectory will only go along the ground so be careful of people trying to jump out and/or approach from the air.


2L[edit]
2L
DBFZ Piccolo 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L 7 4 12 -4
  • Your average low. Has fairly decent range


2M[edit]
2M
DBFZ Piccolo 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 10 4 18 -6
  • Piccolo's best low normal. Has good range


2H[edit]
2H
DBFZ Piccolo 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 31 -18
  • Universal anti-air


2S[edit]
2S
DBFZ Piccolo 2S.png
Damage Guard Startup Active Recovery Frame Adv.
1140 Throw 19 7 17 -
  • Anti-Air Command Grab

Instead of going along the ground, Piccolo's arm goes upward at a 45 degree angle, making it great to snatch people out of the air. It has slow startup though so using it on reaction to an air approach probably won't work. It also leaves you open to ground approaches so be careful.


6M[edit]
6M
DBFZ Piccolo 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0
  • Universal Overhead


j.L[edit]
j.L
DBFZ Piccolo jL.png
Sword Normal
Damage Guard Startup Active Recovery Frame Adv.
400 H 6 3 14 -3
  • Decent air to air. Mostly used during aerial blockstrings


j.M[edit]
j.M
DBFZ Piccolo jM.png
Boom chicka-ah
Damage Guard Startup Active Recovery Frame Adv.
500, 500 H, H 10 2(5)4 10 +5
  • Piccolo does two kicks at a low diagonal angle. Hits twice, can be canceled on first hit.


j.H[edit]
j.H
DBFZ Piccolo jH.png
"GREEN DICK BETTER THAN BLUE DICK"
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 6 20 -6
  • Good air to air normal.

Unlike most j.Hs, Piccolo's j.H will knock the opponent away horizontally instead of downwards, making it not a great way to end your air combos. It's more useful as an air to air normal since it has good reach horizontally.


j.S[edit]
j.S
DBFZ Piccolo jS.png
Damage Guard Startup Active Recovery Frame Adv.
500 Throw 24 7 21 -
  • Command Grab
  • Won't grab crouching, but can grab aerial opponents.

Air version of Piccolo's command grab. It goes downward at a 45 degree angle.


j.2H[edit]
j.2H
DBFZ Piccolo j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 11 4 30 -15
  • A standard 2H. Not of much use outside of combos


Specials[edit]

Demon Shocker[edit]
Demon Shocker
3/6S
DBFZ Piccolo 6S.png
"Nail gun!"
DBFZ Piccolo 3S.png
Version Damage Guard Startup Active Recovery Frame Adv.
6S 875 All 16 10 24 -5
  • Piccolo fires a beam of energy from his antenna horizontally, reaching just barely past half screen.
3S 875 All 16 10 24 -5
  • Piccolo fires beams of energy from his antenna diagonally upwards.


Demon Elbow[edit]
Demon Elbow
236L/M/H (air OK)
DBFZ Piccolo DemonElbow.png
DBFZ Piccolo DemonElbow2.png
DBFZ Piccolo DemonElbow3.png
Crossing up androids since '92
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 30 4 17 -2
  • Has Cross-up properties

Piccolo moves behind his opponent and attacks his back. Piccolo is fully vulnerable during this move, so it is extremely unsafe unless your opponent is blocking or recovering.

M 1000 All 31 6 17 -2
  • Also has Cross-up properties

Gives you a Hard Knockdown on hit. Moves much faster & farther than Light version, but gives the opponent more time to react.

H 1100 All 29 4 17 -2
  • Teleports twice, striking from the front.

