DBFZ/Piccolo/Frame Data

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System Data[edit]


Normal Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 - -

Z Assists[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Assist A
Homing Energy Blast
700 - - - P1 All - 21, 63 Projectile: 179 79 total +25 - +25 Launch 36 -

236S version (smaller hitbox, faster speed)

Assist B - - - - - - - 26 - - +28 - +28 - - -
Assist C - - - - - - - - - - - - - - - -

Super Moves[edit]

Version Damage KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. P1Proration value that is applied only when the corresponding move is used as a starter. P2 AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
F - Foot
P - Projectile. Durability level will be listed
T - Throw
GuardHow this attack can be guarded. SmashWhich type of cinematic this move triggers. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 6 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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]


Ambox notice.png To edit frame data, edit values in DBFZ/Piccolo/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc