DBFZ/Piccolo: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
!Piccolo
|-
||
[[File:DBFZ_Piccolo_Portrait.png|350x500px|center]]
|-
||
{{#lsth:DBFZ/Piccolo/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:Mixup, Setups
;Team Role
:Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
The spawn of the notorious Demon King from whom he takes his name, Piccolo Jr. (also taking the name Majunior on some occasions) 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.
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content='''Piccolo''' is a mix-up monster with terrifying tricks. The amount of options that Piccolo has on offense makes him one of the most difficult characters to defend against: high/low, left/right, command grabs; you name it, he has it. His normals are great, especially {{clr|L|j.L}}, and his stagger pressure is solid. Hellzone Grenade is where his mix-up game shines. On block, with a high hitstop assist, it can set up a true 50/50 that's immune to Guard Cancel. Homing Energy Blast (both the special move and assist) is excellent for slowing down neutral and forces his opponent to deal with it somehow. Characters who have strong neutral are especially strong with Homing Energy Blast as an assist. Piccolo is the epitome of a character who has so many options that, even though most of his options are reactable, they're all very strong because an opponent can't look for every mix-up at once.  


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.
Piccolo's main weakness is his overall neutral. While his special moves are strong on offense, most of them provide little to no utility in neutral. Homing Energy Blast, while undeniably strong, is a huge commitment to throw out, loses to other ki-blasts, and can be superdashed through. Piccolo also is extremely needy, needing meter and assists for his strongest options. If you want your opponent to suffocate with relentless mix-ups, put Piccolo up in your alley.
}}
{{DBFZ/Infobox
|fastestAttack=
|reversal=
}}
{{ProsAndCons
|intro=is a mix-up monster who suffocates his opponents with every mix-up option imaginable.
|pros=
* '''Air-to-Air:''' Disjointed air buttons allow him to challenge aerial opponents very well.
* '''Amazing Mix-up:''' Strong high/low and additional moves such as [[#Demon Elbow|Demon Elbow]], {{MMC|input=5S|label={{clr|S|5S}}}}, and {{MMC|input=j.S|label={{clr|S|j.S}}}}, alongside universal options make him difficult to defend against.
* '''Frame-data:''' Great stagger pressure, with most of his normals being safe on block.
* '''[[#Homing Energy Blast|Homing Energy Blast]]:''' Powerful projectile that slows down the neutral game and usually forces a response from the opponent.
* '''Supers:''' [[#Hellzone Grenade|Hellzone Grenade]] enables extremely strong mix-ups mid-blockstring and is great for combo extensions. [[#Light Grenade| Light Grenade]] provides a strong {{Tt|okizeme|Attacking an opponent about to wake up, usually with meaty attacks or mixups.}} in the corner.
|cons=
* '''Resource Eater:''' Needs to spend meter to get a sliding knockdown midscreen, and can also be too reliant with resources for damage and neutral.
* '''Neutral:''' Has difficulty dealing with strong zoning, particularly against characters who can easily deal with Homing Energy Blast.
|difficulty_rating=2
}}
</div>


===Strengths/Weaknesses===
==Normal Moves==
{|  
===<big>{{clr|L|5L}}</big>===
|-style="text-align:left;"
{{DBFZ_Move_Card
! Strengths !! Weaknesses
|input=5L,5LL,5LLL
|- style="vertical-align:top;text-align:left"
|description=
| style="width: 50%;"|
;{{clr|L|5L}}
* His normals have good range, giving him great neutral.
* A typical jab. Good for pressure due to quick startup and recovery.
* Amazing air neutral due to big buttons like j.L.
----
* Thrives in the corner.
;{{clr|L|5LL}}
* Strong okizeme with his Hellzone Grenade setups, on top of his solid high-low mixup options.
* Combo and blockstring filler. Also good for stagger pressure due to being -2.
* Along with Hellzone, he can use orb for strong okizeme.
----
* Along with solid high-low mix, he as a command grab and Demon Elbow crossups.
;{{clr|L|5LLL}}
* Can fuzzy mix everyone in the game (except GT Goku) with a curtain snap set up.
* Ends your blockstring early and very niche combo filler.
* Basically has Reality Stone lol.
}}
* He's just mad good all around.
* Gives the best doses.
| style="width: 50%;"|
* 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.
* Very meter hungry outside the corner.
* Can guard cancel Hellzone pressure making it a must to only use after snapback, have counter super ready, or curtain setups.
* Despite how strong Orb is, you can super dash through it.
* Can be too reliant on assists at times.
|-
|}
{{#lst:DBFZ/Piccolo/Data|Links}}
<br style="clear:both;"/>


==Normals==
===<big>{{clr|M|5M}}</big>===
{{DBFZ_Move_Card
|input=5M
|description=
Good poke in neutral and is safe on block.
}}


====== <font style="visibility:hidden" size="0">5L</font> ======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_Piccolo_5L.png |caption=
{{DBFZ_Move_Card
|image2=DBFZ_Piccolo_5LL.png |caption2=
|input=5H
|image3=DBFZ_Piccolo_5LLL.png |caption3=
|description=
|name=5L
* Smash hit wall splats, combos into SD.
|data=
* Holding {{clr|H|H}} will charge the move, increasing the distance traveled and damage output.
{{AttackDataHeader-DBFZ|version=yes}}
Good reach and big hitbox. Can hit from roundstart position. Charging it will cause it to go fullscreen.
{{!}}-
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/Piccolo/Data|5L}}
{{!}}-
{{Description|8|text=
* A good normal since the fastest is 6F on average for other characters.
* Good for pressure due to quick startup and recovery.
}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Piccolo/Data|5LL}}
{{!}}-
{{Description|8|text=
* Used to hit confirm after the first 5L. You're most likely to go into 2M in the corner to get them off their feet & airborne for longer combos.
* Piccolo's highest damaging starter, and most impractical.
* Also good for stagger pressure due to it's advantage on block.
* Pushes Piccolo forwards.
}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Piccolo/Data|5LLL}}
{{!}}-
{{Description|8|text=
* You mostly want to avoid this normal unless it's in a post-vanish combo.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_Piccolo_5M.png |caption= Note: can't reflect drill cannons like a badass
{{DBFZ_Move_Card
|name=5M
|input=5S
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Whiffs against airborne opponents when used in neutral. Mid-combo, grabbing airborne opponents will keep them airborne.
{{!}}-
* On hit, can continue down gatling table or cancel into Special, Supers.
{{#lsth:DBFZ/Piccolo/Data|5M}}
* Holding {{clr|S|S}} will delay the grab but has much higher frame adv, able to combo into {{clr|L|5L}}.
{{!}}-
* Values in [ ] are for {{clr|S|5[S]}}.
{{Description|7|text=
Piccolo's command grab normal. {{clr|S|5S}} is on the slower side for a command grab and leads to low reward on hit. Leaves the user +5 afterwards, so can potentially be used to reset pressure after landing it and go for a mix-up that leads to higher reward. Hold version's reward is slightly better but it's laughably slow.
* Piccolo does a sliding swipe forward.
 