Useful for mind games

Air L 900 All 30 4 18 -3
Air M 1000 All 31 6 17 -2
Air H 1100 All 29 4 19 -4
  • Placeholder


Demon Slicer[edit]
Demon Slicer
214L/M/H (Air OK)
DBFZ Piccolo DemonSlicer.png
DBFZ Piccolo DemonSlicer2.png
L/H
DBFZ Piccolo DemonSlicer3.png
M
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 3,10 7 16 -4
  • Soft Knockdown on hit
  • At close range on the ground, teleport will go in front of the opponent

Piccolo pauses, then teleports into the air and attacks downward. The teleport tracks the opponent but has short range. If Piccolo would be hit during the pause, the teleport instantly triggers in response. Useful for punishing opponents who like to push buttons during blockstrings.

M 1000 H 5,14 6 15 -3
  • Causes Hard Knockdown on hit
  • At close range on the ground, teleport will go behind the opponent (if not in the corner)

Although it is better used as a corner combo ender, it can also be used during neutral to catch your opponent off-guard.

H 1100 All 0,11 7 22 -10
  • Causes Hard Knockdown on hit

Better used as a midscreen combo ender.

Air L 900 - 16 8+ 16 -4
Air M 1000 - 19 8+ 16 -4
Air H 1100 - 16 8+ 16 -4
  • Placeholder


Homing Energy Blast[edit]
Homing Energy Blast
236S
DBFZ Piccolo HomingEnergyBlast.png
DBFZ Piccolo HomingEnergyBlast2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 700 All 19 - 22 -2
  • Smaller than charged version but travels faster
  • Can be super dashed through
  • Has low durability and can be destroyed by ki blasts and beams

Piccolo fires a Ki Orb that tracks the opponent. Useful as a meaty attack.

Charged 700 All 19 - 22 -2
  • Bigger than uncharged version but travels slower
  • Can be super dashed through

Not very useful, since it deals the same amount of damage and it still loses to beam projectiles and super dashes.


Assist[edit]

Homing Energy Blast
A1/A2
DBFZ Piccolo HomingEnergyBlastUncharged.png
"Let that child alone!"
Damage Guard Startup Active Recovery Frame Adv.
700 All 27 - 46 -
  • Can be a good neutral tool to harass opponents in hard to reach areas

Piccolo's assist is the uncharged version of his Homing Energy Blast special. It has the same shortcomings as when he's on point (can be super dashed, low durability so ki blasts and beams will destroy it) but it's ability to home in on your opponent can be useful since it'll allow you to harass your opponent in spaces that most other assists can't really cover well such as super jump height.


Supers[edit]

Special Beam Cannon[edit]
Special Beam Cannon
236L+M (Chargeable)
DBFZ Piccolo SpecialBeamCannon.png
"MAKANSA—... MAKAKASAPOP—... MEKKASAPP—... Oh, to hell with it! SPECIAL BEAM CANNON!!!"
Damage Guard Startup Active Recovery Frame Adv.
2050[3116] All 11+4 [122+4] 34 [37] 33 -17
  • [] is when charged.
  • Press 4 or 6 while charging to make Piccolo teleport dash backward or forward
  • Teleporting gives 9 frames of invulnerability and starts no earlier than frame 11
  • Back-to-back teleporting has invul. frames 9(13)9(13)9(13)


Hellzone Grenade[edit]
Hellzone Grenade
236H+S
DBFZ Piccolo HellzoneGrenade.png
Next stop, mixup city. Population: you
Damage Guard Startup Active Recovery Frame Adv.
1651 All 9+17 - 16 +73
  • You can Z Change from Hellzone Grenade but not into it, however doing this cancels the attack.
  • Very strong post snap or with lockdown assists (like 16 or Kid Buu)

Piccolo throws a volley of ki blasts near the opponent. After a delay, they become active and home in on the opponent, one-by-one. Currently, if you Z Change out of Hellzone Grenade, all of the remaining ki blasts instantly explode.


Light Grenade[edit]
Light Grenade
214L+M or 214H+S
DBFZ Piccolo LightGrenade.png
"So, any other ideas?"
"Just one."
Damage Guard Startup Active Recovery Frame Adv.
4095 All 9+3 - 89 -35
  • Costs 3 bars
  • Has some invulnerable frames on startup



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