System Data
Normal Moves
Special Moves
Damage | GuardHow this attack can be guarded. | SmashWhich type of cinematic this attack can trigger. | StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. | ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Invul. | |||||||||
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Demon Elbow | ||||||||||||||||
236L | ||||||||||||||||
Untriggered move is 33 frames, all in counterhit state | ||||||||||||||||
236M | ||||||||||||||||
Untriggered move is 42 frames, all in counterhit state | ||||||||||||||||
236H | ||||||||||||||||
Untriggered move is 40 frames, all in counterhit state | ||||||||||||||||
j.236L | ||||||||||||||||
Untriggered move is 31 frames, all in counterhit state | ||||||||||||||||
j.236M | ||||||||||||||||
Untriggered move is 42 frames, all in counterhit state | ||||||||||||||||
j.236H | ||||||||||||||||
Untriggered move is 40 frames, all in counterhit state | ||||||||||||||||
Demon Slicer | ||||||||||||||||
214L | ||||||||||||||||
Block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-36, active on frame 37 | ||||||||||||||||
214M | ||||||||||||||||
Block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-40, active on frame 41 | ||||||||||||||||
214H | ||||||||||||||||
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 | ||||||||||||||||
Can be made more safe on block depending on engagement range | ||||||||||||||||
j.214M | ||||||||||||||||
j.214H | Homing Energy Blast | |||||||||||||||
236S | ||||||||||||||||
236[S] |
Assist
Super Moves
Z Combo Table
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- 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
http://www.mediafire.com/file/3uazwoyz1m96rm1/piccolo%20special%20beam%20cannon.mkv (rec. April 28, 2018)
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.