* Good poke in neutral.
With that said, if you use this command grab at a point where your opponent has to look for different options, this move will succeed at grabbing the opponent, especially after the opponent is conditioned to look for something else.
* Sadly doesn't deflect Ki Blasts like in the show.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_5H.png |caption= '''''"DODGE!"'''''
|input=2L
|name=5H
|description=
|data=
Piccolo's standard high/low mixup tool. There are times where you'll be using {{clr|M|2M}} instead for it's speed (or lack thereof), but this is what you want midscreen.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Due to the long reach of his {{clr|L|2L}}, it's possible to setup a Super Dash high/low mixup in the corner.
{{#lsth:DBFZ/Piccolo/Data|5H}}
{{!}}-
{{Description|7|text=
* Can hit from roundstart position.
* On the surface it looks like a good option, but you'll only want to use this mid combo if you can do the rejump.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_5S.png |caption= ''"Gotcha, bitch!"''
|input=2M
|name=5S
|description=
|data=
* Launches on hit.
{{AttackDataHeader-DBFZ}}
This along with {{clr|M|5M}} give Piccolo great pokes on the ground.
{{!}}-
{{#lsth:DBFZ/Piccolo/Data|5S}}
{{!}}-
{{Description|7|text=
* On hit, can only be followed up with 5H, 2H, 6S, vanish, or supers.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_2L.png |caption=
|input=2H
|name=2L
|description=
|data=
* Smash hit has higher hitstun, combos into SD.
{{AttackDataHeader-DBFZ}}
* Puts Piccolo airborne.
{{!}}-
Piccolo's {{clr|H|2H}} works just fine as an anti-air, you just really don't want it blocked. All of the cancel options have a gap, and most can be counter {{clr|H|2H}}'d.
{{#lsth:DBFZ/Piccolo/Data|2L}}
{{!}}-
{{Description|7|text=
* Your average low, has fairly decent range.
Piccolo's standard mixup tool after an IAD. There are times where you'll be using 2M instead for it's speed (or lack thereof), but this is what you want midscreen.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_Piccolo_2M.png |caption=
{{DBFZ_Move_Card
|name=2M
|input=2S
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Air throw with similar traits to {{clr|S|5S}}. Always whiffs against grounded opponents.
{{!}}-
* Values in [ ] are for {{clr|S|2[S]}}.
{{#lsth:DBFZ/Piccolo/Data|2M}}
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.
{{!}}-
 
{{Description|7|text=
Very good corner combo filler as it is high damaging and resets the opponent's position.
* Piccolo's best low normal.
* Also has good range.
This is your primary Fuzzy mixup tool. It's speed and scaling lend it very well to being the other part of a very scary 50/50. More on that in Strategy.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_2H.png |caption=
|input=6M
|name=2H
|description=
|data=
* Universal overhead.
{{AttackDataHeader-DBFZ}}
Not Piccolo's best mixup option, but it will still catch people.
{{!}}-
{{#lsth:DBFZ/Piccolo/Data|2H}}
{{!}}-
{{Description|7|text=
* Universal anti-air
Piccolo's 2H works just fine as an anti-air, you just really don't want it blocked. All of the cancel options have a gap, and most can be counter 2H'd.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
===<big>{{clr|S|6S}} / {{clr|S|3S}}</big>===
{{MoveData
{{InputBadge|'''Demon Shocker'''}}
|image=DBFZ_Piccolo_2S.png |caption=
{{DBFZ_Move_Card
|name=2S
|input=6S,3S
|data=
|description=
{{AttackDataHeader-DBFZ}}
A decent beam-like projectile move with a couple of applications.
{{!}}-
 
{{#lsth:DBFZ/Piccolo/Data|2S}}
Demon Shocker has P1 (low priority) durability, meaning that it will destroy up to 3 Ki Blasts, but lose to beam moves like {{MiniMoveCard|chara=SS Goku|label=Kamehameha|input=236S}}. However, unlike a normal Ki Blast, it can't be beaten by superdash. From mid range, it's a decent tool to snipe out opponents who like to use superdash and Ki Blasts frequently. The hitbox is fairly thin and the move has plenty of recovery, so take caution when using Demon Shocker in neutral.
{{!}}-
 
{{Description|7|text=
On offense, this move is a great way to end blockstrings. You can call an assist afterward and go for his staggering amount of mix-up options to keep his opponents on their toes. One thing to point out is that Demon Shocker is Piccolo's ''ONLY'' way to jail into vanish, making it a solid tool to reset pressure.
* Anti-air command grab with all the drawbacks of 5S.
 
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.  
Demon Shocker is also a great move for combo filler, allowing for great extensions in the corner that significantly boosts his damage output.
}}
 
* Shoots a rather slow beam about halfscreen forward
* Jails into Vanish on block.
* {{clr|S|3S}} has invincibility to jumping attacks partway through the motion of the attack.
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_6M.png |caption=
|input=j.L
|name=6M
|description=
|data=
* Fast, long reaching jab with disjointed hitbox.
{{AttackDataHeader-DBFZ}}
Piccolo's iconic "sword" normal. Easily the best air-to-air normal in the game, and a part of what makes Piccolo a nightmare to deal with. The hitbox is quite disjointed and it's incredibly fast, not to mention it's easy to confirm with j.LL2H. A very strong tool for Piccolo that somewhat makes up for his rather unsafe {{clr|H|2H}}.
{{!}}-
{{#lsth:DBFZ/Piccolo/Data|6M}}
{{!}}-
{{Description|7|text=
* Universal Overhead
* Not Piccolo's best mixup option, but it will still catch people.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6S</font> ======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_6S.png |caption="Nail gun!"
|input=j.M
|input=Demon Shocker
|description=
|name=6S
Another fast air button with a great angle for IAD jump ins. Its second hit can be canceled into {{clr|H|j.H}}, which from an IAD won't come out in time before Piccolo lands, thus allowing Piccolo for an easy high/low with {{clr|M|j.M}}(2), {{clr|M|j.M}}(1)L, or {{clr|M|j.M}}(1) ▷ {{clr|L|2L}}.
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Piccolo/Data|6S}}
{{!}}-
{{Description|7|text=
* Piccolo fires a beam of energy from his antenna horizontally, reaching just barely past half screen.
This is the closest Piccolo has to a beam. It loses to beams, but it beats superdash.
}}
}}
}}


