DBFZ/Piccolo

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Overview

Overview

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 it. 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 Homing Energy Blast 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. Homing Energy Blast, 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.
Playstyle
Piccolo is a mix-up monster who suffocates his opponents with every mix-up option imaginable.
Pros Cons
  • 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 projectile that slows down the neutral game and usually forces a response from the opponent.
  • Supers: Hellzone Grenade enables extremely strong mix-ups mid-blockstring and is great for combo extensions. Light Grenade provides a strong 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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 9 3 15 -2
5LLL 1000 All U3+ 15 3 18 -5
5L
  • A typical jab. Good for pressure due to quick startup and recovery.

5LL
  • Combo and blockstring filler. Also good for stagger pressure due to being -2.

5LLL
  • Ends your blockstring early and very niche combo filler.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 10 3 18 -5

Good poke in neutral and is safe on block.

5H

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 15-41 4 21 -9
  • Smash hit wall splats, combos into SD.
  • Holding H will charge the move, increasing the distance traveled and damage output.

Good reach and big hitbox, can hit from roundstart position. Charging it will cause it to go fullscreen.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 Throw U2 26 [38] 7 17 +5 [+17]
  • Whiffs against airborne opponents when used in neutral. Mid-combo, grabbing airborne opponents will keep them airborne.
  • On hit, can continue down gatling table or cancel into Special, Supers.
  • Holding S will delay the grab but has much higher frame adv, able to combo into 5L.
  • Values in [ ] are for 5[S].

Piccolo's command grab normal. 5S is on the slower side for a command grab and leads to low reward on hit. Leaves the user +5 afterwards, so can potentially be used to reset pressure after landing it and go for a mix-up that leads to higher reward. Hold version's reward is slightly better but it's laughably slow.

With that said, if you use this command grab at a point where your opponent has to look for different options, this move will succeed at grabbing the opponent, especially after the opponent is conditioned to look for something else.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 7 4 12 -4

Piccolo's standard high/low mixup tool. There are times where you'll be using 2M instead for it's speed (or lack thereof), but this is what you want midscreen.

Due to the long reach of his 2L, it's possible to setup a Super Dash high/low mixup in the corner.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 18 -6
  • Launches on hit.

This along with 5M give Piccolo great pokes on the ground.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 31 -18 4-15 Head
  • Smash hit has higher hitstun, combos into SD.
  • Puts Piccolo airborne.

Piccolo's 2H works just fine as an anti-air, you just really don't want it blocked. All of the cancel options have a gap, and most can be counter 2H'd.

2S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 500 Throw U2 16 [35] 7 17 +5 [+17] 4-18 Head
  • Air throw with similar traits to 5S. Always whiffs against grounded opponents.
  • Values in [ ] are for 2[S].

Instead of going along the ground, Piccolo's arm goes upward at a 45 degree angle, making it great to snatch people out of the air. It has slow startup though so using it on reaction to an air approach probably won't work. It also leaves you open to ground approaches so be careful.

Very good corner combo filler as it is high damaging and resets the opponent's position.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead.

Not Piccolo's best mixup option, but it will still catch people.

6S / 3S

Demon Shocker

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
6S 350×3 All 16 11 23 -5
3S 350×3 All 12 11 23 -5 4-? Head
  • Shoots a rather slow beam about halfscreen forward
  • Jails into vanish
  • 3S has invincibility to jumping attacks partway through the motion of the attack.

A decent beam projectile move with a couple of applications.

Demon Shocker has P1 durability, meaning that it will trade with ki blasts and lose to P2 beams. From mid range, it's a decent tool to snipe out opponents who like to use superdash and ki blasts frequently. The hitbox is fairly thin and the move has plenty of recovery, so take caution when using Demon Shocker in neutral.

On offense, this move is a great way to end blockstrings. You can call an assist afterward and go for his staggering amount of mix-up options to keep his opponents on their toes. One thing to point out is that Demon Shocker is Piccolo's ONLY way to jail into vanish, making it a solid tool to reset pressure.

Demon Shocker is also a great move for combo filler, allowing for great extensions in the corner that significantly boosts his damage output.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 14
  • Fast, long reaching jab with disjointed hitbox.

