DBFZ/Piccolo/Combos

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Midscreen Combos

Meterless

  • 2M > 5M > jc.M(2)L2H > 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.

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

Does less damage than the above combos, but has better corner carry.

The grounded dash before rejump has to be buffered.

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 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

Bar dump example.

Corner Combos

Meterless

  • 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 > 3S > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ jump j.LL(1)L2H > jc.LL(1)L > j.214L
  • 2M > 236M, dash 2M > 5H ...

Back-to-corner examples. Second route does more damage but is harder to confirm into.

These combos are often too long to end with j.214M, so it's best going for the max meter route and ending with j.214L > Assist or j.214H. The first example builds over 2 bars before j.214L.

5H > 3S > 2S almost always does less damage than 5H > 2S, but when done late in the combo, the damage difference isn't that big while you gain a lot more meter in return.

Metered

  • ... 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 > 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 ...) before hitstun decay gets too high 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.

Assist Extensions

  • ... j.214L > Assist ▷ 236H+S

Midscreen Hellzone without spending an extra bar on j.214H, works with any high hitstun assist like SS Goku.

  • ... 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.LL2H > jc.LLS > j.214L > j.236L+M > UZC, [2X]~6~6~6~6

Simple SS Goku combo into fully charged Special Beam Canon from midscreen.

Only a handful of characters can UZC into fully charged SBC, and only SS Goku and Base Vegeta can do it midscreen.

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 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

  • 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

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