====== <font style="visibility:hidden" size="0">3S</font> ======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_3S.png |caption=
|input=j.H
|input=Demon Shocker
|description=
|name=3S
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
|data=
* {{clr|H|j.H}} launches on hit. Can link into {{clr|M|2M}} in the corner from an IAD.
{{AttackDataHeader-DBFZ}}
* Can be jump-cancelled.
{{!}}-
Yet another good air-to-air normal with very big hitbox and horizontal reach. While IAD {{clr|M|j.M}} is better for mixups, IAD {{clr|H|j.H}} is so big that it can catch up tech in the corner, making it better as a jump-in.
{{#lsth:DBFZ/Piccolo/Data|3S}}
 
{{!}}-
IAD back {{clr|H|j.H}} also creates a massive wall of a hitbox that covers your retreat quite nicely.
{{Description|7|text=
* Piccolo fires beams of energy from his antenna diagonally upwards.
* Mainly used as combo filler.
* Usual string from 3S is 2S, 6S, 5H into Super Dash.  
}}
}}
===<big>{{clr|S|j.S}}</big>===
{{InputBadge|'''(Hold OK)'''}}
{{DBFZ_Move_Card
|input=j.S
|description=
* Air throw with similar traits to {{clr|S|5S}}/{{clr|S|2S}}. Always whiffs against crouching opponents.
* Values in [ ] are for {{clr|S|j.[S]}}.
Good to throw out every so often instead of an IAD jump in. The opponent will stand up expecting an overhead and get grabbed, so the answer to this is to react to the throw startup and crouch back down.
* Regular version will only combo into {{clr|H|j.H}} and {{clr|H|j.2H}}. Meanwhile, {{clr|S|j.[S]}} can combo into {{clr|L|j.L}}, making for a more damaging follow-up combo
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_jL.png |caption=Sword Normal
|input=j.2H
|name=j.L
|description=
|data=
* Smash hit has higher hitstun, combos into SD.
{{AttackDataHeader-DBFZ}}
Combo filler launcher.
{{!}}-
{{#lsth:DBFZ/Piccolo/Data|j.L}}
{{!}}-
{{Description|7|text=
* Easily the best Air-to-Air in the game.
Part of what makes Piccolo a nightmare to deal with. The hitbox is quite disjointed and it's incredibly fast, not to mention it's easy to confirm with j.LL2H. A very strong tool for Piccolo that somewhat makes up for his unsafe 2H.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
==Special Moves==
{{MoveData
===<big>Demon Elbow</big>===
|image=DBFZ_Piccolo_jM.png |caption=Boom chicka-ah
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=j.M
{{DBFZ_Move_Card
|data=
|input=236L,236M,236H,j.236L,j.236M,j.236H
{{AttackDataHeader-DBFZ}}
|description=
{{!}}-
;All Versions
{{#lsth:DBFZ/Piccolo/Data|j.M}}
* Glides straight forward. Can crossover the opponent and will only trigger the attack after crossing over.
{{!}}-
* Air versions of {{clr|M|M}} and {{clr|H|H}} versions will slightly descend if the opponent is underneath Piccolo.
{{Description|7|text=
* Values in [ ] are when the opponent is in untechable time.
* Piccolo does two kicks at a low diagonal angle.
----
* Can be cancelled on either hit.
;{{clr|L|236L}}
Piccolo's main fuzzy tool because of how low the kicks hit. Both hits are overheads.
* Goes about halfscreen, but only a very short distance forward will actually cross over. If it crosses over, it will attack from behind the opponent.
}}
When used in conjunction with Piccolo's other tools, it is surprisingly good for catching people considering the lengthy start-up and the massive gap in blockstring. Vanish or assists are required to extend into combos.
----
;{{clr|M|236M}}
* Goes almost fullscreen. If it crosses over, it will attack from behind the opponent.
* Smash hit causes a wall splat, allowing for extensions in the corner.
Mainly a filler for back-to-corner combos or before Vanishing to stay same side.
----
;{{clr|H|236H}}
* Goes almost fullscreen. If it crosses over, it will teleport back to the front before attacking.
* Smash hit causes a wall bounce, allowing for conversions anywhere on screen.
A mind twist mix-up once the opponent is conditioned to block the cross-up.
 
