DBFZ/Piccolo: Difference between revisions

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|image=DBFZ_Piccolo_5L.png |caption=
|image=DBFZ_Piccolo_5L.png |caption=
|image2=DBFZ_Piccolo_5LL.png |caption2=
|image2=DBFZ_Piccolo_5LL.png |caption2=
|image3=DBFZ_Piccolo_5LLL.png |caption3=I'm gonna start swinging my arms like this, and if you get hit, it's your own fault!
|image3=DBFZ_Piccolo_5LLL.png |caption3=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* A good normal since the fastest is 6F on average for other characters.
A typical jab.
* Good for pressure due to quick startup and recovery.
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}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|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.
Combo and blockstring filler. Also good for stagger pressure due to being -2.
* 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}}
{{AttackVersion|name=5LLL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* You mostly want to avoid this normal unless it's in a post-vanish combo.
Ends your blockstring early and very niche combo filler.
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======<font style="visibility:hidden;font-size:0">5M</font>======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Piccolo does a sliding swipe forward.
Good poke in neutral and is safe on block.
* Good poke in neutral and is safe on block.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">5H</font>======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|name=5H
|name=5H
|image=DBFZ_Piccolo_5H.png |caption='''''"DODGE!"'''''
|image=DBFZ_Piccolo_5H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can hit from roundstart position.
* Smash hit wall splats, combos into SD.
* 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.
Good reach and big hitbox, can hit from roundstart position.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">5S</font>======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* On hit, can only be followed up with 5H, 2H, 6S, vanish, or supers.
* Whiffs on airborne opponent when used in neutral. Mid-combo, grabbing airborne opponent will keep them airborne.
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.
* 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].
Rather slow and low reward on hit. Hold version's reward is slightly better but it's laughably slow.
 
With that said, it has quite a reach and only serves to add to Piccolo's plethora of mixup tools.
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======<font style="visibility:hidden;font-size:0">2L</font>======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
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{{!}}-
{{Description|8|text=
{{Description|8|text=
* Your fastest low. Has longer than average reach for a 2L.
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.
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.


Due to the long reach of his 2L, it's possible to setup a superdash high/low mixup in the corner.
Due to the long reach of his 2L, it's possible to setup a Super Dash high/low mixup in the corner.
}}
}}
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}}
======<font style="visibility:hidden;font-size:0">2M</font>======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Piccolo's best low normal.
* Launches on hit.
* Also has good range.
This along with 5M give Piccolo great pokes on the ground.
This along with 5M give Piccolo great pokes on the ground.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">2H</font>======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Universal anti-air
* 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.
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.
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}}
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======<font style="visibility:hidden;font-size:0">2S</font>======
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Anti-air command grab with all the drawbacks of 5S.
* Air throw with similar traits to 5S. Always whiffs on grounded opponent.
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.  
* 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.
}}
}}
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}}
======<font style="visibility:hidden;font-size:0">6M</font>======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=  
{{Description|8|text=  
* Universal Overhead
* Universal overhead.
* Not Piccolo's best mixup option, but it will still catch people.
Not Piccolo's best mixup option, but it will still catch people.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">6S</font>======
======<font style="visibility:hidden;font-size:0">6S</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Piccolo fires a beam of energy from his antenna horizontally, reaching just barely past half screen.  
* Shoots a rather slow beam about halfscreen forward.
This is the closest Piccolo has to a beam. It loses to beams, but it beats superdash. Mostly used as a combo filler.
This is the closest Piccolo has to a beam. It has P1 durability, but doesn't have Ki Blast property so can be used against Super Dash. Though, it's mostly used as a combo filler.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">3S</font>======
======<font style="visibility:hidden;font-size:0">3S</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Piccolo fires beams of energy from his antenna diagonally upwards.
* 6S but 45 degree upward.
* Mainly used as combo filler.
* Usual string from 3S is 2S, 6S, 5H into Super Dash.  
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">j.L</font>======
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Easily the best Air-to-Air in the game.
* Fast, long reaching jab with disjointed hitbox.
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.
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 unsafe 2H.
}}
}}
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}}
======<font style="visibility:hidden;font-size:0">j.M</font>======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Piccolo does two kicks at a low diagonal angle.
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.
* Can be cancelled on either hit.
Solid air button, gives very easy hit confirms off of j.L. Amazing mix up tool, as it can be chained back into j.L or chained into j.H, which will make it only hit once from an IAD.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">j.H</font>======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
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|image=DBFZ_Piccolo_jH.png |caption=
|image=DBFZ_Piccolo_jH.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{Description|8|text=
* Smash hit can wall bounce.
}}
{{AttackVersion|name=j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* [] is on ''Dynamic'' hit only. This move doesn't have a Smash version.
* Knocks opponent into the air on ground hit, which can still link to 2M in the corner from an IAD.
* Good air to air normal.
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.
* Knocks opponent into the air on ground hit, can still connect 2M in the corner.
 
