DBFZ/Piccolo/Combos: Difference between revisions

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*'''xx > j.LL(2)L > j.236M > vanish > j.DR
*'''xx > j.LL(2)L > j.236M > vanish > j.DR
Higher damage and more meter build than the previous ender. No Hellzone extension.
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. Requires strict positioning.
*'''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
*'''xx > j.LL(2)L > j.236M > vanish > j.214M
Only works near the corner. Does less than DR but can be extended with Hellzone.
Does less than DR ender but can be extended with Hellzone.


*'''xx > j.214H > land > 236H+S > SD > j.DR
*'''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
*'''xx > high j.214M > land > 236H+S > jump > j.H2H > jc > j.DR
Once extended with Hellzone, Piccolo can still end the combo in skd with air DR.
Max damage from corner Hellzone.
 
This also does more damage than just ending with Special Beam Cannon.


===Corner===
*'''5M > 2M > 236H > delay 2M > 5M > 5H > 2S > 5H > 6S > SD > j.LL(1)L2H > jc > j.LL(2)L > j.214H
*'''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.
2 bar combo that can also dump 4 more.

Revision as of 07:23, 20 August 2019

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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 > jc > 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. Requires strict positioning.

  • 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

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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