DBFZ/Piccolo/Frame Data

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System Data[edit]

Health: 10,000

Prejump: 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 5 - B All - 6 3 12 -3 - 11 16 16 -
5LL 700 7 - B All - 9 3 15 -2 - 15 18 18 -
5LLL 1000 5 - B All U3+ 15 3 18 -5 - 15 Launch 34 -
2L 400 5 - F All - 7 4 12 -4 - 11 16 16 -
5M 700 7 - B All - 10 3 18 -5 - 15 18 18 -
2M 700 7 - F Low - 10 4 18 -6 - 15 Launch 22 -
6M 850 12 - B High - 24 6 4+6L 0 - 15 18 23 -
5H 850 12 - B All U1 15 4 21 -9 - 15 Launch 22 / -
2H 850 12 - B All U1+ 13 3 31 -18 - 15 Launch 22 / 39 4-15 Head
5S 800 - - T Throw U2 28 7 19 - - - 17 - -
2S 500, 800 - - T Airthrow U2 16 7 17 - - - - - -
6S 350*3 - - P2 All - 16 11 23 -5 (-3 at max range) - - - - -
3S 350*3 - - P2 All - 12 11 23 -5 - - - - -
j.L 400 5 - H High - 6 3 14 - - 11 16 16 -
j.M 500*2 - - H High - 10 2 (5) 4 10 - - 15 18 18 -

Leaves Piccolo at +15 if canceled

j.H 750 [1000] 12 - H High - 13 6 20 - - 19 - - -
j.2H 850 12 - H All U1+ 11 4 30 - - - - - -
j.S 800 - - H Throw U1 24 7 21 - - - 17 - -

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 - - B All - 30 4 17 [33 no proximity] -2 - - - - -

Untriggered move is 33 frames, all in counterhit state

236M 1000 - - B All U1 31-42 (34 min midscreen) 6 17 [42 no proximity] -2 - - Launch - -

Untriggered move is 42 frames, all in counterhit state

236H 1100 -100 - B All U1 29-40 4 17 [40 no proximity] -2 - - Launch - 4-24~36 Full

Untriggered move is 40 frames, all in counterhit state

j.236L 900 - - B All - 30 4 17 [33 no proximity] -2 - - Launch - -

Untriggered move is 31 frames, all in counterhit state

j.236M 1000 - - B All U1 31-42 (34 min midscreen) 6 17 [42 no proximity] -2 - - Launch - -

Untriggered move is 42 frames, all in counterhit state

j.236H 1100 -100 - B All U1 29-40 4 17 [40 no proximity] -2 - - Launch - 4-24~36 Full

Untriggered move is 40 frames, all in counterhit state

Demon Slicer
214L 900 - - B All - 37 7 16 -1~-4 - - Launch - 5-21 Guard Point, 22-27 Full OR until recovery on Guard Point Activation

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

214M 1000 - - B High D1 41 6 15 -2~-4 - - Launch - 5-21 Guard Point, 22-27 Full OR until recovery on Guard Point Activation

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

214H 1100 -100 - B High D1 31-36 7 22 -10 - - Launch - 1-15 Guard Point, 16-21~26 Full OR until recovery on Guard Point Activation

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 - - H All - 15 Until Landing 16 - - - Launch - -

Can be made more safe on block depending on engagement range

j.214M 1000 - - H High D1 19 Until Landing 16 - - - Launch - -
j.214H 1500 -100 - H All D1 15 Until Landing 16 - - - Launch - -
Homing Energy Blast
236S 700 - - P1 All - 19 Projectile: 299 27 -6 (point blank) - 24 Launch - -
236[S] 700 - - P1 All - 19 Projectile: 299 27 -6 (point blank) - 24 Launch - -

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 - - P1 All - 28 Projectile: 179 79 total 25 - 24 Launch 36 -

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] -100 - P3 All UDV 11+4 [122+4] 34 [37] 33 -17 - - Launch - 11-23 Full
  • Hold buttons to charge attack and allow teleports
  • Teleport invul = 9(13)9(13)9(13)
Hellzone Grenade
236HS 260*12 -100 - P1 All UDV 9+17 - 19 +65 - - Launch - 9-10 Full
  • Projectile hitboxes spawn 1 at a time
Light Grenade
214LM
or 214HS
450*10 -300 - P3 All UDV 9+3 - 89 -35 - - Launch - 1-23 Full
  • 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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