* Combos into j.236X midscreen for same-side j.DR after a vanish.
IAD back j.H also creates a massive wall of a hitbox that covers your retreat quite nicely.
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. IAD back j.H creates a massive wall of a hitbox that covers your retreat quite nicely.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">j.S</font>======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Won't grab crouching, but can grab aerial opponents.
* Air throw with similar traits to 5S/2S. Whiffs on crouching opponent when used in neutral.
* Can only be followed up with j.H, j.2H, j.214L, j.214H and vanish.
* Values in [ ] are for j.[S].
Air version of Piccolo's command grab. It goes downward at a 45 degree angle.
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.
 
A good command grab to throw out every so often instead of a IAD aerial. It still carries all of the risks of a IAD mix-up, so it's not advise to rely on this mix-up entirely.
 
Vanish is mandatory to extend combos midscreen. In the corner you can cancel into j.H > j.2H into a combo, which leads to a 2K combo meterless.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">j.2H</font>======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* A standard air 2H. Not much use outside of combos.
* Smash hit has higher hitstun, combos into SD.
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.
Combo filler launcher.
}}
}}
}}
}}
==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Demon Elbow</font>======
======<font style="visibility:hidden;font-size:0">Demon Elbow</font>======
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|9|text=
* Glides straight forward, can crossover the opponent and only trigger the attack after crossing over.
* Air versions will slightly descend if the opponent is underneath Piccolo.
* Values in [ ] are when the opponent is in untechable time.
}}
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Glides a short distance forward.
* Goes a very short distance forward. If crosses over, will attack from behind the opponent.
* Reaching the opponent will make Piccolo move behind them and attack.
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.
* 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.
Your main cross-up tool. Suprisingly good for catching people considering the lengthy start-up. When used in conjunction with Piccolo's other tools, it's very good as a mix-up option.


Vanish or assists are required to extend into combos, with harsh scaling after both options.
Whiff version of j.236X can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.
}}
}}
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{Description|9|text=
* Glides almost fullscreen.
* Smash hit causes wallbounce, allowing for extensions in the corner.
Due to the start being significantly longer than the light version, it's not advise to use this version during offense.
The grounded M version is mainly used as a side-switch option during combos, as it wall-bounces the opponent, leading into great damage and a good position for Piccolo overall.
}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{Description|9|text=
* Glides the same distance as M version.
* Once crossed up, Piccolo teleports to the front to attack.
* Smash hit causes an enormous wallbounce, allowing for easy conversions anywhere on screen.
* Useful for mind games.
An incredibly tricky mix-up once the opponent is conditioned to block the cross-up. It causes a massive wallbounce, allowing for easy combo extensions afterwards.
}}
{{AttackVersion|name=Air L}}
{{#lst:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{Description|9|text=
* All versions can be used as a pseudo air dash.
}}
{{AttackVersion|name=Air M}}
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Will slightly descend if the opponent is underneath Piccolo.
* Goes almost fullscreen. If crosses over, 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.
}}
}}
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Will slightly descend if the opponent is underneath Piccolo.
* Goes almost fullscreen. If crosses over, will teleport back to the front before attacking.
* Smash hit causes a wall bounce, allowing for conversions anywhere on screen.
Mind twist mix-up once the opponent is conditioned to block the cross-up.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">Demon Slicer</font>======
======<font style="visibility:hidden;font-size:0">Demon Slicer</font>======
{{MoveData
{{MoveData
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{Description|9|text=
* Ground versions have guard point against non-Super strikes and projectiles during the pose, then teleport upward before attacking. Getting hit during the pose will trigger the teleport immediately.
* Air versions simply attack in place.
* Values in [ ] are when the opponent is in untechable time.
Useful for punishing opponents who like to push buttons during blockstrings. However, it's their turn after they block it.
}}
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Forces a ground tech the moment the opponent hits the ground.
* Teleports in place normally. If guard is triggered
* 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.
* 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.
* Normal version teleports in place, but counter version will track the opponent anywhere on screen.

