Difference between revisions of "DBFZ/Piccolo/Combos"

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Higher damage and more meter build than the previous ender. No Hellzone extension.
 
Higher damage and more meter build than the previous ender. No Hellzone extension.
  
*'''... j.214H ▷ 236H+S, SD > j.DR
+
*'''... j.214H ▷ 236H+S, SD, j.DR
 
*'''... high j.214M ▷ 236H+S, jump j.2H > jc.DR
 
*'''... high j.214M ▷ 236H+S, jump j.2H > jc.DR
 
*'''... high j.214M ▷ 236H+S, delay 3S > 2S > 6S > 5H
 
*'''... high j.214M ▷ 236H+S, delay 3S > 2S > 6S > 5H
Once extended with Hellzone, Piccolo can still end the combo in skd with air DR. This also does more damage than just ending with Special Beam Cannon.
+
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.
  
 
The third one doesn't end in skd but is the most damage you can get out of Hellzone.
 
The third one doesn't end in skd but is the most damage you can get out of Hellzone.
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==Corner Combos==
 
==Corner Combos==
 
===Meterless===
 
===Meterless===
*'''2M > 5M > sjc.M(2)H2H > SD > delay j.LL(1)L2H > jc.LL(2)L > j.214M
+
*'''2M > 5M > jc.M(2)H2H > SD > j.M(1)LH2H > jc.LL(2)L > j.214M
*'''2M > SD > j.M(1) > delay j.H ▷ jump j.LL(2)L2H > SD > j.M(1)LH2H > jc.LL(2)L > j.214M
+
Basic aerial route. Can be extended with Hellzone Grenade.
Can be extended with Hellzone Grenade.
 
  
Second one does roughly the same damage while wasting more combo time.
+
*'''5H > delay 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ jump j.LL(1)L2H > jc.LL(2)L > j.214M
 
+
Grounded route. Does a lot more damage even without rejump but can't extend with Hellzone due to j.214M hitting not high enough off the ground.
*'''5H > delay 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LL(2)L > j.214M
 
Grounded route. Does a lot more damage but can't extend with Hellzone due to j.214M hitting not high enough off the ground.
 
  
 
*'''2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LH > j.214M
 
*'''2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LH > j.214M
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Does less than j.DR ender but can be extended with Hellzone.
 
Does less than j.DR ender but can be extended with Hellzone.
  
*'''... j.214H ▷ 236H+S, jump j.H2H > jc.DR
+
*'''... 236H+S, 2S, DR
*'''... high j.214M ▷ 236H+S, jump j.H2H > jc.DR
+
*'''... 236H+S, jump j.H2H > jc.DR
Max damage from corner Hellzone.
+
One for ground snapback and one for max damage into SKD.
  
 
*'''2M > 236H, delay 2M > 5M > 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LL(2)L > j.214H
 
*'''2M > 236H, delay 2M > 5M > 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LL(2)L > j.214H
 
2-bar combo that can also dump 4 more.
 
2-bar combo that can also dump 4 more.
  
*'''2M > 5M > sjc.M(2)H2H > delay SD > delay j.LL(1)L2H > delay jc.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 6S > 5H > 236L > delay Vanish ▷ DR
+
*'''2M > 5M > sjc.M(2)H2H > delay SD > delay j.LL(2)2H > delay jc.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 236L > Vanish ▷ DR
Max damage that ends with DR. Can add in 236S > Supers at the end or go for snapback.
+
j.214M ▷ 5L link that sets up grounded DR at the perfect distance for all kind of snapback mixups.
 +
 
 +
Needs super jump and a few delays to get high enough. Can add at most 3 normals at the start (e.g. 2L > 5LL > 2M ...) for the link to work.
  
Needs super jump and a few delays to get high enough. Can add at most 3 normals at the start (e.g. 2L > 5LL > 2M ...) for the j.214M ▷ 5L link to work. After 5L, just do 5LL > 3S > 2S > 236L for better snapback spacing.
+
*'''2M > 5M > sjc.M(2)H2H > delay SD > delay j.LL(1)L2H > delay jc.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 6S > 5H > 236L > delay Vanish ▷ DR > 236S > Supers
 +
Max damage from raw 2M. While the idea is the same as the above combo, the few differences do make this one a lot harder.
  
This combo is also so long that even with Hellzone meter gain penalty, it still builds almost 1 bar, either to spend on Vanish ▷ DR or Assist > DR into another Hellzone.
+
This combo is also so long that even with Hellzone meter gain penalty, it still builds almost 1 bar, either to spend on Vanish ▷ DR or Assist, DR into another Hellzone.
  
 
==Assist Extensions==
 
==Assist Extensions==
 
*'''... j.214L > Assist ▷ 236H+S
 
*'''... j.214L > Assist ▷ 236H+S
 
Midscreen Hellzone without spending an extra bar on j.214H, using SS Goku Assist as example.
 
Midscreen Hellzone without spending an extra bar on j.214H, using SS Goku Assist as example.
 +
 +
*'''... j.214M > Assist ▷ 5H > 3S > 2S > 236L > Vanish ▷ DR
 +
Corner grounded DR using SS Goku assist. Useful for when you can't do j.214M ▷ 5L.
  
 
*'''2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L > j.236L+M > UZC, [2X]~6~6~6~6
 
*'''2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L > j.236L+M > UZC, [2X]~6~6~6~6
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Then teleport forwards 4 times midscreen to keep Piccolo close to the opponent. Beware that Piccolo autocorrects every teleport so he could end up shooting in the wrong direction if you messed up the timing.
 
