* You can Z Change from Hellzone Grenade but not into it, however doing this cancels the attack.
* 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.
* Very strong post snap or with lockdown assists (like Gotenks or Kid Buu).
* 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.
* 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.
* Scales harshly. Minimum damage is 52*12.
* Scales harshly. Minimum damage is 52*12.
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.
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.
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Revision as of 07:30, 8 November 2019
Piccolo
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Mixup, Setups
Team Role
Point
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.
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
Strengths
Weaknesses
His normals have good range, giving him great neutral.
Amazing air neutral due to big buttons like j.L.
Thrives in the corner.
Strong okizeme with his Hellzone Grenade setups, on top of his solid high-low mixup options.
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.
Can fuzzy mix everyone in the game (except GT Goku) with a curtain snap set up.
Basically has Reality Stone lol.
He's just mad good all around.
Gives the best doses.
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.
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.
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.
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.
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.
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.
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.
[] is on Dynamic hit only. This move doesn't have a Smash version.
Good air to air normal.
Knocks opponent into the air on ground hit, can still connect 2M
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.
Faster startup (values in []) when opponent is in untech teleporting frames 22-27, counterhit frames 28-36
Guardpoint stance • L/H strike
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.
M
214MM Demon Slicerspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
High
38 [20]
5
16
-4 ~ -1
H
4-21 Guard, 22-27 All
D1
-
12%
-
-
-
-
Faster startup (values in []) when opponent is in hitstun/untech teleporting frames 22-27, counterhit frames 28-40
Guardpoint stance • M strike
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.
H
214HH Demon Slicerspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1100
All
31~36 [20]
7
22
-13 ~ -7
H
1-15 Guard, 16-21~26 All
D1
-
-50%
-
-
-
-
Faster startup (values in []) when opponent is in hitstun/untech teleporting frames 16-26, counterhit frames 27-36. Teleport seeks opponent's position
Guardpoint stance • L/H strike
Faster version of L Demon Slicer that always tracks everywhere on screen.
Causes a sliding knockdown.
Air L
j.214LAir L Demon Slicerspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900
All
13
Until L
16
-7 ~ -1
H
-
-
-
12%
-
-
-
-
L/H
All air versions attack in place.
Causes a soft knockdown.
Air M
j.214MAir M Demon Slicerspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
High
19
Until L
16
-5 ~ -1
H
-
D1
-
12%
-
-
-
-
M
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.
Air H
j.214HAir H Demon Slicerspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1500
All
13
Until L
16
-7 ~ -1
H
-
D1
-
-50%
-
-
Launch
-
L/H
Causes a sliding knockdown.
The only way Piccolo can get a sliding knockdown from midscreen.
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
Special Beam Cannon
Special Beam Cannon 236L+M (Chargeable)
"MAKANSA—... MAKAKASAPOP—... MEKKASAPP—... Oh, to hell with it! SPECIAL BEAM CANNON!!!"
To edit frame data, edit values in DBFZ/Piccolo/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.