Revision as of 22:49, 17 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
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. His normals are great, especially j.L, and his stagger pressure is solid. Hellzone Grenade is where his mix-up game shines. On wakeup it covers most of the opponents tech options, forcing them to either take a tricky mixup or reflect. Even if the opponent reflects, Piccolo himself is plus and can go for mindgames. 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 Reality Stone as an assist. 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. Reality Stone, 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.

"I'm neither Kami nor Piccolo. I'm simply a Namekian who has forgotten his own name."
Lore: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.
Voice:Japanese: Toshio Furukawa English: Christopher Sabat

 Piccolo  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, 5S, and 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: Powerful special move/assist that slows down neutral and forces the opponent to deal with it somehow.
  • Supers: Hellzone Grenade enables an extremely strong mix-up on wakeup and is great for combo extensions. Light Grenade provides a good okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. in the corner.
  • Metered Defensive Options: Piccolo has access to both a frame 1 guard point move in H Demon Slicer and a frame 4 invincible move with H Demon Elbow, giving him strong options in -2 or 0 on block situations.
  • Resource Eater: Needs to spend meter to get a sliding knockdown mid-screen, 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.


Piccolo
DBFZ Piccolo Portrait.png

Normal Moves

5L
5L
DBFZ Piccolo 5L.png
DBFZ Piccolo 5LL.png
DBFZ Piccolo 5LLL.png
Template:AttackDataHeader-DBFZ
5L

A typical jab.

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
5M
DBFZ Piccolo 5M.png
Note: can't reflect drill cannons like a badass
Template:AttackDataHeader-DBFZ

Good poke in neutral and is safe on block.

5H
5H
DBFZ Piccolo 5H.png
Template:AttackDataHeader-DBFZ
  • Smash hit wall splats, combos into SD.

Good reach and big hitbox, can hit from roundstart position.

5S
5S
DBFZ Piccolo 5S.png
"Gotcha, bitch!"
Template:AttackDataHeader-DBFZ
  • Whiffs on airborne opponent when used in neutral. Mid-combo, grabbing airborne opponent 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].

Rather slow and low reward on hit. Hold version's reward is slightly better but it's laughably slow.

With that said, it has quite a reach and only serves to add to Piccolo's plethora of mixup tools.

2L
2L
DBFZ Piccolo 2L.png
Template:AttackDataHeader-DBFZ

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
2M
DBFZ Piccolo 2M.png
Template:AttackDataHeader-DBFZ
  • Launches on hit.

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

2H
2H
DBFZ Piccolo 2H.png
Template:AttackDataHeader-DBFZ
  • 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
2S
DBFZ Piccolo 2S.png
C’MERE, BOY!
Template:AttackDataHeader-DBFZ
  • Air throw with similar traits to 5S. Always whiffs on grounded opponent.
  • 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
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.

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

6S
6S
Demon Shocker
DBFZ Piccolo 6S.png
"Nail gun!"
Template:AttackDataHeader-DBFZ
  • Shoots a rather slow beam about halfscreen forward.

This is the closest Piccolo has to a beam. It has P1 durability, but doesn't have Ki Blast property so can be used against Super Dash. Though, it's mostly used as a combo filler.

3S
3S
Demon Shocker
DBFZ Piccolo 3S.png
Template:AttackDataHeader-DBFZ
  • 6S but 45 degree upward.
j.L
j.L
DBFZ Piccolo jL.png
Sword Normal
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  • Fast, long reaching jab with disjointed hitbox.

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 unsafe 2H.

j.M
j.M
DBFZ Piccolo jM.png
Boom chicka-ah
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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
j.H
DBFZ Piccolo jH.png
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Knocks opponent into the air on ground hit, which can still link to 2M in the corner from an IAD.

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
j.S
DBFZ Piccolo jS.png
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  • Air throw with similar traits to 5S/2S. Whiffs on crouching opponent when used in neutral.
  • 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.

j.2H
j.2H
DBFZ Piccolo j2H.png
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  • Smash hit has higher hitstun, combos into SD.

Combo filler launcher.

