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{{ | <center>{{Character Label|DBFZ|Piccolo|size=32px}}</center> | ||
{{DBFZ/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Notation- | {{Combo Notation|game=DBFZ}} | ||
==Midscreen Combos== | |||
===Meterless=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | |||
|- | |||
| 2M > 5M > sjc.M(2) > 5H > 2H > SD > j.M > j.H > jc.LL(1) > 5H > j.214H || 4282 || 1.85* || {{ComboDifficulty|Easy}} || 214H could be used to more easily follow up with assists, as well as give a sliding knockdown, but you can also use 214L to conserve meter. | |||
|- | |||
| 2M > 5M > 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(2)2H > delay jc.LL(2) > j.214L || 4065 || 1.08 || {{ComboDifficulty|Medium}} || Even more corner carry.<br/>The grounded dash before rejump has to be buffered, and delay the double jump for more consistent autocombo boost. | |||
|} | |||
== | ===Metered=== | ||
== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
=== | |- | ||
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | |||
|- | |||
| ... j.LL(2) > j.214H || || -0.5 || {{ComboDifficulty|Very Easy}} || Simply change the combo ender to j.214H for a sliding knockdown that can be extended with Hellzone Grenade regardless of height. | |||
|- | |||
| ... j.LL(2)L > j.236M > Vanish > j.236M (whiff), j.[DR] || || -1 || {{ComboDifficulty|Easy}} || More corner carry but no Hellzone extension.<br/>j.236M (whiff) is not required, but gives even more corner carry. | |||
|- | |||
| ... j.214H ▷ 236H+S, SD > j.[DR] || || -1.5 || {{ComboDifficulty|Easy}} || Once extended with Hellzone, Piccolo can still end the combo in SKD with j.DR. This also does more damage than just ending with Special Beam Cannon. | |||
|- | |||
| ... > 5H > delay 236[H] > 5LLL > SD > j.LL2H > jc.LL > Ender || || -0.5 || {{ComboDifficulty|Easy}} || New 5H link added in Season 4, needs optimization. | |||
|} | |||
==Corner Combos== | |||
===Meterless=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | |||
|- | |||
| 2M > 5M > jc.M(2)H2H > SD > j.LL(2)L2H > jc.LL(2)L > j.214M || 4607 || 1.46 || {{ComboDifficulty|Very Easy}} || Basic aerial route. Can be extended with Hellzone Grenade. | |||
|- | |||
| 2M > 5M > 5H > delay 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ dash jump j.LL(1)L2H > jc.LL(2)L > j.214M || 5279 || 1.75 || {{ComboDifficulty|Medium}} || Grounded route. Does over 5k even without rejump but can't extend with Hellzone due to j.214M not hitting high enough off the ground. | |||
|- | |||
| 5LL > 2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.2H > jc.LL(1)L > j.214M || 3881 || 1.76 || {{ComboDifficulty|Medium}} || Back-to-corner example #1. | |||
|- | |||
| 5LL > 5M > 2M > 236M, dash 5M > 5H > 3S > 2S > 5H > 6S > SD > j.2H > jc.LL(2)L > j.214M || 4054 || 1.83 || {{ComboDifficulty|Medium}} || Back-to-corner #2. | |||
|} | |||
===Metered=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Damage !! Meter Gain !! Difficulty !! Notes | |||
|- | |||
| ... j.LL(2)L > j.236M > Vanish > delay j.214M || || -1 || {{ComboDifficulty|Very Easy}} || Does less damage than j.DR ender but can be extended with Hellzone. | |||
|- | |||
| ... 236H+S, 2S, [DR] || || -1 || {{ComboDifficulty|Easy}} || Ground DR with Hellzone. Useful for snapback. | |||
|- | |||
| ... 236H+S, jump j.H2H > jc.[DR] || || -1 || {{ComboDifficulty|Easy}} || Max damage Hellzone extension into SKD. | |||
|- | |||
| 2M > 5M > neutral sjc.M(2)H2H > delay SD > delay j.LL(2)2H > jc delay j.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 236L > Vanish ▷ [DR] || 5456 || 0.9 || {{ComboDifficulty|Medium}} || j.214M ▷ 5L link example into ground DR. Needs super jump and a few delays to get high enough, and can add at most 3 normals at the start (e.g. 2L > 5LL > 2M ...) before hitstun decay gets too high for the link to work. | |||
|- | |||
| 5LL > 2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ dash jump j.LL(1)L2H > jc.LL(1)L > j.214H || 4221 || 1.6 || {{ComboDifficulty|Medium}} || Back-to-corner #3. | |||
|} | |||
==Assist Extensions== | |||
*'''... j.214L + Assist ▷ 236H+S | |||
Midscreen Hellzone without spending an extra bar on j.214H, works with any high hitstun assist like beams. | |||
*'''... j.214M + Assist ▷ 5H > 3S > 2S > 236L > Vanish ▷ DR | |||