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
===<big>Demon Elbow (Hold)</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236[L}}/{{clr|M|M}}/{{clr|H|H]}} (Air OK)'''}}
|image=DBFZ_Piccolo_jH.png |caption= "GREEN DICK BETTER THAN BLUE DICK"
{{DBFZ_Move_Card
|name=j.H
|input=236[L],236[M],236[H],j.236[L],j.236[M],j.236[H]
|data=
|description=
{{AttackDataHeader-DBFZ}}
;All Versions
{{!}}-
* Values in [ ] are when the opponent is in untechable time.
{{#lsth:DBFZ/Piccolo/Data|j.H}}
* Can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.
{{!}}-
----
{{Description|7|text=
;{{clr|L|236[L]}}
* [] is on ''Dynamic'' hit only. This move doesn't have a Smash version.
* Goes about halfscreen, and will NOT cross over your opponent.
* Good air to air normal.  
----
* Knocks opponent into the air on ground hit, can still connect 2M
;{{clr|M|236[M]}}
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. 
* Goes almost fullscreen
}}
----
;{{clr|H|236[H]}}
* Goes almost fullscreen
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
===<big>Demon Slicer</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|image=DBFZ_Piccolo_jS.png |caption=
{{DBFZ_Move_Card
|name=j.S
|input=214L,214M,214H
|data=
|description=
{{AttackDataHeader-DBFZ}}
;All Versions
{{!}}-
* Has guard point against non-Super strikes and projectiles during the pose, then teleports upward before attacking. Getting hit during the pose will trigger the teleport immediately.
{{#lsth:DBFZ/Piccolo/Data|j.S}}
* Values in [ ] are when the opponent is in untechable time anti-airs.
{{!}}-
* Piccolo will track the opponent up to full screen on hit, or when guard point is triggered.
{{Description|7|text=
Useful for punishing opponents who like to push buttons during blockstrings and can act as some sort of a left/right mixup. However, they're also all vulnerable to anti-airs.
* Won't grab crouching, but can grab aerial opponents.
----
* Can only be followed up with j.H, j.2H, j.214L, j.214H and vanish.
;{{clr|L|214L}}
Air version of Piccolo's command grab. It goes downward at a 45 degree angle.  
* Teleports slightly backward.
}}
* If guard point is triggered or when the opponent is in untechable time, then the attack teleports to above them (meaning the attack comes in from a diagonal angle - NOT a drop straight down)
* Ground bounces on hit, which can combo into Vanish or Supers.
----
;{{clr|M|214M}}
* Teleports and attacks by dropping straight down. Will not track the opponent further than halfscreen forward. Won't overshoot the opponent, but stays just far enough to switch sides and can steal the corner.
* Smash hit causes sliding knockdown.
----
;{{clr|H|214H}}
* Teleports above the opponent and attacks (meaning the attack is from a diagonal angle - NOT a drop straight down)
* Smash hit causes sliding knockdown.
Piccolo can use the guard point on this special to cancel into his lvl1 as a pseudo-safe reversal.
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
===<big>Air Demon Slicer</big>===
{{MoveData
{{InputBadge|'''{{clr|L|j.214L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|image=DBFZ_Piccolo_j2H.png |caption=
{{DBFZ_Move_Card
|name=j.2H
|input=j.214L,j.214M,j.214H
|data=
|description=
{{AttackDataHeader-DBFZ}}
;{{clr|L|j.214L}}
{{!}}-
* Dives diagonally downward.
{{#lsth:DBFZ/Piccolo/Data|j.2H}}
Since Piccolo {{clr|H|j.H}} launches the opponent horizontally on hit, this is typically used instead as a Smash-less knockdown to lower the opponent for assisted combos or grounded Vanish extensions.
{{!}}-
----
{{Description|7|text=
;{{clr|M|j.214M}}
* A standard air 2H. Not much use outside of combos.
* Dives straight downward.
You'll want to learn how to confirm into this move from an air-to-air j.L, as it is Piccolo's primary way of discouraging jumps.
* Smash hit causes sliding knockdown.
}}
Corner combo ender at low hitstun decay. Causes Piccolo to fall faster than the opponent, so at high up, he'll be grounded before they are and can combo into Hellzone Grenade for big damage. At even higher up, he can link to {{clr|L|5L}} for even bigger damage.
----
;{{clr|H|j.214H}}
* Dives diagonally downward.
* Smash hit causes sliding knockdown.
Really good combo ender at the cost of half a bar. It's fast so it can be used in midscreen or in place of corner {{clr|M|j.214M}} at high hitstun decay, and the sliding knockdown can always combo into Hellzone.
}}
}}


==Specials==
===<big>Homing Energy Blast</big>===
{{InputBadge|'''{{clr|S|236S}} (Hold OK)'''}}
{{DBFZ_Move_Card
|input=236S
|description=
* Puts out a tracking Ki Blast-property orb. Disappears if Piccolo lands a DR, tags out, or gets hit.
* Holding {{clr|S|S}} during startup will put out a bigger but slower orb.
The keystone of Piccolo's neutral as he can put it out and approach while the opponent has to find a way to deal with it. He can also use it as a meaty projectile that covers for all delay wake ups while regenerating assists. Furthermore, meaty orb will "wiggle" on top of the opponent's body and can sometimes hit from behind them, pushing them out of the corner which turns your IAD overhead into an IAD crossup.


====== <font style="visibility:hidden" size="0">Demon Elbow</font> ======
Charged version is less useful in neutral due to how slow it is, but can be better as a meaty projectile since the bigger hitbox covers for more wake up options.
{{MoveData
|image=DBFZ_Piccolo_DemonElbow.png |caption=
|image2=DBFZ_Piccolo_DemonElbow2.png |caption2=
|image3=DBFZ_Piccolo_DemonElbow3.png |caption3= Crossing up androids since '92
|input=236L/M/H (air OK)
|name=Demon Elbow
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Piccolo/Data|236L}}
{{!}}-
{{Description|8|text=
* Glides a short distance forward.
* Reaching the opponent will make Piccolo move behind them and attack.
* The attack is triggered based on proximity, it can and ''will'' whiff if the opponent is moving around.
* Piccolo is fully vulnerable during this move, so it is '''extremely unsafe''' unless your opponent is blocking or recovering.
* Inside a combo, all versions become extremely fast and can easily be used for an easy side swap.
}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Piccolo/Data|236M}}
{{!}}-
{{Description|8|text=
* Glides almost fullscreen.
* Cause a sliding knockdown on hit.
}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Piccolo/Data|236H}}
{{!}}-
{{Description|8|text=
* Glides the same distance as M version.
* Once crossed up, Piccolo teleports to the front to attack.
* Cause a sliding knockdown on hit.
* Useful for mind games.
}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Piccolo/Data|j.236L}}
{{!}}-
{{Description|8|text=
* All versions can be used as a pseudo air dash.
}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/Piccolo/Data|j.236M}}
{{!}}-
{{Description|8|text=
* Will slightly descend if the opponent is underneath Piccolo.
}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/Piccolo/Data|j.236H}}
{{!}}-
{{Description|8|text=
* Will slightly descend if the opponent is underneath Piccolo.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Demon Slicer</font> ======
==Z Assists==
{{MoveData
===<big>Assist A</big>===
|image=DBFZ_Piccolo_DemonSlicer.png |caption=
{{InputBadge|'''Homing Energy Blast'''}}
|image2=DBFZ_Piccolo_DemonSlicer2.png |caption2=L/H
{{DBFZ_Move_Card
|image3=DBFZ_Piccolo_DemonSlicer3.png |caption3=M
|input=Assist A
|input=214L/M/H (Air OK)
|description=
|name=Demon Slicer
* Does {{clr|S|236S}} and then {{clr|S|236[S]}}. {{clr|S|236S}}'s orb is a lot faster than the point version.
|data=
* Orbs disappear if the point character:
{{AttackDataHeader-DBFZ|version=yes}}
:Lands a Super or blocks after Piccolo leaves the battlefield.
{{!}}-
:Lands a DR or gets hit during or after Piccolo's on the battlefield.
{{AttackVersion|name=L}}
Piccolo's got your back and harasses the opponent with 2 homing projectiles. The first orb will fly directly toward the opponent while you can chill alongside the second orb. Amazing in neutral, good in blockstrings, and amazing as a combo extender. Like the point version, this assist is not so great against characters or assists that can destroy easily destroy ki-blasts such as {{Character Label|DBFZ|SSB Vegito|label=Vegito}} or {{Character Label|DBFZ|Broly|label=Broly}}.
{{#lsth:DBFZ/Piccolo/Data|214L}}
{{!}}-
{{Description|8|text=
* Forces a ground tech the moment the opponent hits the ground.
* All versions have guard point during the pose that blocks any strike and projectile that aren't throws or Supers. Getting hit during this pose will trigger the teleport immediately.
* Normal version teleports in place, but counter version will track the opponent anywhere on screen.
Useful for punishing opponents who like to push buttons during blockstrings. However, it's their turn after they block it.
}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Piccolo/Data|214M}}
{{!}}-
{{Description|8|text=
* Side switches even in the corner.
* Both normal and counter version only track the opponent at close range.
* Causes a pseudo sliding knockdown that can be followed up with Supers.
Can also be used during neutral to catch your opponent off-guard.
}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Piccolo/Data|214H}}
{{!}}-
{{Description|8|text=
* Faster version of L Demon Slicer that always tracks everywhere on screen.
* Causes a sliding knockdown.
}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Piccolo/Data|j.214L}}
{{!}}-
{{Description|8|text=
* All air versions attack in place.
* Causes a soft knockdown.
}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/Piccolo/Data|j.214M}}
{{!}}-
{{Description|8|text=
* Causes a sliding knockdown.
Used as a corner combo ender. The downward momentum will also allow Piccolo to combo into Hellzone Grenade since he falls down to the ground faster than the opponent.
  }}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/Piccolo/Data|j.214H}}
{{!}}-
{{Description|8|text=
* Causes a sliding knockdown.
The only way Piccolo can get a sliding knockdown from midscreen.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Homing Energy Blast</font> ======
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Demon Shocker'''}}
|image=DBFZ_Piccolo_HomingEnergyBlast.png |caption=
{{DBFZ_Move_Card
|image2=DBFZ_Piccolo_HomingEnergyBlast2.png |caption2= REALITY STONE!
|input=Assist B
|input=236S
|description=
|name=Homing Energy Blast
Simple and functional, but lacks the versatility and numerous unique benefits of his A assist, making it a rather wasteful choice.
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lsth:DBFZ/Piccolo/Data|236S}}
{{!}}-
{{Description|8|text=
* 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.
}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lsth:DBFZ/Piccolo/Data|236[S]}}
{{!}}-
{{Description|8|text=
* 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==
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Demon Slicer'''}}
|image=DBFZ_Piccolo_HomingEnergyBlastUncharged.png |caption= ''"Let that child alone!"''
{{DBFZ_Move_Card
|input=A1/A2
|input=Assist C
|name=Homing Energy Blast
|description=
|data=
* Tracks the opponent anywhere on screen.
{{AttackDataHeader-DBFZ}}
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
{{!}}-
{{#lsth:DBFZ/Piccolo/Data|A1/A2}}
{{!}}-
{{Description|7|text=
* 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 its 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==
==Super Moves==
 
