DBFZ/Piccolo/Combos

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< DBFZ‎ | Piccolo
 Piccolo
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > sjc.M(2) > 5H > 2H > SD > j.M > j.H > jc.LL(1) > 5H > j.214H 4282 1.85* [2] Easy 214H could be used to more easily follow up with assists, as well as give a sliding knockdown, but you can also use 214L to conserve meter.
2M > 5M > 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(2)2H > delay jc.LL(2) > j.214L 4065 1.08 [3] Medium Even more corner carry.
The grounded dash before rejump has to be buffered, and delay the double jump for more consistent autocombo boost.

Metered

Combo Damage Meter Gain Difficulty Notes
... j.LL(2) > j.214H -0.5 [1] Very Easy Simply change the combo ender to j.214H for a sliding knockdown that can be extended with Hellzone Grenade regardless of height.
... j.LL(2)L > j.236M > Vanish > j.236M (whiff), j.[DR] -1 [2] Easy More corner carry but no Hellzone extension.
j.236M (whiff) is not required, but gives even more corner carry.
... j.214H ▷ 236H+S, SD > j.[DR] -1.5 [2] Easy Once extended with Hellzone, Piccolo can still end the combo in SKD with j.DR. This also does more damage than just ending with Special Beam Cannon.
... > 5H > delay 236[H] > 5LLL > SD > j.LL2H > jc.LL > Ender -0.5 [2] Easy New 5H link added in Season 4, needs optimization.

Corner Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
2M > 5M > jc.M(2)H2H > SD > j.LL(2)L2H > jc.LL(2)L > j.214M 4607 1.46 [1] Very Easy Basic aerial route. Can be extended with Hellzone Grenade.
2M > 5M > 5H > delay 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ dash jump j.LL(1)L2H > jc.LL(2)L > j.214M 5279 1.75 [3] Medium Grounded route. Does over 5k even without rejump but can't extend with Hellzone due to j.214M not hitting high enough off the ground.
5LL > 2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.2H > jc.LL(1)L > j.214M 3881 1.76 [3] Medium Back-to-corner example #1.
5LL > 5M > 2M > 236M, dash 5M > 5H > 3S > 2S > 5H > 6S > SD > j.2H > jc.LL(2)L > j.214M 4054 1.83 [3] Medium Back-to-corner #2.

Metered

Combo Damage Meter Gain Difficulty Notes
... j.LL(2)L > j.236M > Vanish > delay j.214M -1 [1] Very Easy Does less damage than j.DR ender but can be extended with Hellzone.
... 236H+S, 2S, [DR] -1 [2] Easy Ground DR with Hellzone. Useful for snapback.
... 236H+S, jump j.H2H > jc.[DR] -1 [2] Easy Max damage Hellzone extension into SKD.
2M > 5M > neutral sjc.M(2)H2H > delay SD > delay j.LL(2)2H > jc delay j.LL(2)L > j.214M ▷ 5LL > 3S > 2S > 236L > Vanish ▷ [DR] 5456 0.9 [3] Medium j.214M ▷ 5L link example into ground DR. Needs super jump and a few delays to get high enough, and can add at most 3 normals at the start (e.g. 2L > 5LL > 2M ...) before hitstun decay gets too high for the link to work.
5LL > 2M > 5M > jc.M(1) > j.236M, airdash delay j.H ▷ 5H > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ dash jump j.LL(1)L2H > jc.LL(1)L > j.214H 4221 1.6 [3] Medium Back-to-corner #3.

Assist Extensions

  • ... j.214L + Assist ▷ 236H+S

Midscreen Hellzone without spending an extra bar on j.214H, works with any high hitstun assist like beams.

  • ... j.214M + Assist ▷ 5H > 3S > 2S > 236L > Vanish ▷ DR

Corner grounded DR using beam assists. Useful for when you can't do j.214M ▷ 5L.

  • Comboing into fully charged Special Beam Canon

Only a handful of characters can DHC into fully charged SBC, and only SS Goku and Base Vegeta can do it midscreen.

Here's a simple midscreen route with SS Goku:

2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.L > delay j.LLS > j.214L > j.236L+M + UZC, [2X]~6~6~6~6

In this example, call Piccolo during the super flash, then hold 2 and any button for the Super Kame to shoot downward and Piccolo to hold his charge.

Then teleport forwards 4 times to keep Piccolo close to the opponent. Beware that Piccolo autocorrects every teleport so he can end up shooting in the wrong direction if you mess up the timing.

Sparking

  • 2M > 5M > Spark, IAD j.H ▷ 5H > IAD j.H ▷ 5H > 3S > sjc.M(2)H2H > jc.LL(1)L > j.214M + A1 ▷ 2M > 6S > 5H > 3S > 2S + A2, [DR] > 236S > Super

Corner 0 bar TOD with DHC. You can only do IAD j.H ▷ 5H after Spark or a Smash 5H, so it can't be looped.

A1 should be a high hitstun assist that holds the opponent in place (beam assists...), A2 can be anything. If A2 is a pop-up assist, can do j.DR into Super instead, which does less damage and requires some minor changes to the route for it to kill.

  • 5H > Spark (whiff), 2L > 5H ...

Corner link. Spark can't whiff on Broly, 2L won't connect on ???

Miscellaneous

  • ... Vanish > j.236L (whiff), j.S > j.214H

Midscreen j.S link. Meme.

  • 5H > delay SD > j.M(1) > delay j.H ▷ 2S > 5H ...

Corner 2S link. Does less damage than the normal BnB.

  • 5H > 236S, 2M > 5H > 2S > 5H > 6S > SD > j.M(1) > delay j.H ▷ jump j.L > delay j.LL(2)L2H > jc.LL(2)L > j.214H

Corner orb link. From 2M > 5M, builds exactly 2 bar before j.214H. Can use either 236S or 236[S].

Only works on SS Goku, Majin Buu, Nappa, Android 16, Yamcha, SSB Goku, Broly (uncharged 236S only), Cooler, Jiren, and Janemba.

  • 2M > 5M > 5H, 2L > 5H > 2S ...

Sparkless corner 2L link. Not much more damage than the universal 5H route, has to be 2M > 5M instead of 5M > 2M for more frame adv.

Works on SS Goku, Teen Gohan, Frieza, Cell, Android 18, Gotenks, Kid Buu, Nappa, Tien, SSB Goku, Goku Black, Android 21, Base Goku, Zamasu, Vegito, Cooler, Videl, GT Goku, Janemba, Gogeta, and DBS Broly.

Video Examples

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