*''' | Corner grounded DR using beam assists. Useful for when you can't do j.214M ▷ 5L. | ||
*'''Comboing into fully charged Special Beam Canon | |||
Only a handful of characters can DHC into fully charged SBC, and only SS Goku and Base Vegeta can do it midscreen. | |||
Here's a simple midscreen route with SS Goku: | |||
'''2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.L > delay j.LLS > j.214L > j.236L+M + UZC, [2X]~6~6~6~6 | |||
In this example, call Piccolo during the super flash, then hold 2 and any button for the Super Kame to shoot downward and Piccolo to hold his charge. | |||
Then teleport forwards 4 times to keep Piccolo close to the opponent. Beware that Piccolo autocorrects every teleport so he can end up shooting in the wrong direction if you mess up the timing. | |||
*''' | ==Sparking== | ||
*'''2M > 5M > Spark, IAD j.H ▷ 5H > IAD j.H ▷ 5H > 3S > sjc.M(2)H2H > jc.LL(1)L > j.214M + A1 ▷ 2M > 6S > 5H > 3S > 2S + A2, [DR] > 236S > Super | |||
Corner 0 bar TOD with DHC. You can only do IAD j.H ▷ 5H after Spark or a Smash 5H, so it can't be looped. | |||
A1 should be a high hitstun assist that holds the opponent in place (beam assists...), A2 can be anything. If A2 is a pop-up assist, can do j.DR into Super instead, which does less damage and requires some minor changes to the route for it to kill. | |||
*'''5H > Spark (whiff), 2L > 5H ... | |||
Corner link. Spark can't whiff on Broly, 2L won't connect on ??? | |||
*''' | ==Miscellaneous== | ||
*'''... Vanish > j.236L (whiff), j.S > j.214H | |||
Midscreen j.S link. Meme. | |||
*'''5H > delay SD > j.M(1) > delay j.H ▷ 2S > 5H ... | |||
*''' | Corner 2S link. Does less damage than the normal BnB. | ||
*''' | *'''5H > 236S, 2M > 5H > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ jump j.L > delay j.LL(2)L2H > jc.LL(2)L > j.214H | ||
Corner orb link. From 2M > 5M, builds exactly 2 bar before j.214H. Can use either 236S or 236[S]. | |||
Only works on SS Goku, Majin Buu, Nappa, Android 16, Yamcha, SSB Goku, Broly (uncharged 236S only), Cooler, Jiren, and Janemba. | |||
*''' | *'''2M > 5M > 5H, 2L > 5H > 2S ... | ||
Sparkless corner 2L link. Not much more damage than the universal 5H route, has to be 2M > 5M instead of 5M > 2M for more frame adv. | |||
Works on SS Goku, Teen Gohan, Frieza, Cell, Android 18, Gotenks, Kid Buu, Nappa, Tien, SSB Goku, Goku Black, Android 21, Base Goku, Zamasu, Vegito, Cooler, Videl, GT Goku, Janemba, Gogeta, and DBS Broly. | |||
==Video Examples== | ==Video Examples== | ||
{{#ev:youtube|CBl0CaErLcg}} | |||
{{#ev:youtube| | {{#ev:youtube|b8uq1X4354w}} | ||
{{#ev:youtube|yz8Nb6jSxvI}} | |||
{{#ev:youtube|WUa-dNSFh_E}} | |||
{{#ev:youtube|bDg76x_TGcM}} | |||
{{#ev:youtube|NgLvOnJ1R1I}} | |||
{{#ev:youtube|c8kRyXaFTEk}} | |||
{{#ev:youtube|rRYl8kTwFxI}} | |||
{{#ev:youtube|Rxju0DtNDQc}} | |||
{{#ev:youtube|pgTYuqr7XG8}} | |||
{{#ev:youtube|z38NZINKOAU}} | |||
{{#ev:youtube|RfHYN5SD1Zw}} | |||
{{#ev:youtube|2tgJGFQftP8}} | |||
{{#ev:youtube|fbf5JkxAB2g}} | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|DBFZ|Piccolo|size=32px}}</center> | ||
{{ | {{DBFZ/CharacterLinks}} | ||
{{DBFZ/Navigation}} | |||
Latest revision as of 17:00, 21 January 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > sjc.M(2) > 5H > 2H > SD > j.M > j.H > jc.LL(1) > 5H > j.214H | 4282 | 1.85* | [2] Easy | 214H could be used to more easily follow up with assists, as well as give a sliding knockdown, but you can also use 214L to conserve meter. |
2M > 5M > 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(2)2H > delay jc.LL(2) > j.214L | 4065 | 1.08 | [3] Medium | Even more corner carry. The grounded dash before rejump has to be buffered, and delay the double jump for more consistent autocombo boost. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... j.LL(2) > j.214H | -0.5 | [1] Very Easy | Simply change the combo ender to j.214H for a sliding knockdown that can be extended with Hellzone Grenade regardless of height. | |
... j.LL(2)L > j.236M > Vanish > j.236M (whiff), j.[DR] | -1 | [2] Easy | More corner carry but no Hellzone extension. j.236M (whiff) is not required, but gives even more corner carry. | |
... j.214H ▷ 236H+S, SD > j.[DR] | -1.5 | [2] Easy | Once extended with Hellzone, Piccolo can still end the combo in SKD with j.DR. This also does more damage than just ending with Special Beam Cannon. | |
