Difference between revisions of "DBFZ/Piccolo"

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(Overview)
(Overview)
(7 intermediate revisions by 6 users not shown)
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|-
 
|-
 
||
 
||
{{#lsth:{{PAGENAME}}/Data|SystemData}}
+
{{#lst:{{PAGENAME}}/Data|SystemData}}
 
;Movement Options
 
;Movement Options
 
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
 
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
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</div>
 
</div>
 
==Overview==
 
==Overview==
 +
''"I'm neither Kami nor Piccolo. I'm simply a Namekian who has forgotten his own name."''
 +
 +
 
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. (Name trivia: Comes from woodwind instrument of the same name.)
 
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. (Name trivia: Comes from woodwind instrument of the same name.)
  
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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.
+
* Amazing air neutral due to big buttons like j.L and j.M.
 
* Thrives in the corner.
 
* 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 Hellzone, he can use orb for strong okizeme.
 
* Along with solid high-low mix, he as a command grab and Demon Elbow crossups.
 
* 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.
+
* Big Green himself
  
 
| style="width: 50%;"|
 
| style="width: 50%;"|
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* Despite how strong Orb is, you can super dash through it.
 
* Despite how strong Orb is, you can super dash through it.
 
* Can be too reliant on assists at times.
 
* Can be too reliant on assists at times.
* Isnt a real Demon, hes a slug man
+
* His entire gameplan died after Season 3. Like, entirely gutted.
 
|-
 
|-
 
|}
 
|}
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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=I'm gonna start swinging my arms like this, and if you get hit, it's your own fault!
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5L}}
 
{{AttackVersion|name=5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
+
{{#lst:{{PAGENAME}}/Data|5L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|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.
 
* Good for pressure due to quick startup and recovery.
 
}}
 
}}
 
{{AttackVersion|name=5LL}}
 
{{AttackVersion|name=5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
+
{{#lst:{{PAGENAME}}/Data|5LL}}
 
{{!}}-
 
{{!}}-
{{Description|8|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.
 
* 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.
 
* Piccolo's highest damaging starter, and most impractical.
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}}
 
}}
 
{{AttackVersion|name=5LLL}}
 
{{AttackVersion|name=5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
+
{{#lst:{{PAGENAME}}/Data|5LLL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* You mostly want to avoid this normal unless it's in a post-vanish combo.
 
* You mostly want to avoid this normal unless it's in a post-vanish combo.
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5M}}
+
{{#lst:{{PAGENAME}}/Data|5M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Piccolo does a sliding swipe forward.
 
* Piccolo does a sliding swipe forward.
 
* Good poke in neutral.
 
* Good poke in neutral.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5H}}
+
{{#lst:{{PAGENAME}}/Data|5H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can hit from roundstart position.
 
* 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.
 
* 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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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5S}}
+
{{#lst:{{PAGENAME}}/Data|5S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* On hit, can only be followed up with 5H, 2H, 6S, vanish, or supers.
 
* 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.   
 
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.   
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|2L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Your average low, has fairly decent range.
 
* 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.
 
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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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|2M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Piccolo's best low normal.
 
* Piccolo's best low normal.
 
* Also has good range.
 
* Also has good range.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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.
 
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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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2S}}
+
{{#lst:{{PAGENAME}}/Data|2S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Anti-air command grab with all the drawbacks of 5S.
 
* 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.  
 
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.  
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6M}}
+
{{#lst:{{PAGENAME}}/Data|6M}}
 
{{!}}-
 
{{!}}-
{{Description|7|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.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6S}}
+
{{#lst:{{PAGENAME}}/Data|6S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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.
 
This is the closest Piccolo has to a beam. It loses to beams, but it beats superdash.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|3S}}
+
{{#lst:{{PAGENAME}}/Data|3S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Piccolo fires beams of energy from his antenna diagonally upwards.  
 
* Piccolo fires beams of energy from his antenna diagonally upwards.  
 
* Mainly used as combo filler.
 
* Mainly used as combo filler.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.L}}
+
{{#lst:{{PAGENAME}}/Data|j.L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Easily the best Air-to-Air in the game.
 
* 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.
 
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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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.M}}
+
{{#lst:{{PAGENAME}}/Data|j.M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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.
 
* Can be cancelled on either hit.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.H}}
+
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* [] is on ''Dynamic'' hit only. This move doesn't have a Smash version.
 
