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| |startup=13 |active=6 |recovery=20 |frameAdv=-6 | | |startup=13 |active=6 |recovery=20 |frameAdv=-6 |
| |description= | | |description= |
| * [] is on ''Dynamic'' hit. 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. |
| 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. |
Piccolo
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Health:
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Mixup, Setups
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Overview
The spawn of the notorious Demon King from whom he takes his name, Piccolo Jr. was once one of Goku's most vicious rivals. After defeating Raditz, the Namekian warrior would go on to become Gohan's mentor and martial arts instructor, in time also becoming a surrogate father for Goku's son. Thanks to Gohan's influence, Piccolo would renounce his evil ways and become a firm ally of Goku and protector of the planet Earth.
In Dragon Ball FighterZ, Piccolo is a tricky character with strong Mixup options. He has buttons with good reach, his Homing Energy Blast can protect him from a sudden Vanish, and his Hellzone Grenade/command grabs mixups allow him to keep his opponent in check, especially when they're cornered. However, his damage is a little lacking, he has no quick full screen meterless beam attack, he has no air supers, many of his setups require knockdown or an assist, and he has to spend meter to get a mid-screen hard knockdown, making it difficult to combo into his Meteor Attack.
Strengths/Weaknesses
Strengths |
Weaknesses
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- His normals have good range, giving him great neutral.
- Strong okizeme with his Hellzone Grenade setups, on top of his solid high-low mixup options.
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- 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.
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Template:CharLinks-DBFZ
Normals
5L
5L
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400
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All
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-
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6
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3
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12
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-
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-
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700
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All
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-
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9
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3
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15
|
-
|
-
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1000
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All
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-
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15
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3
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18
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-
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-
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5M
5M
Note: can't reflect drill cannons like a badass
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5H
5S
2L
2M
2H
2S
2S
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500, 800
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Throw
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-
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19
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7
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17
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-
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-
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6M
6S
6S Demon Shocker
"Nail gun!"
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3S
j.L
j.M
j.M
Boom chicka-ah
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500*2
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High
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-
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10
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2(5)4
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10
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-
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-
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j.H
j.H
"GREEN DICK BETTER THAN BLUE DICK"
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850 [1000]
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High
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-
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13
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6
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20
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-
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-
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j.S
j.2H
Specials
Demon Elbow
Demon Elbow 236L/M/H (air OK)
Crossing up androids since '92
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900
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All
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-
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30
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4
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17
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-
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-
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1000
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All
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-
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31
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6
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17
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-
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-
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1100
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All
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-
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29
|
4
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17
|
-
|
-
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900
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All
|
-
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30
|
4
|
18
|
-
|
-
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1000
|
All
|
-
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31
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6
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17
|
-
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-
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1100
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All
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-
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29
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4
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19
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-
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-
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Demon Slicer
Demon Slicer 214L/M/H (Air OK)
L/H M
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900
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All
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-
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3,10
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7
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16
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-
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-
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1000
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High
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-
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5,14
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6
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15
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-
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-
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1100
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All
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-
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0,11
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7
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22
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-
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-
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900
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All
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-
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16
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8+
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16
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-
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-
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1000
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High
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-
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19
|
8+
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16
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-
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-
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1100
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All
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-
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16
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8+
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16
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-
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-
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Homing Energy Blast
Homing Energy Blast 236S
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700
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All
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-
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19
|
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22
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-
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-
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700
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All
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-
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19
|
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22
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-
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-
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Assist
Homing Energy Blast A1/A2
"Let that child alone!"
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Supers
Special Beam Cannon
Special Beam Cannon 236L+M (Chargeable)
"MAKANSA—... MAKAKASAPOP—... MEKKASAPP—... Oh, to hell with it! SPECIAL BEAM CANNON!!!"
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250*10 [380*10]
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All
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-
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11+4 [122+4]
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34 [37]
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33
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-
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-
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Hellzone Grenade
Hellzone Grenade 236H+S
Next stop, mixup city. Population: you
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Light Grenade
Light Grenade 214L+M or 214H+S
"So, any other ideas?" "Just one."
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