< DBFZ
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| '''Play-style''' || Mixup, Setplay | | '''Play-style''' || Mixup, Setplay | ||
|- | |- | ||
| '''Team Role''' || Point | | '''Team Role''' || Mid, Point | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
{{Bio | |||
| name = Piccolo | |||
| game = DBFZ | |||
| quote = I'm neither Kami nor Piccolo. I'm simply a Namekian who has forgotten his own name. | |||
| lore = | |||
The spawn of the notorious Demon King from whom he takes his name, Piccolo Jr. (also taking the name Majunior on some occasions) was once one of Goku's most vicious rivals. After defeating Raditz, the Namekian warrior would go on to become Gohan's mentor and martial arts instructor, in time also becoming a surrogate father for Goku's son. Thanks to Gohan's influence, Piccolo would renounce his evil ways and become a firm ally of Goku and protector of the planet Earth. (Name trivia: Comes from woodwind instrument of the same name.) | |||
}} | |||
===Playstyle=== | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
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. | |||
|pros= | |||
| | |||
* His normals have good range, making him solid at mid and close range. | * His normals have good range, making him solid at mid and close range. | ||
* Amazing air neutral due to big buttons like j.L and j.M. | * Amazing air neutral due to big buttons like j.L and j.M. | ||
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* Orb/A Assist forces your opponent to do something against it in neutral. | * Orb/A Assist forces your opponent to do something against it in neutral. | ||
* "Best Baby Sitter. Would recommend." - Son Family | * "Best Baby Sitter. Would recommend." - Son Family | ||
| | |cons= | ||
* Can be very meter hungry at times; needs to spend meter to get a sliding knockdown outside the corner. | * Can be very meter hungry at times; needs to spend meter to get a sliding knockdown outside the corner. | ||
* Hellzone Grenade pressure is guard cancellable. | * Hellzone Grenade pressure is guard cancellable. | ||
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* Can be too reliant on assists at times for neutral and midscreen combos. | * Can be too reliant on assists at times for neutral and midscreen combos. | ||
* His entire gameplan died after Season 3. Like, entirely gutted. | * His entire gameplan died after Season 3. Like, entirely gutted. | ||
}} | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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* 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
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* Sadly doesn't deflect Ki Blasts like in the show. | * Sadly doesn't deflect Ki Blasts like in the show. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
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* 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
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* Not Piccolo's best mixup option, but it will still catch people. | * Not Piccolo's best mixup option, but it will still catch people. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6S</font>====== | ======<font style="visibility:hidden;font-size:0">6S</font>====== | ||
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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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">3S</font>====== | ======<font style="visibility:hidden;font-size:0">3S</font>====== | ||
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* Usual string from 3S is 2S, 6S, 5H into Super Dash. | * Usual string from 3S is 2S, 6S, 5H into Super Dash. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
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Piccolo's main fuzzy tool because of how low the kicks hit. Both hits are overheads. | Piccolo's main fuzzy tool because of how low the kicks hit. Both hits are overheads. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
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Air version of Piccolo's command grab. It goes downward at a 45 degree angle. | Air version of Piccolo's command grab. It goes downward at a 45 degree angle. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
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* Will slightly descend if the opponent is underneath Piccolo. | * Will slightly descend if the opponent is underneath Piccolo. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Demon Slicer</font>====== | ======<font style="visibility:hidden;font-size:0">Demon Slicer</font>====== | ||
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The only way Piccolo can get a sliding knockdown from midscreen. | The only way Piccolo can get a sliding knockdown from midscreen. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Homing Energy Blast</font>====== | ======<font style="visibility:hidden;font-size:0">Homing Energy Blast</font>====== | ||
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Not very useful, since it deals the same amount of damage and it still loses to beam projectiles and super dashes. | Not very useful, since it deals the same amount of damage and it still loses to beam projectiles and super dashes. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Z Assists== | ==Z Assists== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
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28 frames of blockstun. | 28 frames of blockstun. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
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}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
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* Back-to-back teleporting has invulnerable frames 9(13)9(13)9(13) | * Back-to-back teleporting has invulnerable frames 9(13)9(13)9(13) | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Hellzone Grenade</font>====== | ======<font style="visibility:hidden;font-size:0">Hellzone Grenade</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Light Grenade</font>====== | ======<font style="visibility:hidden;font-size:0">Light Grenade</font>====== | ||
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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.'' | 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.'' | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Navigation== | ==Navigation== |
Revision as of 07:10, 17 May 2020
Piccolo | |
---|---|
Play-style | Mixup, Setplay |
Team Role | Mid, Point |
Overview
"I'm neither Kami nor Piccolo. I'm simply a Namekian who has forgotten his own name." | |
Lore: | The spawn of the notorious Demon King from whom he takes his name, Piccolo Jr. (also taking the name Majunior on some occasions) was once one of Goku's most vicious rivals. After defeating Raditz, the Namekian warrior would go on to become Gohan's mentor and martial arts instructor, in time also becoming a surrogate father for Goku's son. Thanks to Gohan's influence, Piccolo would renounce his evil ways and become a firm ally of Goku and protector of the planet Earth. (Name trivia: Comes from woodwind instrument of the same name.) |
Playstyle
Piccolo 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.
Pros
Cons
- His normals have good range, making him solid at mid and close range.
- 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 command grabs and Demon Elbow crossups.
- Orb/A Assist forces your opponent to do something against it in neutral.
- "Best Baby Sitter. Would recommend." - Son Family
- Can be very meter hungry at times; needs to spend meter to get a sliding knockdown outside the corner.
- Hellzone Grenade pressure is guard cancellable.
- Homing Energy Blasts can be superdashed through, although they can be used to bait it conversely.
- Can be too reliant on assists at times for neutral and midscreen combos.
- His entire gameplan died after Season 3. Like, entirely gutted.
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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To edit frame data, edit values in DBFZ/Piccolo/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.