===<big>Special Beam Cannon</big>===
====== <font style="visibility:hidden" size="0">Special Beam Cannon</font> ======
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}} (Hold OK)'''}}
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_Piccolo_SpecialBeamCannon.png |caption='''''"MAKANSA—'''... '''MAKAKASAPOP—'''... '''MEKKASAPP—'''... Oh, to hell with it! '''SPECIAL BEAM CANNON!!!"'''''
|input=236L+M
|input=236L+M (Chargeable)
|description=
|name=Special Beam Cannon
* Hold {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} to charge the beam. During which, you can hold {{Ni|4}} or {{Ni|6}} to teleport backward/forward.
|data= 
** The same goes for a DHC'd Special Beam Cannon! After DHC-ing Piccolo in, immediately hold {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} to charge the beam. During which, you can hold {{Ni|4}} or {{Ni|6}} to teleport backward/forward.
{{AttackDataHeader-DBFZ}}
* Wall splats on hit.
{{!}}-
* Minimum damage: 75*10 [114*10].
{{#lsth:DBFZ/Piccolo/Data|236LM}}
* Fully charged does around 1800 chip damage.
{{!}}-
A simple horizontal-hitting bar dump Super. Becomes really high damaging at max charge. Only a handful of characters can smoothly DHC into a full charge Special Beam Cannon, so the high charging damage is more of an added benefit than something you wanna build your team around.
{{Description|7|text=
* [] is when fully charged.
* Minimum damage is 75*10 [114*10].
* 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 invulnerable frames 9(13)9(13)9(13)
}}
}}
}}


====== <font style="visibility:hidden" size="0">Hellzone Grenade</font> ======
===<big>Hellzone Grenade</big>===
{{MoveData
{{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
|image=DBFZ_Piccolo_HellzoneGrenade.png |caption=Next stop, mixup city. Population: you
{{DBFZ_Move_Card
|input=236H+S
|input=236H+S
|name=Hellzone Grenade
|description=
|data= 
There's no escape. Hellzone Grenade is a lockdown Super that can keep the opponent in blockstun for a full second (+65 on average), allowing for true string 50/50 mixups. Can be true string'd into from something like {{clr|H|5H}} + Assist > {{clr|H|236H}}+{{clr|S|S}}, though this is often vulnerable to Guard Cancel. Single-hit assists with high hitstop can allow Piccolo to throw out Hellzone and recover before the GC can hit, while this can be countered by GC-ing at {{clr|H|5H}} instead of at the assist/during Hellzone's super freeze, it's still a strong option that should be considered when building a Piccolo team.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Doesn't suffer from Super Scaling so it's also used as a high damaging meter dump. Piccolo can combo after Hellzone into j.DR for a sliding knockdown and then into even more Supers.
{{#lsth:DBFZ/Piccolo/Data|236HS}}
 
{{!}}-
<div class="mw-collapsible mw-collapsed" data-expandtext="If you can help it, don't use Hellzone for oki" data-collapsetext="Hide elaboration">{{clear}}
{{Description|7|text=
Simply put: {{MMC|input=236S|label=Orb}} oki accomplishes the same thing while not costing meter nor locking you out of meter gain. There are no real pressures Hellzone oki can give that orb oki can't. Hellzone is also not advantageous enough against Reflect for Piccolo to layer his mixups, while wakeup Reflect, delay tech Reflect or uptech are common ways to negate the 50/50 mix you usually get from a blockstring Hellzone.
* You can Z Change from Hellzone Grenade but not into it, however doing this cancels the attack and all of the remaining Ki Blasts instantly explode.  
</div>{{clear}}
* Very strong post snap or with lockdown assists (like Gotenks or Kid Buu).
 