Piccolo's iconic "sword" normal. Easily the best air-to-air normal in the game, and a part of what makes Piccolo a nightmare to deal with. The hitbox is quite disjointed and it's incredibly fast, not to mention it's easy to confirm with j.LL2H. A very strong tool for Piccolo that somewhat makes up for his rather unsafe 2H.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
500×2 High 10 2(5)4 10

Another fast air button with a great angle for IAD jump ins. Its second hit can be canceled into j.H, which from an IAD won't come out in time before Piccolo lands, thus allowing Piccolo for an easy high/low with j.M(2), j.M(1)L, or j.M(1) ▷ 2L.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 [1000] High [D3+] 13 6 20
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H launches on hit. Can link into 2M in the corner from an IAD.
  • Can be jump-cancelled.

Yet another good air-to-air normal with very big hitbox and horizontal reach. While IAD j.M is better for mixups, IAD j.H is so big that it can catch up tech in the corner, making it better as a jump-in.

IAD back j.H also creates a massive wall of a hitbox that covers your retreat quite nicely.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 Throw U2 24 [35] 7 21 +4 [+18]
  • Air throw with similar traits to 5S/2S. Always whiffs against crouching opponents.
  • Values in [ ] are for j.[S].

Good to throw out every so often instead of an IAD jump in. The opponent will stand up expecting an overhead and get grabbed, so the answer to this is to react to the throw startup and crouch back down.

  • Regular version will only combo into j.H and j.2H. Meanwhile, j.[S] can combo into j.l, making for a more damaging follow-up combo

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 11 4 30
  • Smash hit has higher hitstun, combos into SD.

Combo filler launcher.

Special Moves

Demon Elbow

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 900 All 30 [17] 4 17 -2
236M 1000 All U1+ 31~42 [19] 6 17 -2
236H 1100 All U1+ 29~40 [19] 4 17 -2
j.236L 900 All 30 [15] 4 17
j.236M 1000 All U1+ 31~42 [18] 6 17
j.236H 1100 All U1+ 29~40 [18] 4 17
  • Glides straight forward, can crossover the opponent and only trigger the attack after crossing over.
  • Air versions will slightly descend if the opponent is underneath Piccolo.
  • Values in [ ] are when the opponent is in untechable time.

  • 236L goes a very short distance forward. If crosses over, will attack from behind the opponent.

When used in conjunction with Piccolo's other tools, it is surprisingly good for catching people considering the lengthy start-up and the massive gap in blockstring. Vanish or assists are required to extend into combos.


  • 236M goes almost fullscreen. If crosses over, will attack from behind the opponent.
  • Smash hit causes a wall splat, allowing for extensions in the corner.

Mainly a filler for back-to-corner combos or before Vanishing to stay same side.


  • 236H goes almost fullscreen. If crosses over, will teleport back to the front before attacking.
  • Smash hit causes a wall bounce, allowing for conversions anywhere on screen.

Mind twist mix-up once the opponent is conditioned to block the cross-up.

j.236H becomes +5 on block if performed near the ground like from tk.236H or 2H > j.236H, but this fairly slow and can be anti-aired on reaction.

Demon Elbow (Hold)

236[L/M/H] (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236[L] 32 [19]
236[M] 37 [19]
236[H] 32 [19]
j.236[L] 30 [15]
j.236[M] 41 [18]
j.236[H] 30 [18]
  • Values in [ ] are when the opponent is in untechable time.
  • Can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.

  • 236L goes a very short distance forward

  • 236M goes almost fullscreen

  • 236H goes almost fullscreen

Demon Slicer

214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 900 All 37 [20] 7 16 -7 ~ -1 4-21 Guard, 22-27 All
214M 1000 High D1 38 [20] 5 16 -4 ~ -1 4-21 Guard, 22-27 All
214H 1100 All D1 31~36 [20] 7 22 -13 ~ -7 1-15 Guard, 16-21~26 All
  • Has guard point against non-Super strikes and projectiles during the pose, then teleport upward before attacking. Getting hit during the pose will trigger the teleport immediately.
  • Values in [ ] are when the opponent is in untechable time.

All versions are useful for punishing opponents who like to push buttons during blockstrings and can act as some sort of a left/right mixup, however, they're also all vulnerable to anti-airs.


  • 214L teleports slightly backward.
  • If guard point is triggered or when the opponent is in untechable time, teleports to above them.
  • Ground bounces on hit, which can combo into Vanish or Supers.

  • 214M teleports about halfscreen forward, won't overshoot the opponent, but stay just far enough to switches sides and can steal the corner.
  • Smash hit causes sliding knockdown.