Special Moves

Demon Elbow
Demon Elbow
236L/M/H (Air OK)
DBFZ Piccolo DemonElbow.png
DBFZ Piccolo DemonElbow2.png
DBFZ Piccolo DemonElbow3.png
Crossing up androids since '92
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  • Glides straight forward, can crossover the opponent and only trigger the attack after crossing over.
  • Air versions will slightly descend if the opponent is underneath Piccolo.
  • Values in [ ] are when the opponent is in untechable time.
Ground L
Air L
  • Goes a very short distance forward. If crosses over, 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.

Whiff version of j.236X can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.

Ground M
Air M
  • Goes almost fullscreen. If crosses over, 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.

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

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

Demon Slicer
Demon Slicer
214L/M/H (Air OK)
DBFZ Piccolo DemonSlicer.png
DBFZ Piccolo DemonSlicer2.png
L/H
DBFZ Piccolo DemonSlicer3.png
M
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  • Ground versions have guard point against non-Super strikes and projectiles during the pose, then teleport upward before attacking. Getting hit during the pose will trigger the teleport immediately.
  • Air versions simply attack in place.
  • Values in [ ] are when the opponent is in untechable time.

Useful for punishing opponents who like to push buttons during blockstrings. However, it's their turn after they block it.

Ground L
  • Teleports in place normally. If guard is triggered
  • 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.

Ground M
  • 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.

Ground H
  • Faster version of L Demon Slicer that always tracks everywhere on screen.
  • Causes a sliding knockdown.
Air L
  • All air versions attack in place.
  • Causes a soft knockdown.

Used to combo into assists midscreen, typically for corner carry or Hellzone Grenade. Also lowers the opponent for optimal vanish extensions.

Air 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. May drop in longer combos due to relatively slow startup, in which case you would want to end with j.214L into assist, j.214H, or j.236L > vanish into j.214M or DR.

Air H
  • Causes a sliding knockdown.

Piccolo's only option to get a sliding knockdown midscreen without using assists or vanish. Also combos into Hellzone Grenade.

Homing Energy Blast
Homing Energy Blast
236S
DBFZ Piccolo HomingEnergyBlast.png
REALITY STONE!
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Uncharged
  • 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. The keystone of Piccolo's neutral, as the orb will track on to the opponent and they are forced to deal with the oncoming orb.

Charged
  • Bigger than uncharged version but travels slower.
  • Can be super dashed through.

Not very useful in neutral, since it's slower and easier to destroy. The charged version is mainly used as a meaty in the corner, as it covers more on your opponents wakeup.

Z Assists

Assist A
Homing Energy Blast
Assist A "Let that child alone!"
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  • Can be a good neutral tool to harass opponents in hard to reach areas.
  • Piccolo fires a second, charged energy blast shortly after the first.
  • Blasts cause 25 frames of blockstun EACH, allowing for some serious pressure.

Piccolo's assist is 2 blasts of his Homing Energy Blast special. It has the same shortcomings as normal ki blasts like being can be super dashed and other projectiles can easily destroy it, but its ability to home in on your opponent is 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.

Can also enable aerial Dragon Rushes during combos anywhere once practiced/labbed properly, in the same vein as Gotenks A or Tien B as it homes in for a while.

Assist B
Demon Shocker
Assist B
DBFZ Piccolo 6S.png
YOU WA SHOCK!
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  • Blockstun and hitstun depend on the number of hits landed, up to 3.
  • 20-28 frames of blockstun. 37-45 frames of hitstun.

Simple and functional, but lacks the versatility and numerous unique benefits of his A Assist, making it a rather wasteful choice unless you really hate labbing.

Assist C
Demon Slicer
Assist C
DBFZ Piccolo DemonSlicer2.png
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Super Moves

Special Beam Cannon
Special Beam Cannon
236L+M (Chargeable)
DBFZ Piccolo SpecialBeamCannon.png
"MAKANSA—... MAKAKASAPOP—... MEKKASAPP—... Oh, to hell with it! SPECIAL BEAM CANNON!!!"
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  • [] 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)
Hellzone Grenade
Hellzone Grenade
236H+S
DBFZ Piccolo HellzoneGrenade.png
Here we go again.
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  • 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).
  • 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.

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.

Light Grenade
Light Grenade
214L+M or 214H+S
DBFZ Piccolo LightGrenade.png
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  • Costs 3 bars
  • 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.

Navigation

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.

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