DBFZ/Piccolo: Difference between revisions

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* Whiffs on airborne opponent when used in neutral. Mid-combo, grabbing airborne opponent will keep them airborne.
* Whiffs on airborne opponents when used in neutral. Mid-combo, grabbing airborne opponents will keep them airborne.
* On hit, can continue down gatling table or cancel into Special, Supers.
* On hit, can continue down gatling table or cancel into Special, Supers.
* Holding S will delay the grab but has much higher frame adv, able to combo into 5L.
* Holding S will delay the grab but has much higher frame adv, able to combo into 5L.
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* Air throw with similar traits to 5S. Always whiffs on grounded opponent.
* Air throw with similar traits to 5S. Always whiffs on grounded opponents.
* Values in [ ] are for 2[S].
* Values in [ ] are for 2[S].
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.

Revision as of 10:13, 15 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

Piccolo is a mix-up monster with terrifying tricks. The amount of options that Piccolo has on offense makes him one of the most difficult characters to defend against: high/low, left/right, command grabs, you name it he has. His normals are great, especially j.L, and his stagger pressure is solid. Hellzone Grenade is where his mix-up game shines. On block, with a high hitstop assist, it can set up a true 50/50 that's immune to Guard Cancel. Homing Energy Blast, both the special move and assist, is excellent for slowing down neutral and forces his opponent to deal with it somehow. Characters who have strong neutral are especially strong with Reality Stone as an assist. Piccolo is the epitome of a character who has so many options that, even though most of his options are reactable, they're all very strong because an opponent can't look for every mix-up at once.

Piccolo's main weakness is his overall neutral. While his special moves are strong on offense, most of them provide little to no utility in neutral. Reality Stone, while undeniably strong, is a huge commitment to throw out, loses to other ki-blasts, and can be superdashed through. Piccolo also is extremely needy, needing meter and assists for his strongest options. If you want your opponent to suffocate with relentless mix-ups, put Piccolo up in your alley.

"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.
Voice:Japanese: Toshio Furukawa English: Christopher Sabat

 Piccolo  Piccolo is a mix-up monster who suffocates his opponents with every mix-up option imaginable.

Pros
Cons
  • Air-to-Air: Disjointed air buttons allow him to challenge aerial opponents very well.
  • Amazing Mix-up: Strong high/low and additional moves such as Demon Elbow, 5S, and j.S, alongside universal options make him difficult to defend against.
  • Frame-data: Great stagger pressure, with most of his normals being safe on block.
  • Homing Energy Blast: Powerful special move/assist that slows down neutral and forces the opponent to deal with it somehow.
  • Supers: Hellzone Grenade enables extremely strong mix-ups mid-blockstring and is great for combo extensions. Light Grenade provides a good okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. in the corner.
  • Resource Eater: Needs to spend meter to get a sliding knockdown midscreen, and can also be too reliant with resources for damage and neutral.
  • Neutral: Has difficulty dealing with strong zoning, particularly against characters who can easily deal with Homing Energy Blast.


Piccolo
DBFZ Piccolo Portrait.png

Normal Moves

5L
5L
DBFZ Piccolo 5L.png
DBFZ Piccolo 5LL.png
DBFZ Piccolo 5LLL.png
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5L

A typical jab. Good for pressure due to quick startup and recovery.

5LL

Combo and blockstring filler. Also good for stagger pressure due to being -2.

5LLL

Ends your blockstring early and very niche combo filler.

5M
5M
DBFZ Piccolo 5M.png
Note: can't reflect drill cannons like a badass
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Good poke in neutral and is safe on block.

5H
5H
DBFZ Piccolo 5H.png
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  • Smash hit wall splats, combos into SD.

Good reach and big hitbox, can hit from roundstart position.

5S
5S
DBFZ Piccolo 5S.png
"Gotcha, bitch!"
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  • Whiffs on airborne opponents when used in neutral. Mid-combo, grabbing airborne opponents will keep them airborne.
  • On hit, can continue down gatling table or cancel into Special, Supers.
  • Holding S will delay the grab but has much higher frame adv, able to combo into 5L.
  • Values in [ ] are for 5[S].

Rather slow and low reward on hit. Hold version's reward is slightly better but it's laughably slow.

With that said, it has quite a reach and only serves to add to Piccolo's plethora of mixup tools.

2L
2L
DBFZ Piccolo 2L.png
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Piccolo's standard high/low mixup tool. There are times where you'll be using 2M instead for it's speed (or lack thereof), but this is what you want midscreen.

