DBFZ/Piccolo

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Overview[edit]
Overview

Piccolo is a mix-up monster with terrifying tricks. The amount of options that Piccolo has on offense makes him one of the most difficult characters to defend against: high/low, left/right, command grabs, you name it he has. His normals are great, especially j.L, and his stagger pressure is solid. Hellzone Grenade is where his mix-up game shines. On wakeup it covers most of the opponents tech options, forcing them to either take a tricky mixup or reflect. Even if the opponent reflects, Piccolo himself is plus and can go for mindgames. Homing Energy Blast, both the special move and assist, is excellent for slowing down neutral and forces his opponent to deal with it somehow. Characters who have strong neutral are especially strong with Reality Stone as an assist. Piccolo's main weakness is his overall neutral. While his special moves are strong on offense, most of them provide little to no utility in neutral. Reality Stone, while undeniably strong, is a huge commitment to throw out, loses to other ki-blasts, and can be superdashed through. Piccolo also is extremely needy, needing meter and assists for his strongest options. If you want your opponent to suffocate with relentless mix-ups, put Piccolo up in your alley.


"I'm neither Kami nor Piccolo. I'm simply a Namekian who has forgotten his own name."
Lore:The spawn of the notorious Demon King from whom he takes his name, Piccolo Jr. (also taking the name Majunior on some occasions) was once one of Goku's most vicious rivals. After defeating Raditz, the Namekian warrior would go on to become Gohan's mentor and martial arts instructor, in time also becoming a surrogate father for Goku's son. Thanks to Gohan's influence, Piccolo would renounce his evil ways and become a firm ally of Goku and protector of the planet Earth.
Voice:Japanese: Toshio Furukawa English: Christopher Sabat
Playstyle
DBFZ Piccolo Icon.png Piccolo is a mix-up monster who suffocates his opponents with every mix-up option imaginable.
Pros Cons
  • Air-to-Air: Disjointed air buttons allow him to challenge aerial opponents very well.
  • Amazing Mix-up: Strong high/low and additional moves such as Demon Elbow, 5S, and j.S, alongside universal options make him difficult to defend against.
  • Frame-data: Great stagger pressure, with most of his normals being safe on block.
  • Homing Energy Blast: Powerful special move/assist that slows down neutral and forces the opponent to deal with it somehow.
  • Supers: Hellzone Grenade enables extremely strong mix-ups mid-blockstring and is great for combo extensions. Light Grenade provides a good okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. in the corner.
  • Resource Eater: Needs to spend meter to get a sliding knockdown midscreen, and can also be too reliant with resources for damage and neutral.
  • Neutral: Has difficulty dealing with strong zoning, particularly against characters who can easily deal with Homing Energy Blast.

Normal Moves[edit]

5L[edit]
5L
DBFZ Piccolo 5L.png
DBFZ Piccolo 5LL.png
DBFZ Piccolo 5LLL.png
Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -

A typical jab. Good for pressure due to quick startup and recovery.

5LL 700 All - 9 3 15 -2 -

Combo and blockstring filler. Also good for stagger pressure due to being -2.

5LLL 1000 All U3+ 15 3 18 -5 -

Ends your blockstring early and very niche combo filler.

5M[edit]
5M
DBFZ Piccolo 5M.png
Note: can't reflect drill cannons like a badass
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 10 3 18 -5 -

Good poke in neutral and is safe on block.

5H[edit]
5H
DBFZ Piccolo 5H.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 / 1000 All U1 15 4 21 -9 -
  • Smash hit wall splats, combos into SD.

Good reach and big hitbox, can hit from roundstart position.

5S[edit]
5S
DBFZ Piccolo 5S.png
"Gotcha, bitch!"
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 Throw U2 28 [40] 7 19 +5 [+17] -
  • Whiffs on airborne opponent when used in neutral. Mid-combo, grabbing airborne opponent will keep them airborne.
  • On hit, can continue down gatling table or cancel into Special, Supers.
  • Holding S will delay the grab but has much higher frame adv, able to combo into 5L.
  • Values in [ ] are for 5[S].

Rather slow and low reward on hit. Hold version's reward is slightly better but it's laughably slow.