... > 5H > delay 236[H] > 5LLL > SD > j.LL2H > jc.LL > Ender | -0.5 | [2] Easy | New 5H link added in Season 4, needs optimization. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.M(2)H2H > SD > j.LL(2)L2H > jc.LL(2)L > j.214M | 4607 | 1.46 | [1] Very Easy | Basic aerial route. Can be extended with Hellzone Grenade. |
2M > 5M > 5H > delay 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ dash jump j.LL(1)L2H > jc.LL(2)L > j.214M | 5279 | 1.75 | [3] Medium | Grounded route. Does over 5k even without rejump but can't extend with Hellzone due to j.214M not hitting high enough off the ground. |
5LL > 2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.2H > jc.LL(1)L > j.214M | 3881 | 1.76 | [3] Medium | Back-to-corner example #1. |
5LL > 5M > 2M > 236M, dash 5M > 5H > 3S > 2S > 5H > 6S > SD > j.2H > jc.LL(2)L > j.214M | 4054 | 1.83 | [3] Medium | Back-to-corner #2. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... j.LL(2)L > j.236M > Vanish > delay j.214M | -1 | [1] Very Easy | Does less damage than j.DR ender but can be extended with Hellzone. | |
... 236H+S, 2S, [DR] | -1 | [2] Easy | Ground DR with Hellzone. Useful for snapback. | |
... 236H+S, jump j.H2H > jc.[DR] | -1 | [2] Easy | Max damage Hellzone extension into SKD. | |
2M > 5M > neutral sjc.M(2)H2H > delay SD > delay j.LL(2)2H > jc delay j.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 236L > Vanish ▷ [DR] | 5456 | 0.9 | [3] Medium | j.214M ▷ 5L link example into ground DR. Needs super jump and a few delays to get high enough, and can add at most 3 normals at the start (e.g. 2L > 5LL > 2M ...) before hitstun decay gets too high for the link to work. |
5LL > 2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ dash jump j.LL(1)L2H > jc.LL(1)L > j.214H | 4221 | 1.6 | [3] Medium | Back-to-corner #3. |
Assist Extensions
- ... j.214L + Assist ▷ 236H+S
Midscreen Hellzone without spending an extra bar on j.214H, works with any high hitstun assist like beams.
- ... j.214M + Assist ▷ 5H > 3S > 2S > 236L > Vanish ▷ DR
Corner grounded DR using beam assists. Useful for when you can't do j.214M ▷ 5L.
- Comboing into fully charged Special Beam Canon
Only a handful of characters can DHC into fully charged SBC, and only SS Goku and Base Vegeta can do it midscreen.
Here's a simple midscreen route with SS Goku:
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.L > delay j.LLS > j.214L > j.236L+M + UZC, [2X]~6~6~6~6
In this example, call Piccolo during the super flash, then hold 2 and any button for the Super Kame to shoot downward and Piccolo to hold his charge.
Then teleport forwards 4 times to keep Piccolo close to the opponent. Beware that Piccolo autocorrects every teleport so he can end up shooting in the wrong direction if you mess up the timing.
Sparking
- 2M > 5M > Spark, IAD j.H ▷ 5H > IAD j.H ▷ 5H > 3S > sjc.M(2)H2H > jc.LL(1)L > j.214M + A1 ▷ 2M > 6S > 5H > 3S > 2S + A2, [DR] > 236S > Super
Corner 0 bar TOD with DHC. You can only do IAD j.H ▷ 5H after Spark or a Smash 5H, so it can't be looped.
A1 should be a high hitstun assist that holds the opponent in place (beam assists...), A2 can be anything. If A2 is a pop-up assist, can do j.DR into Super instead, which does less damage and requires some minor changes to the route for it to kill.
- 5H > Spark (whiff), 2L > 5H ...
Corner link. Spark can't whiff on Broly, 2L won't connect on ???
Miscellaneous
- ... Vanish > j.236L (whiff), j.S > j.214H
Midscreen j.S link. Meme.
- 5H > delay SD > j.M(1) > delay j.H ▷ 2S > 5H ...
Corner 2S link. Does less damage than the normal BnB.
- 5H > 236S, 2M > 5H > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ jump j.L > delay j.LL(2)L2H > jc.LL(2)L > j.214H
Corner orb link. From 2M > 5M, builds exactly 2 bar before j.214H. Can use either 236S or 236[S].
Only works on SS Goku, Majin Buu, Nappa, Android 16, Yamcha, SSB Goku, Broly (uncharged 236S only), Cooler, Jiren, and Janemba.
- 2M > 5M > 5H, 2L > 5H > 2S ...
Sparkless corner 2L link. Not much more damage than the universal 5H route, has to be 2M > 5M instead of 5M > 2M for more frame adv.
Works on SS Goku, Teen Gohan, Frieza, Cell, Android 18, Gotenks, Kid Buu, Nappa, Tien, SSB Goku, Goku Black, Android 21, Base Goku, Zamasu, Vegito, Cooler, Videl, GT Goku, Janemba, Gogeta, and DBS Broly.