DBFZ/Piccolo/Combos: Difference between revisions

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*'''2M > 236H, dash 2M > 5M > sjc.LM(2)L2H > jc.LL(2)L > j.236M > Vanish, j.S > j.214H
*'''2M > 236H, dash 2M > 5M > sjc.LM(2)L2H > jc.LL(2)L > j.236M > Vanish, j.S > j.214H
Proof of concept 3-bar combo that can also dump 4 more.
3-bar combo that can also dump 4 more.


==Corner Combos==
==Corner Combos==
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*'''5H > delay 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LL(2)L > j.214M
*'''5H > delay 2S > 5H > 6S > SD > j.LL(1)L2H > jc.LL(2)L > j.214M
Max damage that ends in skd. No Hellzone extension due to j.214M hitting not high enough off the ground.
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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*'''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
PoC 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[2] ▷ 5LL > 3S > 2S > 6S > 5H > 236L > delay Vanish ▷ DR
Max damage that ends with DR. Can add in 236S > Supers at the end or go for snapback.
 
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.
 
Needs super jump and a few delays to get high enough, then hold down when using j.214M to fall faster (thanks to super jump momentum control).


==Assist Extensions==
==Assist Extensions==
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==Video Examples==
==Video Examples==
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{{#ev:youtube|CZoX0BCOdio}}



Revision as of 18:41, 21 October 2019

Template:Notation-DBFZ

Midscreen Combos

Meterless

  • 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

  • ... 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 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.

  • 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

Meterless

  • 2M > 5M > sjc.M(2)H2H > SD > delay j.LL(1)L2H > 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

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.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 > 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

  • ... 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.

  • ... j.214H ▷ 236H+S, jump j.H2H > jc.DR
  • ... high j.214M ▷ 236H+S, jump j.H2H > jc.DR

Max damage from corner Hellzone.

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

Max damage that ends with DR. Can add in 236S > Supers at the end or go for snapback.

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.

Needs super jump and a few delays to get high enough, then hold down when using j.214M to fall faster (thanks to super jump momentum control).

Assist Extensions

  • ... j.214L > Assist ▷ 236H+S

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

  • 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.

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

Corner grounded DR using SS Goku assist. Costs a bar but puts Piccolo at the perfect distance for all kind of snapback mixups.

Sparking

Miscellaneous

Video Examples

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