* Combos easily from beam assists and Bardock assists for easy damage and corner carry, plus a sliding knockdown if you haven't used your Dragon Rush.
* Spawns a volley of projectiles in front of Piccolo that become active and home in on the opponent, one-by-one
* Scales harshly. Minimum damage is 52*12.
* Minimum damage: 52×12 (624)
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Light Grenade</font> ======
===<big>Light Grenade</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
|image=DBFZ_Piccolo_LightGrenade.png |caption=''"When did you come up with this one?"'' <br>''"Oh about... now... ish."''
{{DBFZ_Move_Card
|input=214L+M or 214H+S
|input=214L+M
|name=Light Grenade
|description=
|data= 
* Causes a hard knockdown on hit.
{{AttackDataHeader-DBFZ}}
* Minimum damage: 166*10.
{{!}}-
A projectile level 3. While the minimum damage is on the lower side, it does all of the damage extremely quickly, allowing you to deal heavy burst damage. This makes Light Grenade ideal against sparking.
{{#lsth:DBFZ/Piccolo/Data|214HS}}
 
{{!}}-
Light Grenade leaves Piccolo and the opponent fullscreen on hit in midscreen. This makes it less ideal, as you can only get a meaty afterward.  
{{Description|7|text=
 
* Costs 3 bars
Light Grenade ''thrives'' in the corner. There are two types of mix-ups you can do. You can left/right 50/50 the opponent by TK'ing L Demon Elbow ({{clr|L|2369L}} for same side or {{clr|L|741236L}} for side switch), or you can hold L Demon Elbow to steal the corner and leaves you at most +14. This allows you to go for a 4-way mix-up alongside the other unique options he has. Whatever you choose, it's a horrible position for the opponent. Go wild.
* Has some invulnerable frames on startup
* Minimum damage: 166*10 (1660)
Piccolo's level 3. Works similarly to other beam level 3's in that you don't get much pressure midscreen. In the corner you get a 236S setup, which allows for ''crossups.''
}}
}}
}}
==Colors==
{{DBFZColors}}


==Navigation==
==Navigation==
{{#lsth:DBFZ/Piccolo/Data|Links}}
<center>{{Character Label|DBFZ|Piccolo|size=32px}}</center>
{{notice|To edit frame data, edit values in [[DBFZ/Piccolo/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Piccolo]]

Latest revision as of 05:09, 13 December 2023

Overview

Overview

Piccolo is a mix-up monster with terrifying tricks. The amount of options that Piccolo has on offense makes him one of the most difficult characters to defend against: high/low, left/right, command grabs; you name it, he has it. His normals are great, especially j.L, and his stagger pressure is solid. Hellzone Grenade is where his mix-up game shines. On block, with a high hitstop assist, it can set up a true 50/50 that's immune to Guard Cancel. Homing Energy Blast (both the special move and assist) is excellent for slowing down neutral and forces his opponent to deal with it somehow. Characters who have strong neutral are especially strong with Homing Energy Blast as an assist. Piccolo is the epitome of a character who has so many options that, even though most of his options are reactable, they're all very strong because an opponent can't look for every mix-up at once.

Piccolo's main weakness is his overall neutral. While his special moves are strong on offense, most of them provide little to no utility in neutral. Homing Energy Blast, while undeniably strong, is a huge commitment to throw out, loses to other ki-blasts, and can be superdashed through. Piccolo also is extremely needy, needing meter and assists for his strongest options. If you want your opponent to suffocate with relentless mix-ups, put Piccolo up in your alley.
Piccolo
DBFZ Piccolo Portrait.png
Unique Movement Options
Demon Elbow (Hold)
Fastest Attacks
Reversals

 Piccolo is a mix-up monster who suffocates his opponents with every mix-up option imaginable.

Pros
Cons
  • Air-to-Air: Disjointed air buttons allow him to challenge aerial opponents very well.
  • Amazing Mix-up: Strong high/low and additional moves such as Demon Elbow, 5SDBFZ Piccolo 5S.pngGuardThrowStartup26 [38]Recovery17Advantage+5 [+17], and j.SDBFZ Piccolo jS.pngGuardThrowStartup24 [35]Recovery21Advantage+4 [+18], alongside universal options make him difficult to defend against.
  • Frame-data: Great stagger pressure, with most of his normals being safe on block.
  • Homing Energy Blast: Powerful projectile that slows down the neutral game and usually forces a response from the opponent.
  • Supers: Hellzone Grenade enables extremely strong mix-ups mid-blockstring and is great for combo extensions. Light Grenade provides a strong okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. in the corner.
  • Resource Eater: Needs to spend meter to get a sliding knockdown midscreen, and can also be too reliant with resources for damage and neutral.
  • Neutral: Has difficulty dealing with strong zoning, particularly against characters who can easily deal with Homing Energy Blast.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 9 3 15 -2
5LLL 1000 All U3+ 15 3 18 -5
5L
  • A typical jab. Good for pressure due to quick startup and recovery.

5LL
  • Combo and blockstring filler. Also good for stagger pressure due to being -2.

5LLL
  • Ends your blockstring early and very niche combo filler.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 10 3 18 -5

Good poke in neutral and is safe on block.

5H

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 15-41 4 21 -9
  • Smash hit wall splats, combos into SD.
  • Holding H will charge the move, increasing the distance traveled and damage output.

Good reach and big hitbox. Can hit from roundstart position. Charging it will cause it to go fullscreen.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 Throw U2 26 [38] 7 17 +5 [+17] 9-31 Guard
  • Whiffs against airborne opponents when used in neutral. Mid-combo, grabbing airborne opponents will keep them airborne.
  • On hit, can continue down gatling table or cancel into Special, Supers.
  • Holding S will delay the grab but has much higher frame adv, able to combo into 5L.
  • Values in [ ] are for 5[S].

Piccolo's command grab normal. 5S is on the slower side for a command grab and leads to low reward on hit. Leaves the user +5 afterwards, so can potentially be used to reset pressure after landing it and go for a mix-up that leads to higher reward. Hold version's reward is slightly better but it's laughably slow.

With that said, if you use this command grab at a point where your opponent has to look for different options, this move will succeed at grabbing the opponent, especially after the opponent is conditioned to look for something else.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 7 4 12 -4

Piccolo's standard high/low mixup tool. There are times where you'll be using 2M instead for it's speed (or lack thereof), but this is what you want midscreen.

