DBFZ/Piccolo/Frame Data

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System Data


Normal Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
5L 400 All - 6 3 12 -3 - 5% - B - 11 16 16
5LL 700 All - 9 3 15 -2 - 7% - B - 15 18 18
5LLL 1000 All U3+ 15 3 18 -5 - 12% - B - 15 Launch 34
2L 400 All - 7 4 12 -4 - 5% - F - 11 16 16
5M 700 All - 10 3 18 -5 - 7% - B - 15 18 18
2M 700 Low - 10 4 18 -6 - 7% - F - 15 Launch 22
6M 850 High - 24 6 4+6L ±0 - 12% - B - 15 18 23
5H 850 / 1000 All U1 15 4 21 -9 - 12% - B - 15 Launch 22 /
2H 850 / 1000 All U1+ 13 3 31 -18 4-15 Head 12% - B - 15 Launch 22 / 39
5S 800 Throw U2 28 [40] 7 19 +5 [+17] - 12% - T - - - -
2S 800, 500 Throw U2 16 [35] 7 17 +5 [+17] - 12%, 0% - T - - - -
6S 350*3 All - 16 11 23 -5 - 6%*3 - P1 - - - -
3S 350*3 All - 12 11 23 -5 - 6%*3 - P1 - - - -
j.L 400 High - 6 3 14 - - 5% - H - 11 16 16
j.M 500*2 High - 10 2(5)4 10 - - 7%*2 - H - 15 18 18

Leaves Piccolo at +15 if canceled

j.H 750 High - 13 6 20 - - 12% - H - 19 - -
j.2H 850 All U1+ 11 4 30 - - 12% - H - - - -
j.S 800 Throw U2 24 [35] 7 21 +4 [+18] - 12% - H - - 17 -

Whiffs on crouched opponents

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Demon Elbow
236L/M/H
900 All - 30 [17] 4 17 -2 - 12% - B - - - -
1000 All U1+ 31~42 [19] 6 17 -2 - 12% - B - - Launch -
1100 All U1+ 29~40 [19] 4 17 -2 - -50% - B - - Launch -
  • Untriggered move is 33/42/33 frames for L/M/H, all in counterhit state
Demon Elbow (Air)
j.236L/M/H
900 All - 30 [15] 4 17 - - 12% - H - - Launch -
1000 All U1+ 31~42 [18] 6 17 - - 12% - H - - Launch -
1100 All U1+ 29~40 [18] 4 17 - - -50% - H - - Launch -
  • Untriggered move is 31/42/40 frames for L/M/H, all in counterhit state
Demon Slicer
214L/M/H
900 All - 37 [20] 7 16 -7 ~ -1 4-21 Guard, 22-27 All 12% - H - - - -
1000 High D1 41 [20] 5 16 -4 ~ -1 4-21 Guard, 22-27 All 12% - H - - - -
1100 All D1 31~36 [20] 7 22 -13 ~ -7 1-15 Guard, 16-21~26 All -50% - H - - - -
  • L version is in block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-36, active on frame 37
  • M version is in block state from frames 5-21, teleporting frames 22-27, counterhit frames 28-40, active on frame 41
  • H versions is in block state from frames 1-15, teleporting frames 16-26, counterhit frames 27-36, active on frame 37; teleport seeks opponent's position
Demon Slicer (Air)
j.214L/M/H
900 All - 13 Until L 16 -7 ~ -1 - 12% - H - - - -
1000 High D1 19 Until L 16 -5 ~ -1 - 12% - H - - - -
1500 All D1 13 Until L 16 -7 ~ -1 - -50% - H - - Launch -

Can be made more safe on block depending on engagement range

Homing Energy Blast
236S
700 All - 19 299 Total 45 -6 - 12% - P1 - - Launch -
Homing Energy Blast (Charged)
236[S]


Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Assist A
Homing Energy Blast
700 All - 21, 63 179 Total 79 +25 - 0% - P1 - - Launch -

236S version (smaller hitbox, faster speed)

Assist B 300*3 All - 26 - - +28 - 0% - P1 - - - -
Assist C 800, 400 All - 51 [21] - - +29 - 0% - H - - - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 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. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
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 2 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.
Special Beam Cannon
236LM
250*10 [380*10] All UDV 11~121+4 45 33 -17 - -100% - P3 - - Launch -
  • Hold buttons to charge attack and allow teleports
  • Teleport invul = 9(13)9(13)9(13)
Hellzone Grenade
236HS
260*12 All UDV 9+17 - Total 41 +65 9-10 All -100% - P1 - - Launch -
  • Projectile hitboxes spawn 1 at a time
Light Grenade
214LM or 214HS
450*10 All UDV 9+3 - 89 -35 [+39] 1-23 All -300% - P3 - - Launch -
  • Projectile active until it leaves the screen (up to 19+ frames)

Z Combo Table

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

http://www.mediafire.com/file/3uazwoyz1m96rm1/piccolo%20special%20beam%20cannon.mkv (rec. April 28, 2018)

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Piccolo/Data.