* [] is on ''Dynamic'' hit only. This move doesn't have a Smash version.
 
* Good air to air normal.  
 
* Good air to air normal.  
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.S}}
+
{{#lst:{{PAGENAME}}/Data|j.S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Won't grab crouching, but can grab aerial opponents.
 
* 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.
 
* Can only be followed up with j.H, j.2H, j.214L, j.214H and vanish.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.2H}}
+
{{#lst:{{PAGENAME}}/Data|j.2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* A standard air 2H. Not much use outside of combos.
 
* 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.
 
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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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground L}}
 
{{AttackVersion|name=Ground L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
+
{{#lst:{{PAGENAME}}/Data|236L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Glides a short distance forward.
 
* Glides a short distance forward.
 
* Reaching the opponent will make Piccolo move behind them and attack.
 
* Reaching the opponent will make Piccolo move behind them and attack.
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}}
 
}}
 
{{AttackVersion|name=Ground M}}
 
{{AttackVersion|name=Ground M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
+
{{#lst:{{PAGENAME}}/Data|236M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Glides almost fullscreen.
 
* Glides almost fullscreen.
 
* Cause a sliding knockdown on hit.
 
* Cause a sliding knockdown on hit.
 
}}
 
}}
 
{{AttackVersion|name=Ground H}}
 
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
+
{{#lst:{{PAGENAME}}/Data|236H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Glides the same distance as M version.
 
* Glides the same distance as M version.
 
* Once crossed up, Piccolo teleports to the front to attack.
 
* Once crossed up, Piccolo teleports to the front to attack.
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}}
 
}}
 
{{AttackVersion|name=Air L}}
 
{{AttackVersion|name=Air L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
+
{{#lst:{{PAGENAME}}/Data|j.236L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* All versions can be used as a pseudo air dash.
 
* All versions can be used as a pseudo air dash.
 
}}
 
}}
 
{{AttackVersion|name=Air M}}
 
{{AttackVersion|name=Air M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
+
{{#lst:{{PAGENAME}}/Data|j.236M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Will slightly descend if the opponent is underneath Piccolo.
 
* Will slightly descend if the opponent is underneath Piccolo.
 
}}
 
}}
 
{{AttackVersion|name=Air H}}
 
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
+
{{#lst:{{PAGENAME}}/Data|j.236H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Will slightly descend if the opponent is underneath Piccolo.
 
* Will slightly descend if the opponent is underneath Piccolo.
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground L}}
 
{{AttackVersion|name=Ground L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
+
{{#lst:{{PAGENAME}}/Data|214L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Forces a ground tech the moment the opponent hits the ground.
 
* 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.
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}}
 
}}
 
{{AttackVersion|name=Ground M}}
 
{{AttackVersion|name=Ground M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
+
{{#lst:{{PAGENAME}}/Data|214M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Side switches even in the corner.
 
* Side switches even in the corner.
 
* Both normal and counter version only track the opponent at close range.
 
* Both normal and counter version only track the opponent at close range.
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}}
 
}}
 
{{AttackVersion|name=Ground H}}
 
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
+
{{#lst:{{PAGENAME}}/Data|214H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Faster version of L Demon Slicer that always tracks everywhere on screen.
 
* Faster version of L Demon Slicer that always tracks everywhere on screen.
 
* Causes a sliding knockdown.
 
* Causes a sliding knockdown.
 
}}
 
}}
 
{{AttackVersion|name=Air L}}
 
{{AttackVersion|name=Air L}}
{{#lsth:{{PAGENAME}}/Data|j.214L}}
+
{{#lst:{{PAGENAME}}/Data|j.214L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* All air versions attack in place.
 
* All air versions attack in place.
 
* Causes a soft knockdown.
 
* Causes a soft knockdown.
 
}}
 
}}
 
{{AttackVersion|name=Air M}}
 
{{AttackVersion|name=Air M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
+
{{#lst:{{PAGENAME}}/Data|j.214M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Causes a sliding knockdown.
 
* 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.
 
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}}
 
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
+
{{#lst:{{PAGENAME}}/Data|j.214H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Causes a sliding knockdown.
 
* Causes a sliding knockdown.
 
The only way Piccolo can get a sliding knockdown from midscreen.
 
