Difference between revisions of "DBFZ/Piccolo/Combos"

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(Midscreen)
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===Corner===
 
===Corner===
*'''2M > 5M > jc > j.M(2)H2H > SD > delay j.LL(1)H2H > jc > j.LL(2)L > j.214M
+
*'''2M > 5M > sjc > j.M(2)H2H > SD > delay j.LL(1)H2H > jc > j.LL(2)L > j.214M
 
*'''5M > 2M > SD > j.M(1) > delay j.H > land > jump > j.LL(2)L2H > SD > j.M(1)LH2H > jc > j.LL(2)L > j.214M
 
*'''5M > 2M > SD > j.M(1) > delay j.H > land > jump > j.LL(2)L2H > SD > j.M(1)LH2H > jc > j.LL(2)L > j.214M
 
Can be extended with Hellzone Grenade.
 
Can be extended with Hellzone Grenade.
Line 68: Line 68:
 
==Assist Specific==
 
==Assist Specific==
 
===Midscreen===
 
===Midscreen===
 +
*'''xx > j.214L > A > land > 236H+S
 +
Midscreen Hellzone without spending an extra bar on j.214H, using SSJ Goku assist as example.
  
 
===Corner===
 
===Corner===
 +
*'''xx > high j.214M > A > land > 5H > 3S > 2S > 236L > vanish > DR
 +
Grounded DR using SSJ Goku assist. Costs a bar but puts Piccolo at the perfect distance for snapback mixup.
  
 
==Combo Theory==
 
==Combo Theory==

Revision as of 05:16, 23 August 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


Combo List

No meter combos

Midscreen

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

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

Corner

  • 2M > 5M > sjc > j.M(2)H2H > SD > delay j.LL(1)H2H > jc > j.LL(2)L > j.214M
  • 5M > 2M > SD > j.M(1) > delay j.H > land > jump > j.LL(2)L2H > SD > j.M(1)LH2H > jc > j.LL(2)L > j.214M

Can be extended with Hellzone Grenade.

Second one does roughly the same damage while wasting more combo time.

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

Max damage that ends in skd. No Hellzone extension due to j.214M hitting too close to the ground.

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

Back-to-corner combos that end in skd. No Hellzone extension.

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

Meter combos

Midscreen

  • xx > j.LL(2) > j.214H

Simply change the combo ender to j.214H for a sliding knockdown that can be extended with Hellzone regardless of height.

  • xx > j.LL(2)L > j.236M > vanish > j.DR

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

  • xx > j.214H > land > 236H+S > SD > j.DR
  • xx > high j.214M > land > 236H+S > jump > j.2H > jc > j.DR
  • xx > high j.214M > land > 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.

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

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

3 bar combo that can also dump 4 more.

Corner

  • xx > j.LL(2)L > j.214H
  • xx > j.LL(2)L > j.236M > vanish > j.214M

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

  • xx > j.214H > land > 236H+S > jump > j.H2H > jc > j.DR
  • xx > high j.214M > land > 236H+S > jump > j.H2H > jc > j.DR

Max damage from corner Hellzone.

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

2 bar combo that can also dump 4 more.

Assist Specific

Midscreen

  • xx > j.214L > A > land > 236H+S

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

Corner

  • xx > high j.214M > A > land > 5H > 3S > 2S > 236L > vanish > DR

Grounded DR using SSJ Goku assist. Costs a bar but puts Piccolo at the perfect distance for snapback mixup.

Combo Theory

Piccolo is in the category of characters whose j.H does not knock down. So, in order to end a combo mid-screen, he must use a special move, or switch characters after a j.2H, and end the combo with the switched-in character. For certain combos, you can end in a hard knockdown with M Demon Slicer (214M), but most of the time, you must end the combo by doing a j.M and then H Demon Slicer (214H). You can then follow up with a special beam cannon or other super.

Piccolo has a double-hitting M attack that works very well for comboing in the air. For example, after super dash, you can do j.L, j.M (let both hits connect), 9, j.M (let both hits connect), 214H to bring the opponent to the ground.

Video Examples

Piccolo combos by Clayton Chapman


Universal Fuzzy setup:
https://twitter.com/DMG5596/status/1123380545482895360

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