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;Play-style | ;Play-style | ||
:Mixup, Setups | :Mixup, Setups | ||
;Team Role | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* His normals have good range, giving him great neutral. | * 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. | * 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. | * He's just mad good all around. | ||
* | * Gives the best doses. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Needs to spend meter to get a sliding knockdown outside of the corner, as his damage is overall average-to-weak. | * 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. | * 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}} | {{#lst:DBFZ/Piccolo/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normals== | ==Normals== | ||
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{{Description|8|text= | {{Description|8|text= | ||
* A good normal since the fastest is 6F on average for other characters. | * 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}} | {{AttackVersion|name=5LL}} | ||
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{{Description|8|text= | {{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. | * 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}} | {{AttackVersion|name=5LLL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * You mostly want to avoid this normal unless it's in a post-vanish combo. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Piccolo does a sliding swipe forward. | * Piccolo does a sliding swipe forward. | ||
* Good poke in neutral. | |||
* Sadly doesn't deflect Ki Blasts like in the show. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Your average low | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Piccolo's best low normal. | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Universal anti-air | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Universal Overhead | * Universal Overhead | ||
* Not Piccolo's best mixup option, but it will still catch people. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Piccolo fires a beam of energy from his antenna horizontally, reaching just barely past half screen. | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Easily the best Air-to-Air in the game. Part of what makes Piccolo a nightmare to deal with | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Piccolo does two kicks at a low diagonal angle. | * Piccolo does two kicks at a low diagonal angle. | ||
* Can be cancelled on either hit. | |||
Piccolo's main fuzzy tool because of how low the kicks hit. Both hits are overheads. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* A standard 2H. Not | * A standard air 2H. Not much use outside of combos. | ||
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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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. | * 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. | ||
Useful for punishing opponents who like to push buttons during blockstrings. | Useful for punishing opponents who like to push buttons during blockstrings. However, it's their turn after they block it. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Piccolo_HomingEnergyBlast.png |caption= | |image=DBFZ_Piccolo_HomingEnergyBlast.png |caption= | ||
|image2=DBFZ_Piccolo_HomingEnergyBlast2.png |caption2= | |image2=DBFZ_Piccolo_HomingEnergyBlast2.png |caption2= REALITY STONE! | ||
|input=236S | |input=236S | ||
|name=Homing Energy Blast | |name=Homing Energy Blast | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 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 | * 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. | * Scales harshly. Minimum damage is 52*12. | ||
Piccolo throws a volley of | 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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====== <font style="visibility:hidden" size="0">Light Grenade</font> ====== | ====== <font style="visibility:hidden" size="0">Light Grenade</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Piccolo_LightGrenade.png |caption=''" | |image=DBFZ_Piccolo_LightGrenade.png |caption=''"When did you come up with this one?"'' <br>''"Oh about... now... ish."'' | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|name=Light Grenade | |name=Light Grenade | ||
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* Has some invulnerable frames on startup | * Has some invulnerable frames on startup | ||
* Minimum damage: 166*10 (1660) | * 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.'' | |||
}} | }} | ||
}} | }} |
Revision as of 07:33, 8 November 2019
Piccolo |
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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 |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S |
Template:AttackDataHeader-DBFZ
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A pretty far reaching command grab. Good for opening people up on the ground but 5S trajectory will only go along the ground so be careful of people trying to jump out and/or approach from the air. |
2L
2L |
Template:AttackDataHeader-DBFZ
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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. |
2M
2M |
Template:AttackDataHeader-DBFZ
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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. |
2H
2H |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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Instead of going along the ground, Piccolo's arm goes upward at a 45 degree angle, making it great to snatch people out of the air. It has slow startup though so using it on reaction to an air approach probably won't work. It also leaves you open to ground approaches so be careful. |
6M
6M |
Template:AttackDataHeader-DBFZ
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6S
6S Demon Shocker |
Template:AttackDataHeader-DBFZ
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This is the closest Piccolo has to a beam. It loses to beams, but it beats superdash. |
3S
3S Demon Shocker |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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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 |
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Piccolo's main fuzzy tool because of how low the kicks hit. Both hits are overheads. |
j.H
j.H |
Template:AttackDataHeader-DBFZ
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Unlike most j.Hs, Piccolo's j.H will knock the opponent away horizontally instead of downwards, making it not a great way to end your air combos. It's more useful as an air to air normal since it has good reach horizontally. |
j.S
j.S |
Template:AttackDataHeader-DBFZ
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Air version of Piccolo's command grab. It goes downward at a 45 degree angle. |
j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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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. |
Specials
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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Assist
Homing Energy Blast A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
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.