The only way Piccolo can get a sliding knockdown from midscreen.
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Uncharged}}
 
{{AttackVersion|name=Uncharged}}
{{#lsth:{{PAGENAME}}/Data|236S}}
+
{{#lst:{{PAGENAME}}/Data|236S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Smaller than charged version but travels faster.
 
* Smaller than charged version but travels faster.
 
* Can be super dashed through.
 
* Can be super dashed through.
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}}
 
}}
 
{{AttackVersion|name=Charged}}
 
{{AttackVersion|name=Charged}}
{{#lsth:{{PAGENAME}}/Data|236[S]}}
+
{{#lst:{{PAGENAME}}/Data|236[S]}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Bigger than uncharged version but travels slower.
 
* Bigger than uncharged version but travels slower.
 
* Can be super dashed through.
 
* Can be super dashed through.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist A}}
+
{{#lst:{{PAGENAME}}/Data|Assist A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can be a good neutral tool to harass opponents in hard to reach areas.
 
* Can be a good neutral tool to harass opponents in hard to reach areas.
 
* As of the most recent patch, Piccolo fires a second, charged energy blast shortly after the first.
 
* As of the most recent patch, Piccolo fires a second, charged energy blast shortly after the first.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist B}}
+
{{#lst:{{PAGENAME}}/Data|Assist B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
  
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist C}}
+
{{#lst:{{PAGENAME}}/Data|Assist C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
  
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|236LM}}
+
{{#lst:{{PAGENAME}}/Data|236LM}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* [] is when fully charged.
 
* [] is when fully charged.
 
* Minimum damage is 75*10 [114*10].
 
* Minimum damage is 75*10 [114*10].
Line 538: Line 541:
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|236HS}}
+
{{#lst:{{PAGENAME}}/Data|236HS}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* 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.  
 
* 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).
Line 557: Line 560:
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|214HS}}
+
{{#lst:{{PAGENAME}}/Data|214HS}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Costs 3 bars
 
* Costs 3 bars
 
* Has some invulnerable frames on startup
 
* Has some invulnerable frames on startup
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==Navigation==
 
==Navigation==
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[[Category:Dragon Ball FighterZ]]
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Piccolo]]
 
[[Category:Piccolo]]

Revision as of 03:47, 28 March 2020

Piccolo
DBFZ Piccolo Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Mixup, Setups
Team Role
Point

Overview

"I'm neither Kami nor Piccolo. I'm simply a Namekian who has forgotten his own name."


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. (Name trivia: Comes from woodwind instrument of the same name.)

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 and j.M.
  • 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.
  • Big Green himself
  • 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.
  • His entire gameplan died after Season 3. Like, entirely gutted.



Normal Moves

5L
5L
DBFZ Piccolo 5L.png
DBFZ Piccolo 5LL.png
DBFZ Piccolo 5LLL.png
I'm gonna start swinging my arms like this, and if you get hit, it's your own fault!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
  • A good normal since the fastest is 6F on average for other characters.
  • Good for pressure due to quick startup and recovery.
5LL 700 All - 9 3 15 -2 -
  • 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.
5LLL 1000 All U3+ 15 3 18 -5 -
  • You mostly want to avoid this normal unless it's in a post-vanish combo.


5M
5M
DBFZ Piccolo 5M.png
Note: can't reflect drill cannons like a badass
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 10 3 18 -5 -
  • Piccolo does a sliding swipe forward.
  • Good poke in neutral.
  • Sadly doesn't deflect Ki Blasts like in the show.


5H
5H
DBFZ Piccolo 5H.png
"DODGE!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1 15 4 21 -9 -
  • 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.


5S
5S
DBFZ Piccolo 5S.png
"Gotcha, bitch!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 Throw U2 28 7 19 - -
  • 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.


2L
2L
DBFZ Piccolo 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 7 4 12 -4 -
  • 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.


2M
2M
DBFZ Piccolo 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 10 4 18 -6 -
  • 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.


2H
2H
DBFZ Piccolo 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 13 3 31 -18 4-15 Head
  • 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.


2S
2S
DBFZ Piccolo 2S.png
C’MERE, BOY!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500, 800 Airthrow U2 16 7 17 - -
  • 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.


6M
6M
DBFZ Piccolo 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6L 0 -
  • Universal Overhead
  • Not Piccolo's best mixup option, but it will still catch people.


