DBFZ/Piccolo/Frame Data

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System Data[edit]

Health: 10,000

Jump Startup: 4F

Assist Cooldown:


Normal Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
5L 400 - - Strike All - 6 3 12 -3 - - - - -
5LL 700 - - Strike All - 9 3 15 -2 - - - - -
5LLL 1000 - - Strike All - 15 3 18 -5 - - - - -
2L 400 - - Strike Low - 7 4 12 -4 - - - - -
5M 700 - - Strike All - 10 3 18 -5 - - - - -
2M 700 - - Strike Low - 10 4 18 -6 - - - - -
6M 850 - - Strike High - 24 6 10 0 - - - - -
5H 850 - - Strike All - 15 4 21 -9 - - - - -
2H 850 - - Strike All - 13 3 31 -18 - - - - -
5S 500 - - Throw Throw - 28 7 19 - - - 18 - -
2S 500, 800 - - Throw Throw - 19 7 17 - - - 18 - -
6S 350*3 - - Strike All - 16 10 24 -5 - - - - -
3S 350*3 - - Strike All - 16 10 24 -5 - - - - -
j.L 400 - - Strike High - 6 3 14 -3 - - - - -
j.M 500*2 - - Strike High - 10 2(5)4 10 - - - - - -

Leaves Piccolo at +15 if canceled

j.H 850 [1000] - - Strike High - 13 6 20 -6 - - - - -
j.2H 850 - - Strike All - 11 4 30 -15 - - - - -
j.S 500 - - Throw Throw - 24 7 21 - - - 18 - -

Whiffs on crouched opponents

Special Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Demon Elbow
236L 900 - - Strike All - 30 4 17 -2 - - - - -

Untriggered move is 33 frames, all in counterhit state

236M 1000 - - Strike All - 31 6 17 -2 - - - - -

Untriggered move is 42 frames, all in counterhit state

236H 1100 - - Strike All - 29 4 17 -2 - - - - -

Untriggered move is 40 frames, all in counterhit state

j.236L 900 - - Strike All - 30 4 18 -3 - - - - -

Untriggered move is 31 frames, all in counterhit state

j.236M 1000 - - Strike All - 31 6 17 -2 - - - - -

Untriggered move is 42 frames, all in counterhit state

j.236H 1100 - - Strike All - 29 4 19 -4 - - - - -

Untriggered move is 40 frames, all in counterhit state

Demon Slicer
214L 900 - - Strike All - 5,10 7 16 -4 - - - - -

Block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-36, active on frame 37

214M 1000 - - Strike High - 5,14 6 15 -3 - - - - -

Block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-40, active on frame 41

214H 1100 - - Strike All - 0,11 7 22 -10 - - - - -

Block state from frames 1-15, teleporting frames 16-26, counterhit frames 27-36, active on frame 37; teleport seeks opponent's position

j.214L 900 - - Strike All - 16 8+ 16 -4 - - - - -

Can be made more safe on block depending on engagement range

j.214M 1000 - - Strike High - 19 8+ 16 -4 - - - - -
j.214H 1100 - - Strike All - 16 8+ 16 -4 - - - - -
Homing Energy Blast
236S 700 - - Projectile Lvl 1 All - 19 1 22 -2 - - - - -
236[S] 700 - - Projectile Lvl 1 All - 19 1 22 -2 - - - - -

Assist[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Homing Energy Blast
A1/A2 700 - - Projectile Lvl 1 All - 35 1 46 - - - - - -

236S version (smaller hitbox, faster speed)

Super Moves[edit]

Version Damage Ki Prorate Attribute Guard Smash Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul
Special Beam Cannon
236LM 250*10
[380*10]
- - Projectile Lvl 3 All - 11+4
[122+4]
34 [37] 33 -17 - - - - 11-23 All
  • Hold buttons to charge attack and allow teleports
  • Teleport invul = 9(13)9(13)9(13)
Hellzone Grenade
236HS 260*12 - - Projectile Lvl 3 All - 9+17 - 16 +73 - - - - 9-10 All
  • Projectile hitboxes spawn 1 at a time
Light Grenade
214LM
or 214HS
450*10 - - Projectile Lvl 3 All - 9+3 - 89 -35 - - - - 1-23 All
  • Projectile active until it leaves the screen (up to 19+ frames)

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 4LL, 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
4LL[2L] 5LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
5LLL - - - - Sp
2L 5L, 2LL[+] 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Sp
2LL[5L] - 5M, 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Sp
5M - 2M, 6M 5H, 2H 5S, 2S, 6S, 3S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S, 6S, 3S Sp
6M - - - - -
5H - - 2H 5S, 2S, 6S, 3S Sp
2H - - - - Sp
5S - - 5H, 2H 6S, 3S Sp
2S - - 5H, 2H 6S, 3S Sp
6S - - 5H, 2H 5S Sp
3S - - 5H, 2H 2S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.4LL - j.M j.H, j.2H j.S Jump, Sp
j.LL(1-2) [j.4LL, j.M] - - j.H, j.2H j.S Jump, Sp
j.M(1-2) [j.LL] j.L, j.4LL - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - j.H, j.2H - Sp
  • j.LL acts like j.M with better reach and only comes out on air-to-air hit on the point character.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources[edit]

http://www.mediafire.com/file/3uazwoyz1m96rm1/piccolo%20special%20beam%20cannon.mkv (rec. April 28, 2018)

Navigation[edit]


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