DBFZ/Piccolo/Combos: Difference between revisions

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===Corner===
===Corner===
*'''2M > 5M > jc > j.M(2)H2H > SD > j.M(1)LH2H > jc > j.LL(2)L > j.214M
*'''2M > 5M > jc > j.M(2)H2H > SD > j.M(1)LH2H > jc > j.LL(2)L > j.214M
*'''5M > 2M > 5H > delay 2S > 5H > 6S > SD > j.LL(1)L2H > jc > j.LL(2)L > j.214M
*'''2M > 5M > 5H > delay 2S > 5H > 6S > SD > j.LL(1)L2H > jc > j.LL(2)L > j.214M
Universal solo corner combo. Can extend with a beam assist into a DR for snap mix.
Universal solo corner combo. Can extend with a beam assist into a DR for snap mix.



Revision as of 05:47, 19 August 2019

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Combo List

No meter combos

Midscreen

  • 2M > 5M > jc > j.M(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.

Corner

  • 2M > 5M > jc > j.M(2)H2H > SD > j.M(1)LH2H > jc > j.LL(2)L > j.214M
  • 2M > 5M > 5H > delay 2S > 5H > 6S > SD > j.LL(1)L2H > jc > j.LL(2)L > j.214M

Universal solo corner combo. Can extend with a beam assist into a DR for snap mix.

Second combo does more damage but can't be extended with Hellzone Grenade.

  • 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 combo that ends in skd. Second combo does more damage.

Meter combos

Midscreen

  • 2M > 5M > jc > j.M(2)L2H > SD > delay j.LL(2)2H > jc > j.LL(2) > j.214H
  • 2M > 5M > jc > j.M(2)L2H > SD > delay j.LL(2)2H > jc > j.LL(2) > j.214H > land > 236H+S > SD > DR

Basic midscreen sliding knockdown combo. Can be extended with Hellzone Grenade and still ends in skd.

  • 2M > 5M > jc > j.M(2)L2H > SD > delay j.LL(2)2H > jc > j.LL(2)L > j.236M > vanish > DR

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

  • 2M > 5M > jc > j.LL(2)2H > SD > delay j.LL(2)2H > jc > j.LL(2)L > j.236M > vanish > j.214M
  • 2M > 5M > jc > j.LL(2)2H > SD > delay j.LL(2)2H > jc > j.LL(2)L > j.236M > vanish > j.214M > land > 236H+S > 3S > 2S > 5H

The ender only works near the corner.

Corner

  • 2M > 5M > jc > j.M(2)H2H > SD > j.M(1)LH2H > jc > j.LL(2)L > j.214M > land > 236H+S > jump > j.H2H > jc > DR

Does more damage than just ending with Special Beam Canon.

  • 5M > 2M > 236H > delay 2M > 5M > 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc > j.LL(2)L > j.214H > land > 236H+S > jump > j.H2H > jc > DR

3 bars combo.

Assist Specific

Midscreen

Corner

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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