6S
6S
Demon Shocker
DBFZ Piccolo 6S.png
"Nail gun!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
350*3 All - 16 11 23 -5 (-3 at max range) -
  • 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.


3S
3S
Demon Shocker
DBFZ Piccolo 3S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
350*3 All - 12 11 23 -5 -
  • 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.


j.L
j.L
DBFZ Piccolo jL.png
Sword Normal
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 14 - -
  • 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.


j.M
j.M
DBFZ Piccolo jM.png
Boom chicka-ah
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500*2 High - 10 2 (5) 4 10 - -
  • 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.


j.H
j.H
DBFZ Piccolo jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
750 [1000] High - 13 6 20 - -
  • [] 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.


j.S
j.S
DBFZ Piccolo jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 Throw U1 24 7 21 - -
  • 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.

Air version of Piccolo's command grab. It goes downward at a 45 degree angle.


j.2H
j.2H
DBFZ Piccolo j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 11 4 30 - -
  • 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.


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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 30 4 17 [33 no proximity] -2 -
  • 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.
Ground M 1000 All U1 31-42 (34 min midscreen) 6 17 [42 no proximity] -2 -
  • Glides almost fullscreen.
  • Cause a sliding knockdown on hit.
Ground H 1100 All U1 29-40 4 17 [40 no proximity] -2 4-24~36 Full
  • 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.
Air L 900 All - 30 4 17 [33 no proximity] -2 -
  • All versions can be used as a pseudo air dash.
Air M 1000 All U1 31-42 (34 min midscreen) 6 17 [42 no proximity] -2 -
  • Will slightly descend if the opponent is underneath Piccolo.
Air H 1100 All U1 29-40 4 17 [40 no proximity] -2 4-24~36 Full
  • Will slightly descend if the opponent is underneath Piccolo.


Demon Slicer
Demon Slicer
214L/M/H (Air OK)
DBFZ Piccolo DemonSlicer.png
DBFZ Piccolo DemonSlicer2.png
L/H
DBFZ Piccolo DemonSlicer3.png
M
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 37 7 16 -1~-4 5-21 Guard Point, 22-27 Full OR until recovery on Guard Point Activation
  • 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.

Ground M 1000 High D1 41 6 15 -2~-4 5-21 Guard Point, 22-27 Full OR until recovery on Guard Point Activation
  • 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 1100 High D1 31-36 7 22 -10 1-15 Guard Point, 16-21~26 Full OR until recovery on Guard Point Activation
  • Faster version of L Demon Slicer that always tracks everywhere on screen.
  • Causes a sliding knockdown.
Air L 900 All - 15 Until Landing 16 - -
  • All air versions attack in place.
  • Causes a soft knockdown.
Air M 1000 High D1 19 Until Landing 16 - -
  • 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 1500 All D1 15 Until Landing 16 - -
  • Causes a sliding knockdown.

The only way Piccolo can get a sliding knockdown from midscreen.


Homing Energy Blast
Homing Energy Blast
236S
DBFZ Piccolo HomingEnergyBlast.png
DBFZ Piccolo HomingEnergyBlast2.png
REALITY STONE!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Uncharged 700 All - 19 Projectile: 299 27 -6 (point blank) -
  • 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.

Charged 700 All - 19 Projectile: 299 27 -6 (point blank) -
  • 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.


Z Assists

Assist A
Homing Energy Blast
Assist A
DBFZ Piccolo HomingEnergyBlastUncharged.png
DBFZ Piccolo HomingEnergyBlast2.png
"Let that child alone!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 28 Projectile: 179 79 total 25 -
  • Can be a good neutral tool to harass opponents in hard to reach areas.
  • As of the most recent patch, Piccolo fires a second, charged energy blast shortly after the first.

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.


Assist B
Demon Shocker
Assist B
DBFZ Piccolo 6S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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Assist C
Demon Slicer
Assist C
DBFZ Piccolo DemonSlicer2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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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!!!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250*10 [380*10] All UDV 11+4 [122+4] 34 [37] 33 -17 11-23 Full
  • [] 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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
260*12 All UDV 9+17 - 19 +65 9-10 Full
  • 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
"When did you come up with this one?"
"Oh about... now... ish."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
450*10 All UDV 9+3 - 89 -35 1-23 Full
  • 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


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System Explanations

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