Due to the long reach of his 2L, it's possible to setup a Super Dash high/low mixup in the corner.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 18 -6
  • Launches on hit.

This along with 5M give Piccolo great pokes on the ground.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 31 -18 4-15 Head
  • Smash hit has higher hitstun, combos into SD.
  • Puts Piccolo airborne.

Piccolo's 2H works just fine as an anti-air, you just really don't want it blocked. All of the cancel options have a gap, and most can be counter 2H'd.

2S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 500 Throw U2 16 [35] 7 17 +5 [+17] 4-18 Head
  • Air throw with similar traits to 5S. Always whiffs against grounded opponents.
  • Values in [ ] are for 2[S].

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.

Very good corner combo filler as it is high damaging and resets the opponent's position.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead.

Not Piccolo's best mixup option, but it will still catch people.

6S / 3S

Demon Shocker

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
6S 350×3 All 16 11 23 -5
3S 350×3 All 12 11 23 -5 4-? Head

A decent beam-like projectile move with a couple of applications.

Demon Shocker has P1 (low priority) durability, meaning that it will destroy up to 3 Ki Blasts, but lose to beam moves like KamehamehaDBFZ SSGoku Kamehameha.pngGuardAllStartup18Recovery21 [17]Advantage-16 [-10]. However, unlike a normal Ki Blast, it can't be beaten by superdash. From mid range, it's a decent tool to snipe out opponents who like to use superdash and Ki Blasts frequently. The hitbox is fairly thin and the move has plenty of recovery, so take caution when using Demon Shocker in neutral.

On offense, this move is a great way to end blockstrings. You can call an assist afterward and go for his staggering amount of mix-up options to keep his opponents on their toes. One thing to point out is that Demon Shocker is Piccolo's ONLY way to jail into vanish, making it a solid tool to reset pressure.

Demon Shocker is also a great move for combo filler, allowing for great extensions in the corner that significantly boosts his damage output.

  • Shoots a rather slow beam about halfscreen forward
  • Jails into Vanish on block.
  • 3S has invincibility to jumping attacks partway through the motion of the attack.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 14
  • Fast, long reaching jab with disjointed hitbox.

Piccolo's iconic "sword" normal. Easily the best air-to-air normal in the game, and a part of what makes Piccolo a nightmare to deal with. The hitbox is quite disjointed and it's incredibly fast, not to mention it's easy to confirm with j.LL2H. A very strong tool for Piccolo that somewhat makes up for his rather unsafe 2H.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
500×2 High 10 2(5)4 10

Another fast air button with a great angle for IAD jump ins. Its second hit can be canceled into j.H, which from an IAD won't come out in time before Piccolo lands, thus allowing Piccolo for an easy high/low with j.M(2), j.M(1)L, or j.M(1) ▷ 2L.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 [1000] High [D3+] 13 6 20
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H launches on hit. Can link into 2M in the corner from an IAD.
  • Can be jump-cancelled.

Yet another good air-to-air normal with very big hitbox and horizontal reach. While IAD j.M is better for mixups, IAD j.H is so big that it can catch up tech in the corner, making it better as a jump-in.

IAD back j.H also creates a massive wall of a hitbox that covers your retreat quite nicely.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 Throw U2 24 [35] 7 21 +4 [+18]
  • Air throw with similar traits to 5S/2S. Always whiffs against crouching opponents.
  • Values in [ ] are for j.[S].

Good to throw out every so often instead of an IAD jump in. The opponent will stand up expecting an overhead and get grabbed, so the answer to this is to react to the throw startup and crouch back down.

  • Regular version will only combo into j.H and j.2H. Meanwhile, j.[S] can combo into j.L, making for a more damaging follow-up combo

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 11 4 30
  • Smash hit has higher hitstun, combos into SD.

Combo filler launcher.

Special Moves

Demon Elbow

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 900 All 30 [17] 4 17 -2
236M 1000 All U1+ 31~42 [19] 6 17 -2
236H 1100 All U1+ 29~40 [19] 4 17 -2
j.236L 900 All 30 [15] 4 17
j.236M 1000 All U1+ 31~42 [18] 6 17
j.236H 1100 All U1+ 29~40 [18] 4 17
All Versions
  • Glides straight forward. Can crossover the opponent and will only trigger the attack after crossing over.
  • Air versions of M and H versions will slightly descend if the opponent is underneath Piccolo.
  • Values in [ ] are when the opponent is in untechable time.

236L
  • Goes about halfscreen, but only a very short distance forward will actually cross over. If it crosses over, it will attack from behind the opponent.

When used in conjunction with Piccolo's other tools, it is surprisingly good for catching people considering the lengthy start-up and the massive gap in blockstring. Vanish or assists are required to extend into combos.


236M
  • Goes almost fullscreen. If it crosses over, it will attack from behind the opponent.
  • Smash hit causes a wall splat, allowing for extensions in the corner.

Mainly a filler for back-to-corner combos or before Vanishing to stay same side.


236H
  • Goes almost fullscreen. If it crosses over, it will teleport back to the front before attacking.
  • Smash hit causes a wall bounce, allowing for conversions anywhere on screen.

A mind twist mix-up once the opponent is conditioned to block the cross-up.

Demon Elbow (Hold)

236[L/M/H] (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236[L] 32 [19]
236[M] 37 [19]
236[H] 32 [19]
j.236[L] 30 [15]
j.236[M] 41 [18]
j.236[H] 30 [18]
All Versions
  • Values in [ ] are when the opponent is in untechable time.
  • Can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.

236[L]
  • Goes about halfscreen, and will NOT cross over your opponent.

236[M]
  • Goes almost fullscreen

236[H]
  • Goes almost fullscreen

Demon Slicer

214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 900 All 37 [20] 7 16 -7 ~ -1 4-21 Guard, 22-27 All
214M 1000 High D1 38 [20] 5 16 -4 ~ -1 4-21 Guard, 22-27 All
214H 1100 All D1 31~36 [20] 7 22 -13 ~ -7 1-15 Guard, 16-21~26 All
All Versions
  • Has guard point against non-Super strikes and projectiles during the pose, then teleports upward before attacking. Getting hit during the pose will trigger the teleport immediately.
  • Values in [ ] are when the opponent is in untechable time anti-airs.
  • Piccolo will track the opponent up to full screen on hit, or when guard point is triggered.

Useful for punishing opponents who like to push buttons during blockstrings and can act as some sort of a left/right mixup. However, they're also all vulnerable to anti-airs.