With that said, it has quite a reach and only serves to add to Piccolo's plethora of mixup tools.

2L[edit]
2L
DBFZ Piccolo 2L.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 7 4 12 -4 -

Piccolo's standard high/low mixup tool. There are times where you'll be using 2M instead for it's speed (or lack thereof), but this is what you want midscreen.

Due to the long reach of his 2L, it's possible to setup a Super Dash high/low mixup in the corner.

2M[edit]
2M
DBFZ Piccolo 2M.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 10 4 18 -6 -
  • Launches on hit.

This along with 5M give Piccolo great pokes on the ground.

2H[edit]
2H
DBFZ Piccolo 2H.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 / 1000 All U1+ 13 3 31 -18 4-15 Head
  • Smash hit has higher hitstun, combos into SD.
  • Puts Piccolo airborne.

Piccolo's 2H works just fine as an anti-air, you just really don't want it blocked. All of the cancel options have a gap, and most can be counter 2H'd.

2S[edit]
2S
DBFZ Piccolo 2S.png
C’MERE, BOY!
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800, 500 Throw U2 16 [35] 7 17 +5 [+17] -
  • Air throw with similar traits to 5S. Always whiffs on grounded opponent.
  • Values in [ ] are for 2[S].

Instead of going along the ground, Piccolo's arm goes upward at a 45 degree angle, making it great to snatch people out of the air. It has slow startup though so using it on reaction to an air approach probably won't work. It also leaves you open to ground approaches so be careful.

Very good corner combo filler as it is high damaging and resets the opponent's position.

6M[edit]
6M
DBFZ Piccolo 6M.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6L ±0 -
  • Universal overhead.

Not Piccolo's best mixup option, but it will still catch people.

6S[edit]
6S
Demon Shocker
DBFZ Piccolo 6S.png
"Nail gun!"
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
350*3 All - 16 11 23 -5 -
  • Shoots a rather slow beam about halfscreen forward.

This is the closest Piccolo has to a beam. It has P1 durability, but doesn't have Ki Blast property so can be used against Super Dash. Though, it's mostly used as a combo filler.

3S[edit]
3S
Demon Shocker
DBFZ Piccolo 3S.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
350*3 All - 16 11 23 -5 -
  • 6S but shoots 45 degree upward.
j.L[edit]
j.L
DBFZ Piccolo jL.png
Sword Normal
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 14 - -
  • Fast, long reaching jab with disjointed hitbox.

Easily the best air-to-air normal in the game, and a part of what makes Piccolo a nightmare to deal with. The hitbox is quite disjointed and it's incredibly fast, not to mention it's easy to confirm with j.LL2H. A very strong tool for Piccolo that somewhat makes up for his unsafe 2H.

j.M[edit]
j.M
DBFZ Piccolo jM.png
Boom chicka-ah
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500*2 High - 10 2(5)4 10 - -

Another fast air button with a great angle for IAD jump ins. Its second hit can be canceled into j.H, which from an IAD won't come out in time before Piccolo lands, thus allowing Piccolo for an easy high/low with j.M(2), j.M(1)L, or j.M(1) ▷ 2L.

j.H[edit]
j.H
DBFZ Piccolo jH.png
Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL 750 / 1000 High D3+ 13 6 20 - -
  • Smash hit can wall bounce.
j.H 750 High - 13 6 20 - -
  • Knocks opponent into the air on ground hit, which can still link to 2M in the corner from an IAD.

Yet another good air-to-air normal with very big hitbox and horizontal reach. While IAD j.M is better for mixups, IAD j.H is so big that it can catch up tech in the corner, making it better as a jump-in.

IAD back j.H also creates a massive wall of a hitbox that covers your retreat quite nicely.

j.S[edit]
j.S
DBFZ Piccolo jS.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 Throw U2 24 [35] 7 21 +4 [+18] -
  • Air throw with similar traits to 5S/2S. Whiffs on crouching opponent when used in neutral.
  • Values in [ ] are for j.[S].

Good to throw out every so often instead of an IAD jump in. The opponent will stand up expecting an overhead and get grabbed, so the answer to this is to react to the throw startup and crouch back down.

j.2H[edit]
j.2H
DBFZ Piccolo j2H.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 11 4 30 - -
  • Smash hit has higher hitstun, combos into SD.

