DBFZ/Piccolo

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Piccolo
DBFZ Piccolo Portrait.png
Play-style Mixup, Setplay
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, 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
  • Outside of the corner, his damage is overall average-to-weak.
  • 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
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!
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5L
  • A good normal since the fastest is 6F on average for other characters.
  • Good for pressure due to quick startup and recovery.
5LL
  • 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
  • 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
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  • 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!"
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  • 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!"
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  • 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
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  • 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
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  • 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
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  • 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!
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  • 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
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  • 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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  • 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
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  • 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
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  • 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
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  • 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
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  • [] 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
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  • 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
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  • 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
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Ground L
  • 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
  • Glides almost fullscreen.
  • Cause a sliding knockdown on hit.
Ground H
  • 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
  • All versions can be used as a pseudo air dash.
Air M
  • Will slightly descend if the opponent is underneath Piccolo.
Air H
  • 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
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Ground L
  • 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
  • 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
  • Faster version of L Demon Slicer that always tracks everywhere on screen.
  • Causes a sliding knockdown.
Air L
  • All air versions attack in place.
  • Causes a soft knockdown.
Air M
  • 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
  • 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
REALITY STONE!
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Uncharged
  • 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
  • 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 "Let that child alone!"
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  • 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
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28 frames of blockstun.

Assist C
Demon Slicer
Assist C
DBFZ Piccolo DemonSlicer2.png
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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!!!"
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  • [] 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.
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  • 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."
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  • 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

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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