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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. | ||
* | * 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. | ||
* | * 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}} | ||
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{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|5LLL}} | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|5M}} | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|2L}} | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|2M}} | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|2S}} | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|6S}} | {{#lst:{{PAGENAME}}/Data|6S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|3S}} | {{#lst:{{PAGENAME}}/Data|3S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|j.M}} | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|j.2H}} | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|236L}} | {{#lst:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|236M}} | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Glides almost fullscreen. | * Glides almost fullscreen. | ||
* Cause a sliding knockdown on hit. | * Cause a sliding knockdown on hit. | ||
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{{#lst:{{PAGENAME}}/Data|236H}} | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|j.236L}} | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* All versions can be used as a pseudo air dash. | * All versions can be used as a pseudo air dash. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|j.236H}} | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|214L}} | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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{{#lst:{{PAGENAME}}/Data|j.214L}} | {{#lst:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* All air versions attack in place. | * All air versions attack in place. | ||
* Causes a soft knockdown. | * Causes a soft knockdown. | ||
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{{#lst:{{PAGENAME}}/Data|j.214M}} | {{#lst:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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{{#lst:{{PAGENAME}}/Data|j.214H}} | {{#lst:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|236S}} | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|236[S]}} | {{#lst:{{PAGENAME}}/Data|236[S]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|Assist A}} | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{#lst:{{PAGENAME}}/Data|Assist B}} | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|Assist C}} | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236LM}} | {{#lst:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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]. | ||
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{{#lst:{{PAGENAME}}/Data|236HS}} | {{#lst:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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). | ||
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{{#lst:{{PAGENAME}}/Data|214HS}} | {{#lst:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Costs 3 bars | * Costs 3 bars | ||
* Has some invulnerable frames on startup | * Has some invulnerable frames on startup |
Revision as of 03:47, 28 March 2020
Piccolo |
---|
|
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 |
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|
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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.