Combo filler launcher.

Special Moves[edit]

Demon Elbow[edit]
Demon Elbow
236L/M/H (Air OK)
DBFZ Piccolo DemonElbow.png
DBFZ Piccolo DemonElbow2.png
DBFZ Piccolo DemonElbow3.png
Crossing up androids since '92
Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Glides straight forward, can crossover the opponent and only trigger the attack after crossing over.
  • Air versions will slightly descend if the opponent is underneath Piccolo.
  • Values in [ ] are when the opponent is in untechable time.
Ground L 900 All - 30 [17] 4 17 -2 -
Air L 900 All - 30 [15] 4 17 - -
  • Goes a very short distance forward. If crosses over, will attack from behind the opponent.

When used in conjunction with Piccolo's other tools, it is surprisingly good for catching people considering the lengthy start-up and the massive gap in blockstring. Vanish or assists are required to extend into combos.

Whiff version of j.236X can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.

Ground M 1000 All U1+ 31~42 [19] 6 17 -2 -
Air M 1000 All U1+ 31~42 [18] 6 17 - -
  • Goes almost fullscreen. If crosses over, will attack from behind the opponent.
  • Smash hit causes a wall splat, allowing for extensions in the corner.

Mainly a filler for back-to-corner combos or before Vanishing to stay same side.

Ground H 1100 All U1+ 29~40 [19] 4 17 -2 -
Air H 1100 All U1+ 29~40 [18] 4 17 - -
  • Goes almost fullscreen. If crosses over, will teleport back to the front before attacking.
  • Smash hit causes a wall bounce, allowing for conversions anywhere on screen.

Mind twist mix-up once the opponent is conditioned to block the cross-up.

Demon Slicer[edit]
Demon Slicer
214L/M/H
DBFZ Piccolo DemonSlicer.png
DBFZ Piccolo DemonSlicer2.png
L/H
DBFZ Piccolo DemonSlicer3.png
M
Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Has guard point against non-Super strikes and projectiles during the pose, then teleport upward before attacking. Getting hit during the pose will trigger the teleport immediately.
  • Values in [ ] are when the opponent is in untechable time.

All versions are useful for punishing opponents who like to push buttons during blockstrings and can act as some sort of a left/right mixup, however, they're also all vulnerable to anti-airs.

L 900 All - 37 [20] 7 16 -1 ~ -7 4-21 Guard, 22-27 All
  • Teleports slightly backward.
  • If guard point is triggered or when the opponent is in untechable time, teleports to above them.
  • Ground bounces on hit, which can combo into Vanish or Supers.
M 1000 High D1 41 [20] 5 16 -1 ~ -4 4-21 Guard, 22-27 All
  • Teleports about halfscreen forward, won't overshoot the opponent, but stay just far enough to switches sides and can steal the corner.
  • Smash hit causes sliding knockdown.
H 1100 All D1 31~36 [20] 7 22 -7 ~ -13 1-15 Guard, 16-21~26 All
  • Teleports above the opponent.
  • Smash hit causes sliding knockdown.
Air Demon Slicer[edit]
Air Demon Slicer
j.214L/M/H
DBFZ Piccolo DemonSlicer2.png
L/H
DBFZ Piccolo DemonSlicer3.png
M
Version 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 900 All - 13 Until L 16 -1 ~ -7 -
  • Dives diagonally downward.

Since Piccolo j.H launches on hit, this is typically used instead as a Smash-less knockdown to lower the opponent for assisted combos or grounded Vanish extensions.

M 1000 High D1 19 Until L 16 -1 ~ -5 -
  • Dives straight downward.
  • Smash hit causes sliding knockdown.

Corner combo ender at low hitstun decay. j.214M causes Piccolo to fall faster than the opponent, so at high up, he'll be grounded before they do and can combo into Hellzone Grenade for big damage. At even higher up, he can link to 5L for even bigger damage.

H 1500 All D1 13 Until L 16 -1 ~ -7 -
  • Dives diagonally downward.
  • Smash hit causes sliding knockdown.

Really good combo ender at the cost of half a bar. It's fast so can be used in midscreen or in place of corner j.214M at high hitstun decay, and the sliding knockdown can always combo into Hellzone.