214L
  • Teleports slightly backward.
  • If guard point is triggered or when the opponent is in untechable time, then the attack teleports to above them (meaning the attack comes in from a diagonal angle - NOT a drop straight down)
  • Ground bounces on hit, which can combo into Vanish or Supers.

214M
  • Teleports and attacks by dropping straight down. Will not track the opponent further than halfscreen forward. Won't overshoot the opponent, but stays just far enough to switch sides and can steal the corner.
  • Smash hit causes sliding knockdown.

214H
  • Teleports above the opponent and attacks (meaning the attack is from a diagonal angle - NOT a drop straight down)
  • Smash hit causes sliding knockdown.

Piccolo can use the guard point on this special to cancel into his lvl1 as a pseudo-safe reversal.

Air Demon Slicer

j.214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.214L 900 All 13 Until L 16 -7 ~ -1
j.214M 1000 High D1 19 Until L 16 -5 ~ -1
j.214H 1500 All D1 13 Until L 16 -7 ~ -1
j.214L
  • Dives diagonally downward.

Since Piccolo j.H launches the opponent horizontally on hit, this is typically used instead as a Smash-less knockdown to lower the opponent for assisted combos or grounded Vanish extensions.


j.214M
  • Dives straight downward.
  • Smash hit causes sliding knockdown.

Corner combo ender at low hitstun decay. Causes Piccolo to fall faster than the opponent, so at high up, he'll be grounded before they are and can combo into Hellzone Grenade for big damage. At even higher up, he can link to 5L for even bigger damage.


j.214H
  • Dives diagonally downward.
  • Smash hit causes sliding knockdown.

Really good combo ender at the cost of half a bar. It's fast so it can be used in midscreen or in place of corner j.214M at high hitstun decay, and the sliding knockdown can always combo into Hellzone.

Homing Energy Blast

236S (Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 19 299 Total 45 -6
  • Puts out a tracking Ki Blast-property orb. Disappears if Piccolo lands a DR, tags out, or gets hit.
  • Holding S during startup will put out a bigger but slower orb.

The keystone of Piccolo's neutral as he can put it out and approach while the opponent has to find a way to deal with it. He can also use it as a meaty projectile that covers for all delay wake ups while regenerating assists. Furthermore, meaty orb will "wiggle" on top of the opponent's body and can sometimes hit from behind them, pushing them out of the corner which turns your IAD overhead into an IAD crossup.

Charged version is less useful in neutral due to how slow it is, but can be better as a meaty projectile since the bigger hitbox covers for more wake up options.

Z Assists

Assist A

Homing Energy Blast

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 20 P(42)P Total 102 +27
  • Does 236S and then 236[S]. 236S's orb is a lot faster than the point version.
  • Orbs disappear if the point character:
Lands a Super or blocks after Piccolo leaves the battlefield.
Lands a DR or gets hit during or after Piccolo's on the battlefield.

Piccolo's got your back and harasses the opponent with 2 homing projectiles. The first orb will fly directly toward the opponent while you can chill alongside the second orb. Amazing in neutral, good in blockstrings, and amazing as a combo extender. Like the point version, this assist is not so great against characters or assists that can destroy easily destroy ki-blasts such as  Vegito or  Broly.

Assist B

Demon Shocker

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×3 All 20 +32

Simple and functional, but lacks the versatility and numerous unique benefits of his A assist, making it a rather wasteful choice.

Assist C

Demon Slicer

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 45 [20] +29
  • Tracks the opponent anywhere on screen.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

Super Moves

Special Beam Cannon

236L+M (Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×10 [380×10] All UDV 11~121+4 45 33 -17 [-2]
  • Hold L/M/H/S to charge the beam. During which, you can hold 4 or 6 to teleport backward/forward.
    • The same goes for a DHC'd Special Beam Cannon! After DHC-ing Piccolo in, immediately hold L/M/H/S to charge the beam. During which, you can hold 4 or 6 to teleport backward/forward.
  • Wall splats on hit.
  • Minimum damage: 75*10 [114*10].
  • Fully charged does around 1800 chip damage.

A simple horizontal-hitting bar dump Super. Becomes really high damaging at max charge. Only a handful of characters can smoothly DHC into a full charge Special Beam Cannon, so the high charging damage is more of an added benefit than something you wanna build your team around.

Hellzone Grenade

236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
260×12 All UDV 9+15 P{(4)P}×11 Total 41 +62 ~ +71 9-10 All

There's no escape. Hellzone Grenade is a lockdown Super that can keep the opponent in blockstun for a full second (+65 on average), allowing for true string 50/50 mixups. Can be true string'd into from something like 5H + Assist > 236H+S, though this is often vulnerable to Guard Cancel. Single-hit assists with high hitstop can allow Piccolo to throw out Hellzone and recover before the GC can hit, while this can be countered by GC-ing at 5H instead of at the assist/during Hellzone's super freeze, it's still a strong option that should be considered when building a Piccolo team.

Doesn't suffer from Super Scaling so it's also used as a high damaging meter dump. Piccolo can combo after Hellzone into j.DR for a sliding knockdown and then into even more Supers.

Simply put: OrbDBFZ Piccolo HomingEnergyBlast.pngGuardAllStartup19RecoveryTotal 45Advantage-6 oki accomplishes the same thing while not costing meter nor locking you out of meter gain. There are no real pressures Hellzone oki can give that orb oki can't. Hellzone is also not advantageous enough against Reflect for Piccolo to layer his mixups, while wakeup Reflect, delay tech Reflect or uptech are common ways to negate the 50/50 mix you usually get from a blockstring Hellzone.

  • Spawns a volley of projectiles in front of Piccolo that become active and home in on the opponent, one-by-one
  • Minimum damage: 52×12 (624)

Light Grenade

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×10 All UDV 9+3 89 -35 1-23 All
  • Causes a hard knockdown on hit.
  • Minimum damage: 166*10.

A projectile level 3. While the minimum damage is on the lower side, it does all of the damage extremely quickly, allowing you to deal heavy burst damage. This makes Light Grenade ideal against sparking.

Light Grenade leaves Piccolo and the opponent fullscreen on hit in midscreen. This makes it less ideal, as you can only get a meaty afterward.

Light Grenade thrives in the corner. There are two types of mix-ups you can do. You can left/right 50/50 the opponent by TK'ing L Demon Elbow (2369L for same side or 741236L for side switch), or you can hold L Demon Elbow to steal the corner and leaves you at most +14. This allows you to go for a 4-way mix-up alongside the other unique options he has. Whatever you choose, it's a horrible position for the opponent. Go wild.

Colors

1Seasonal colors that can be unlocked at different times of the year.

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