Then teleport forwards 4 times midscreen to keep Piccolo close to the opponent. Beware that Piccolo autocorrects every teleport so he could end up shooting in the wrong direction if you messed up the timing.
 +
==Sparking==
 +
 +
==Miscellaneous==
 +
*'''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].
  
*'''... j.214M > Assist ▷ 5H > 3S > 2S > 236L > Vanish, DR
+
Only works on SS Goku, Majin Buu, Nappa, Android 16, Yamcha, SSB Goku, Broly (236S only), Cooler, Jiren, and Janemba.
Corner grounded DR using SS Goku assist. Costs a bar but puts Piccolo at the perfect distance for all kind of snapback mixups.
 
  
==Sparking==
+
*'''2M > 5M > 5H, 2L > 5H > 2S ...
 +
2L link. Not much more damage than the universal 5H route, has to be 2M > 5M instead of 5M > 2M for more frame adv.
  
==Miscellaneous==
+
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, and Gogeta.
  
 
==Video Examples==
 
==Video Examples==

Latest revision as of 18:07, 29 October 2019

Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Midscreen Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.LL(2)2H > SD > delay j.LL(2)2H > jc.LL(2) > j.214L
  • 2M > 5M > sjc.LM(2)L2H > SD > delay j.LL(2)2H > jc.LL(2) > j.214L

A slight delay after SD is needed to gain enough height. Doesn't end in sliding knockdown.

Second one does more damage, but first one is more consistent at further confirm range.

  • 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(2)2H > jc.L > delay j.LL(2) > j.214L

The grounded dash before rejump has to be buffered.

Does less damage than the above aerial combos, but is the most you can get out of Piccolo's 5H route.

Metered[edit]

  • ... j.LL(2) > j.214H

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.DR

Higher damage and more meter build than the previous ender. No Hellzone extension.

  • ... j.214H ▷ 236H+S, SD, j.DR
  • ... high j.214M ▷ 236H+S, jump j.2H > jc.DR
  • ... high j.214M ▷ 236H+S, delay 3S > 2S > 6S > 5H

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.

The third one doesn't end in skd but is the most damage you can get out of Hellzone.

  • 2M > 236H, dash 2M > 5M > sjc.LM(2)L2H > jc.LL(2)L > j.236M > Vanish, j.S > j.214H

3-bar combo that can also dump 4 more.

Corner Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.M(2)H2H > SD > j.M(1)LH2H > jc.LL(2)L > j.214M

Basic aerial route. Can be extended with Hellzone Grenade.

  • 5H > delay 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ jump j.LL(1)L2H > jc.LL(2)L > j.214M

Grounded route. Does a lot more damage even without rejump but can't extend with Hellzone due to j.214M hitting not high enough off the ground.

  • 2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LH > j.214M
  • 2M > 236M, dash 2M > 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LL(2)L > j.214M

Back-to-corner combos that end in skd. No Hellzone extension. Second one does more damage.

Metered[edit]

  • ... j.LL(2)L > j.214H
  • ... j.LL(2)L > j.236M > Vanish, j.214M

Does less than j.DR ender but can be extended with Hellzone.

  • ... 236H+S, 2S, DR
  • ... 236H+S, jump j.H2H > jc.DR

One for ground snapback and one for max damage into SKD.

  • 2M > 236H, delay 2M > 5M > 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LL(2)L > j.214H

2-bar combo that can also dump 4 more.

  • 2M > 5M > sjc.M(2)H2H > delay SD > delay j.LL(2)2H > delay jc.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 236L > Vanish ▷ DR

j.214M ▷ 5L link that sets up grounded DR at the perfect distance for all kind of snapback mixups.

Needs super jump and a few delays to get high enough. Can add at most 3 normals at the start (e.g. 2L > 5LL > 2M ...) for the link to work.

  • 2M > 5M > sjc.M(2)H2H > delay SD > delay j.LL(1)L2H > delay jc.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 6S > 5H > 236L > delay Vanish ▷ DR > 236S > Supers

Max damage from raw 2M. While the idea is the same as the above combo, the few differences do make this one a lot harder.

This combo is also so long that even with Hellzone meter gain penalty, it still builds almost 1 bar, either to spend on Vanish ▷ DR or Assist, DR into another Hellzone.

Assist Extensions[edit]

  • ... j.214L > Assist ▷ 236H+S

Midscreen Hellzone without spending an extra bar on j.214H, using SS Goku Assist as example.

  • ... j.214M > Assist ▷ 5H > 3S > 2S > 236L > Vanish ▷ DR

Corner grounded DR using SS Goku assist. Useful for when you can't do j.214M ▷ 5L.

  • 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214L > j.236L+M > UZC, [2X]~6~6~6~6

SS Goku combo into fully charged Special Beam Canon.

Only a handful of characters can UZC into fully charged SBC, and only SS Goku and Base Vegeta have an easy time doing it.

In the above 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 midscreen to keep Piccolo close to the opponent. Beware that Piccolo autocorrects every teleport so he could end up shooting in the wrong direction if you messed up the timing.

Sparking[edit]

Miscellaneous[edit]

  • 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 (236S only), Cooler, Jiren, and Janemba.

  • 2M > 5M > 5H, 2L > 5H > 2S ...

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, and Gogeta.

Video Examples[edit]

Navigation[edit]


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