Due to the long reach of his 2L, it's possible to setup a Super Dash high/low mixup in the corner.

2M
2M
DBFZ Piccolo 2M.png
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  • Launches on hit.

This along with 5M give Piccolo great pokes on the ground.

2H
2H
DBFZ Piccolo 2H.png
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  • Smash hit has higher hitstun, combos into SD.
  • Puts Piccolo airborne.

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!
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  • Air throw with similar traits to 5S. Always whiffs on grounded opponents.
  • Values in [ ] are for 2[S].

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.

Very good corner combo filler as it is high damaging and resets the opponent's position.

6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.

Not Piccolo's best mixup option, but it will still catch people.

6S
6S
Demon Shocker
DBFZ Piccolo 6S.png
"Nail gun!"
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  • Shoots a rather slow beam about halfscreen forward.

This is the closest Piccolo has to a beam. It has P1 durability, but doesn't have Ki Blast property so can be used against Super Dash. Though, it's mostly used as a combo filler.

3S
3S
Demon Shocker
DBFZ Piccolo 3S.png
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  • 6S but shoots 45 degree upward.
j.L
j.L
DBFZ Piccolo jL.png
Sword Normal
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  • Fast, long reaching jab with disjointed hitbox.

Easily the best air-to-air normal in the game, and a 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
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Another fast air button with a great angle for IAD jump ins. Its second hit can be canceled into j.H, which from an IAD won't come out in time before Piccolo lands, thus allowing Piccolo for an easy high/low with j.M(2), j.M(1)L, or j.M(1) ▷ 2L.

j.H
j.H
DBFZ Piccolo jH.png
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Knocks opponent into the air on ground hit, which can still link to 2M in the corner from an IAD.

Yet another good air-to-air normal with very big hitbox and horizontal reach. While IAD j.M is better for mixups, IAD j.H is so big that it can catch up tech in the corner, making it better as a jump-in.

IAD back j.H also creates a massive wall of a hitbox that covers your retreat quite nicely.

j.S
j.S
DBFZ Piccolo jS.png
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  • Air throw with similar traits to 5S/2S. Always whiffs on crouching opponents.
  • Values in [ ] are for j.[S].

Good to throw out every so often instead of an IAD jump in. The opponent will stand up expecting an overhead and get grabbed, so the answer to this is to react to the throw startup and crouch back down.

j.2H
j.2H
DBFZ Piccolo j2H.png
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  • Smash hit has higher hitstun, combos into SD.

Combo filler launcher.

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
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  • Glides straight forward, can crossover the opponent and only trigger the attack after crossing over.
  • Air versions will slightly descend if the opponent is underneath Piccolo.
  • Values in [ ] are when the opponent is in untechable time.
Ground L
Air L
  • Goes a very short distance forward. If crosses over, will attack from behind the opponent.

When used in conjunction with Piccolo's other tools, it is surprisingly good for catching people considering the lengthy start-up and the massive gap in blockstring. Vanish or assists are required to extend into combos.

Whiff version of j.236X can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.

Ground M
Air M
  • Goes almost fullscreen. If crosses over, will attack from behind the opponent.
  • Smash hit causes a wall splat, allowing for extensions in the corner.

Mainly a filler for back-to-corner combos or before Vanishing to stay same side.

Ground H
Air H
  • Goes almost fullscreen. If crosses over, will teleport back to the front before attacking.
  • Smash hit causes a wall bounce, allowing for conversions anywhere on screen.

Mind twist mix-up once the opponent is conditioned to block the cross-up.

Demon Slicer
Demon Slicer
214L/M/H
DBFZ Piccolo DemonSlicer.png
DBFZ Piccolo DemonSlicer2.png
L/H
DBFZ Piccolo DemonSlicer3.png
M
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  • Has guard point against non-Super strikes and projectiles during the pose, then teleport upward before attacking. Getting hit during the pose will trigger the teleport immediately.
  • Values in [ ] are when the opponent is in untechable time.

All versions are useful for punishing opponents who like to push buttons during blockstrings and can act as some sort of a left/right mixup, however, they're also all vulnerable to anti-airs.

L
  • Teleports slightly backward.
  • If guard point is triggered or when the opponent is in untechable time, teleports to above them.
  • Ground bounces on hit, which can combo into Vanish or Supers.
M
  • Teleports about halfscreen forward, won't overshoot the opponent, but stay just far enough to switches sides and can steal the corner.
  • Smash hit causes sliding knockdown.
H
  • Teleports above the opponent.
  • Smash hit causes sliding knockdown.
Air Demon Slicer
Air Demon Slicer
j.214L/M/H
DBFZ Piccolo DemonSlicer2.png
L/H
DBFZ Piccolo DemonSlicer3.png
M
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L
  • Dives diagonally downward.

