DBFZ/Piccolo/Frame Data

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System Data


Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 6 3 12 -3 11 16 16
5LL 700 All 9 3 15 -2 15 18 18
5LLL 1000 U3+ All 15 3 18 -5 15 Launch 34
5M 700 All 10 3 18 -5 15 18 18
5H 850 / 1000 U1 All 15-41 4 21 -9 15 Launch 22 /
5S 800 U2 Throw 26 [38] 7 17 +5 [+17]
2L 400 All 7 4 12 -4 11 16 16
2M 700 Low 10 4 18 -6 15 Launch 22
2H 850 / 1000 U1+ All 13 3 31 -18 4-15 Head 15 Launch 22 / 39
2S 800, 500 U2 Throw 16 [35] 7 17 +5 [+17] 4-18 Head
6M 850 High 24 6 4+6L ±0 15 18 23
6S 350×3 All 16 11 23 -5
3S 350×3 All 12 11 23 -5
j.L 400 High 6 3 14 11 16 16
j.M 500×2 High 10 2(5)4 10 15 18 18
5LLLLLLL 750 / 1000 D3+ High 13 6 20 19
j.H 750 High 13 6 20 19
j.S 800 U2 Throw 24 [35] 7 21 +4 [+18] 17
j.2H 850 U1+ All 11 4 30


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Demon Elbow 900 All 30 [17] 4 17 -2
236[L] [L] Demon Elbow 32 [19]
236M M Demon Elbow 1000 U1+ All 31~42 [19] 6 17 -2 Launch DBFZ_Piccolo_DemonElbow.png,DBFZ_Piccolo_DemonElbow2.png
236[M] [M] Demon Elbow 37 [19] Launch
236H H Demon Elbow 1100 U1+ All 29~40 [19] 4 17 -2 Launch
236[H] [H] Demon Elbow 32 [19]
j.236L Air L Demon Elbow 900 All 30 [15] 4 17 Launch
j.236[L] Air [L] Demon Elbow 30 [15]
j.236M Air M Demon Elbow 1000 U1+ All 31~42 [18] 6 17 Launch
j.236[M] Air [M] Demon Elbow 36-41 [18]
j.236H Air H Demon Elbow 1100 U1+ All 29~40 [18] 4 17 Launch
j.236[H] Air [H] Demon Elbow 32 [18]
214L L Demon Slicer 900 All 37 [20] 7 16 -7 ~ -1 4-21 Guard, 22-27 All DBFZ_Piccolo_DemonSlicer.png,DBFZ_Piccolo_DemonSlicer2.png
214M M Demon Slicer 1000 D1 High 41 [20] 5 16 -4 ~ -1 4-21 Guard, 22-27 All DBFZ_Piccolo_DemonSlicer.png,DBFZ_Piccolo_DemonSlicer3.png
214H H Demon Slicer 1100 D1 All 31~36 [20] 7 22 -13 ~ -7 1-15 Guard, 16-21~26 All
j.214L Air L Demon Slicer 900 All 13 Until L 16 -7 ~ -1
j.214M Air M Demon Slicer 1000 D1 High 19 Until L 16 -5 ~ -1
j.214H Air H Demon Slicer 1500 D1 All 13 Until L 16 -7 ~ -1 Launch
236S Homing Energy Blast 700 All 19 299 Total 45 -6 Launch
236[S] Homing Energy Blast All Total Launch


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A 700 All 21, 63 179 Total 79 +25 Launch
Assist B 300×3 All 26 +28
Assist C 800, 400 All 45 [20] +29


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236LM Special Beam Cannon 250×10 [380×10] UDV All 11~121+4 45 33 -17 [-2] Launch
236HS Hellzone Grenade 260×12 UDV All 9+17 Total 41 +65 9-10 All Launch
214LM Light Grenade 450×10 UDV All 9+3 89 -35 [+39] 1-23 All Launch


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.