DBFZ/Piccolo/Combos: Difference between revisions

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Revision as of 00:58, 24 February 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
SD = Super Dash
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No meter combos

Midscreen

  • (5L/2L>)2M > 5M > jc > j.L > j.M(2) > j.2H > SD > j.l > j.M(2) > jc > j.L > j.M > 214L
  • 2M > 5M > (JC) > j.M(2) > j.L > j.2H > SD > (delay to gain enough height) j.LL(2) > j.2H > (JC) > j.LL(2) > 214L

Damage: 4070 (15 Hits) Meter Gain: ~113% (It's a little over one bar. Dunno what the exact value is though) Works on: Everyone

Corner

  • (5L/2L>)2M > 5M > jc > j.L > j.M(2) > j.2H > SD > j.l > j.M(2) > jc > j.L > j.M > j.H > 214M (Hard Knockdown)

Meter combos

Midscreen

  • (5L/2L>)2M > 5M > jc > j.L > j.M(2) > j.2H > SD > j.l > j.M(2) > jc > j.L > j.M > 214H > 236LM (Or 236HS for Hellzone Grenade Mixups)
  • (5L/2L>)2M > 5M > jc > j.L > j.M(2) > j.2H > SD > j.l > j.M > j.H > M+H (Vanish) > L+M (Dragon Rush) > 236M (Crosses the opponent up)

Corner

  • (5L/2L>)2M > 5M > jc > j.L > j.M(2) > j.2H > SD> j.l > j.M(2) > jc > j.L > j.M > j.H > 214M > 236LM (Or 236HS for Hellzone Grenade Mixups)

Combo Theory

Video Examples

Piccolo combos by Clayton Chapman


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