Homing Energy Blast[edit]
Homing Energy Blast
236S
DBFZ Piccolo HomingEnergyBlast.png
DBFZ Piccolo HomingEnergyBlast2.png
REALITY STONE!
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 19 299 Total 45 -6 -
  • Puts out a tracking Ki Blast-property orb. Disappears if Piccolo lands a DR, tags out, or gets hit.
  • Holding S during startup will put out a bigger but slower orb.

The keystone of Piccolo's neutral as he can put it out and approach while the opponent has to find a way to deal with it. He can also use it as a meaty projectile that covers for all delay wake ups while regenerating assists. Furthermore, meaty orb will "wiggle" on top of the opponent's body and can sometimes hit from behind them, pushing them out of the corner which turn your IAD overhead into an IAD crossup.

Charged version is less useful in neutral due to how slow it is, but can be better as a meaty since the bigger hitbox covers for more wake up options.

Z Assists[edit]

Assist A[edit]
Homing Energy Blast
Assist A
DBFZ Piccolo HomingEnergyBlastUncharged.png
DBFZ Piccolo HomingEnergyBlast2.png
"Let that child alone!"
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 21, 63 179 Total 79 +25 -
  • Does 236S and then 236[S]. 236S's orb is a lot faster than the point version.
  • Orbs disappear if the point character:
Lands a Super or blocks after Piccolo leaves the battlefield.
Lands a DR or gets hit during and after Piccolo's on the battlefield.

Piccolo's got your back and harasses the opponent with 2 homing projectiles. The first orb will fly directly toward the opponent while you can chill alongside the second orb. Amazing in neutral, good in blockstring and amazing as a combo extender.

Assist B[edit]
Demon Shocker
Assist B
DBFZ Piccolo 6S.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*3 All - 26 - - +28 -

Simple and functional, but lacks the versatility and numerous unique benefits of his A assist, making it a rather wasteful choice.

Assist C[edit]
Demon Slicer
Assist C
DBFZ Piccolo DemonSlicer2.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800, 400 All - 51 [21] - - +29 -
  • Tracks the opponent anywhere on screen.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

Super Moves[edit]

Special Beam Cannon[edit]
Special Beam Cannon
236L+M
DBFZ Piccolo SpecialBeamCannon.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250*10 [380*10] All UDV 11~121+4 45 33 -17 -
  • Hold L/M/H/S to charge the beam. During which you can hold InputIcon 4.png or InputIcon 6.png to teleport backward/forward.
  • Wall splats on hit.
  • Minimum damage: 75*10 [114*10].

A simple horizontal-hitting bar dump Super. Becomes really high damaging at max charge, but since only a handful of characters can DHC into a full charge SBC, it's more of an added benefit than something you wanna build your team around.

Hellzone Grenade[edit]
Hellzone Grenade
236H+S
DBFZ Piccolo HellzoneGrenade.png
Here we go again.
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
260*12 All UDV 9+17 - Total 41 +65 9-10 All
  • Throws a volley of projectiles that become active and home in on the opponent, one-by-one.
  • Doesn't have Super Scaling.
  • Minimum damage: 52*12.

Lockdown Super that blows the screen up and covers for your mixups. Can be truestring'd into from something like 5H + Assist > 236H+S, though this is often vulnerable to Guard Cancel. Single-hit assists with high hitstop can allow Piccolo to throw out Hellzone and recover before the GC can hit, only if they GC on the assist/super-freeze, but this is still very strong.

Also used as a high damaging meter dump since Piccolo can combo afterward into j.DR for a sliding knockdown and then into even more Supers.

Is not used for oki since the opponent can simple wakeup Reflect and negate the whole Super altogether.

Light Grenade[edit]
Light Grenade
214L+M or 214H+S
DBFZ Piccolo LightGrenade.png
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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
450*10 All UDV 9+3 - 89 -35 1-23 All
  • Causes a hard knockdown on hit.
  • Minimum damage: 166*10.

A typical reversal/bar dump Level 3. Leaves you and the opponent fullscreen on hit in midscreen, but in the corner the knockdown allows for some setups...

Navigation[edit]


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