(Sorry Kaio but this is too good to get rid of) |
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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= | |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 typical jab. | |||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Combo and blockstring filler. Also good for stagger pressure due to being -2. | |||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Ends your blockstring early and very niche combo filler. | |||
}} | }} | ||
}} | }} | ||
======<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= | ||
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= | |image=DBFZ_Piccolo_5H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Smash hit wall splats, combos into SD. | ||
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 | * 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. | |||
}} | }} | ||
}} | }} | ||
======<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= | ||
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 | |||
Due to the long reach of his 2L, it's possible to setup a | Due to the long reach of his 2L, it's possible to setup a Super Dash high/low mixup in the corner. | ||
}} | }} | ||
}} | }} | ||
======<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= | ||
* | * Launches on hit. | ||
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= | ||
* | * 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. | ||
}} | }} | ||
}} | }} | ||
======<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= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
======<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 | * Universal overhead. | ||
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= | ||
* | * Shoots a rather slow beam about halfscreen forward. | ||
This is the closest Piccolo has to a beam. It | 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= | ||
* | * 6S but 45 degree upward. | ||
}} | }} | ||
}} | }} | ||
======<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 | * 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. | |||
}} | }} | ||
}} | }} | ||
======<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= | ||
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. | |||
}} | }} | ||
}} | }} | ||
======<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= | ||
* 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. | |||
* Knocks opponent into the air on ground hit, can still | |||
IAD back j.H also 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= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
======<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= | ||
* | * Smash hit has higher hitstun, combos into SD. | ||
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= | ||
* | * 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. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{#lst:{{PAGENAME}}/Data|236M}} | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * 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= | {{AttackVersion|name=Ground H}} | ||
{{#lst:{{PAGENAME}}/Data| | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * 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= | ||
* | * 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 |
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.
- 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.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6S
6S Demon Shocker |
Template:AttackDataHeader-DBFZ |
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3S
3S Demon Shocker |
Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Demon Elbow
Demon Elbow 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Demon Slicer
Demon Slicer 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Homing Energy Blast
Homing Energy Blast 236S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Homing Energy Blast Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Demon Shocker Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Demon Slicer Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Special Beam Cannon
Special Beam Cannon 236L+M (Chargeable) |
Template:AttackDataHeader-DBFZ |
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Hellzone Grenade
Hellzone Grenade 236H+S |
Template:AttackDataHeader-DBFZ |
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Light Grenade
Light Grenade 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.