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.LL(2)L > j.236M > vanish > j.214M
Only works near the corner. Does less than DR but can be extended with Hellzone.
- xx > j.214H > land > 236H+S > SD > j.DR
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.
- xx > high j.214M > land > 236H+S > jump > j.2H > jc > j.DR
- xx > high j.214M > land > 236H+S > jump > j.H2H > jc > j.DR
- xx > high j.214M > land > 236H+S > super jump > j.M(2)2H > jc > j.DR
Each does more damage while having stricter timing than the previous one.
Corner
- 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