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|header=Overview | |header=Overview | ||
|content=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 | |content=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 block, with a high hitstop assist, it can set up a true 50/50 that's immune to Guard Cancel. 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 is the epitome of a character who has so many options that, even though most of his options are reactable, they're all very strong because an opponent can't look for every mix-up at once. | ||
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. | 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. | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Dives diagonally downward. | * 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. | Since Piccolo j.H launches the opponent horizontally on hit, this is typically used instead as a Smash-less knockdown to lower the opponent for assisted combos or grounded Vanish extensions. | ||
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{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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* Dives straight downward. | * Dives straight downward. | ||
* Smash hit causes sliding knockdown. | * 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 | 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 are and can combo into Hellzone Grenade for big damage. At even higher up, he can link to 5L for even bigger damage. | ||
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{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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* Orbs disappear if the point character: | * Orbs disappear if the point character: | ||
:Lands a Super or blocks after Piccolo leaves the battlefield. | :Lands a Super or blocks after Piccolo leaves the battlefield. | ||
:Lands a DR or gets hit during | :Lands a DR or gets hit during or 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. | 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. | ||
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* Doesn't have Super Scaling. | * Doesn't have Super Scaling. | ||
* Minimum damage: 52*12. | * 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, | 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, while this can be countered by GC-ing at 5H instead of at the assist/during Hellzone's super freeze, it's still a strong option that should be considered when building a Piccolo team. | ||
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. | 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 | Is ''not'' used for oki since the opponent can simply wakeup Reflect or delay wakeup Reflect and negate the whole Super altogether. | ||
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Revision as of 09:25, 15 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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 block, with a high hitstop assist, it can set up a true 50/50 that's immune to Guard Cancel. 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 is the epitome of a character who has so many options that, even though most of his options are reactable, they're all very strong because an opponent can't look for every mix-up at once.
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 |
Piccolo Piccolo is a mix-up monster who suffocates his opponents with every mix-up option imaginable.
- 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
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6S
6S Demon Shocker |
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3S
3S Demon Shocker |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Demon Elbow
Demon Elbow 236L/M/H (Air OK) |
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Demon Slicer
Demon Slicer 214L/M/H |
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Air Demon Slicer
Air Demon Slicer j.214L/M/H |
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Homing Energy Blast
Homing Energy Blast 236S |
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Z Assists
Assist A
Homing Energy Blast Assist A |
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Assist B
Demon Shocker Assist B |
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Assist C
Demon Slicer Assist C |
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Super Moves
Special Beam Cannon
Special Beam Cannon 236L+M |
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Hellzone Grenade
Hellzone Grenade 236H+S |
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Light Grenade
Light Grenade 214L+M or 214H+S |
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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.