Since Piccolo j.H launches the opponent horizontally on hit, this is typically used instead as a Smash-less knockdown to lower the opponent for assisted combos or grounded Vanish extensions.

M
  • Dives straight downward.
  • Smash hit causes sliding knockdown.

Corner combo ender at low hitstun decay. j.214M causes Piccolo to fall faster than the opponent, so at high up, he'll be grounded before they are and can combo into Hellzone Grenade for big damage. At even higher up, he can link to 5L for even bigger damage.

H
  • Dives diagonally downward.
  • Smash hit causes sliding knockdown.

Really good combo ender at the cost of half a bar. It's fast so can be used in midscreen or in place of corner j.214M at high hitstun decay, and the sliding knockdown can always combo into Hellzone.

Homing Energy Blast
Homing Energy Blast
236S
DBFZ Piccolo HomingEnergyBlast.png
REALITY STONE!
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  • Puts out a tracking Ki Blast-property orb. Disappears if Piccolo lands a DR, tags out, or gets hit.
  • Holding S during startup will put out a bigger but slower orb.

The keystone of Piccolo's neutral as he can put it out and approach while the opponent has to find a way to deal with it. He can also use it as a meaty projectile that covers for all delay wake ups while regenerating assists. Furthermore, meaty orb will "wiggle" on top of the opponent's body and can sometimes hit from behind them, pushing them out of the corner which turn your IAD overhead into an IAD crossup.

Charged version is less useful in neutral due to how slow it is, but can be better as a meaty since the bigger hitbox covers for more wake up options.

Z Assists

Assist A
Homing Energy Blast
Assist A "Let that child alone!"
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  • Does 236S and then 236[S]. 236S's orb is a lot faster than the point version.
  • Orbs disappear if the point character:
Lands a Super or blocks after Piccolo leaves the battlefield.
Lands a DR or gets hit during or after Piccolo's on the battlefield.

Piccolo's got your back and harasses the opponent with 2 homing projectiles. The first orb will fly directly toward the opponent while you can chill alongside the second orb. Amazing in neutral, good in blockstring and amazing as a combo extender.

Assist B
Demon Shocker
Assist B
DBFZ Piccolo 6S.png
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Simple and functional, but lacks the versatility and numerous unique benefits of his A assist, making it a rather wasteful choice.

Assist C
Demon Slicer
Assist C
DBFZ Piccolo DemonSlicer2.png
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  • Tracks the opponent anywhere on screen.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

Super Moves

Special Beam Cannon
Special Beam Cannon
236L+M
DBFZ Piccolo SpecialBeamCannon.png
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  • Hold L/M/H/S to charge the beam. During which you can hold 4 or 6 to teleport backward/forward.
  • Wall splats on hit.
  • Minimum damage: 75*10 [114*10].

A simple horizontal-hitting bar dump Super. Becomes really high damaging at max charge, but since only a handful of characters can DHC into a full charge SBC, it's more of an added benefit than something you wanna build your team around.

Hellzone Grenade
Hellzone Grenade
236H+S
DBFZ Piccolo HellzoneGrenade.png
Here we go again.
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  • Throws a volley of projectiles that become active and home in on the opponent, one-by-one.
  • Doesn't have Super Scaling.
  • Minimum damage: 52*12.

Lockdown Super that blows the screen up and covers for your mixups. Can be truestring'd into from something like 5H + Assist > 236H+S, though this is often vulnerable to Guard Cancel. Single-hit assists with high hitstop can allow Piccolo to throw out Hellzone and recover before the GC can hit, while this can be countered by GC-ing at 5H instead of at the assist/during Hellzone's super freeze, it's still a strong option that should be considered when building a Piccolo team.

Also used as a high damaging meter dump since Piccolo can combo afterward into j.DR for a sliding knockdown and then into even more Supers.

Is not used for oki since the opponent can simply wakeup Reflect or delay wakeup Reflect and negate the whole Super altogether.

Light Grenade
Light Grenade
214L+M or 214H+S
DBFZ Piccolo LightGrenade.png
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  • Causes a hard knockdown on hit.
  • Minimum damage: 166*10.

A typical reversal/bar dump Level 3. Leaves you and the opponent fullscreen on hit in midscreen, but in the corner the knockdown allows for some setups...

External References

Navigation

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.

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