  • 214H teleports above the opponent.
  • Smash hit causes sliding knockdown.

Piccolo can use the guard point on this special to cancel into his lvl1 as a pseudo-safe reversal.

Air Demon Slicer

j.214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.214L 900 All 13 Until L 16 -7 ~ -1
j.214M 1000 High D1 19 Until L 16 -5 ~ -1
j.214H 1500 All D1 13 Until L 16 -7 ~ -1
  • j.214L dives diagonally downward.

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.


  • j.214M dives straight downward.
  • 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 are and can combo into Hellzone Grenade for big damage. At even higher up, he can link to 5L for even bigger damage.


  • j.214H dives diagonally downward.
  • Smash hit causes sliding knockdown.

Really good combo ender at the cost of half a bar. It's fast so can be used in midscreen or in place of corner j.214M at high hitstun decay, and the sliding knockdown can always combo into Hellzone.

Homing Energy Blast

236S (Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 19 299 Total 45 -6
  • Puts out a tracking Ki Blast-property orb. Disappears if Piccolo lands a DR, tags out, or gets hit.
  • Holding S during startup will put out a bigger but slower orb.

The keystone of Piccolo's neutral as he can put it out and approach while the opponent has to find a way to deal with it. He can also use it as a meaty projectile that covers for all delay wake ups while regenerating assists. Furthermore, meaty orb will "wiggle" on top of the opponent's body and can sometimes hit from behind them, pushing them out of the corner which turn your IAD overhead into an IAD crossup.

Charged version is less useful in neutral due to how slow it is, but can be better as a meaty since the bigger hitbox covers for more wake up options.

Z Assists

Assist A

Homing Energy Blast

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 20 P(42)P Total 102 +25
  • Does 236S and then 236[S]. 236S's orb is a lot faster than the point version.
  • Orbs disappear if the point character:
Lands a Super or blocks after Piccolo leaves the battlefield.
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 blockstrings, and amazing as a combo extender. Like the point version, this assist is not so great against characters or assists that can destroy easily destroy ki-blasts such as Vegito or Broly.

Assist B

Demon Shocker

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×3 All 26 +28

Simple and functional, but lacks the versatility and numerous unique benefits of his A assist, making it a rather wasteful choice.

Assist C

Demon Slicer

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 45 [20] +29
  • Tracks the opponent anywhere on screen.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

Super Moves

Special Beam Cannon

236L+M (Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×10 [380×10] All UDV 11~121+4 45 33 -17 [-2]
  • Hold L/M/H/S to charge the beam. During which you can hold 4 or 6 to teleport backward/forward.
  • Wall splats on hit.
  • Minimum damage: 75*10 [114*10].
  • Fully charged does around 1800 chip damage.

A simple horizontal-hitting bar dump Super. Becomes really high damaging at max charge, but since only a handful of characters can DHC into a full charge SBC, it's more of an added benefit than something you wanna build your team around.

Hellzone Grenade

236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
260×12 All UDV 9+15 P{(4)P}×11 Total 41 +62 ~ +71 9-10 All

There's no escape. Hellzone Grenade is a lockdown Super that can keep the opponent in blockstun for a full second (+65 on average), allowing for true string 50/50 mixups. Can be true string'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.

Doesn't suffer from Super Scaling so it's also used as a high damaging meter dump. Piccolo can combo after Hellzone into j.DR for a sliding knockdown and then into even more Supers.

Simply put: OrbDBFZ Piccolo HomingEnergyBlast.pngGuard:
All
Startup:
19
Recovery:
Total 45
Advantage:
-6
oki accomplishes the same thing while not costing meter nor locking you out of meter gain. There are no real pressures Hellzone oki can give that orb oki can't. Hellzone is also not advantageous enough against Reflect for Piccolo to layer his mixups, while wakeup Reflect, delay tech Reflect or uptech are common ways to negate the 50/50 mix you usually get from a blockstring Hellzone.

  • Spawns a volley of projectiles in front of Piccolo that become active and home in on the opponent, one-by-one
  • Minimum damage: 52×12 (624)

Light Grenade

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×10 All UDV 9+3 89 -35 1-23 All
  • Causes a hard knockdown on hit.
  • Minimum damage: 166*10.

A projectile level 3. While the minimum damage is on the lower side, it does all of the damage extremely quickly, allowing you to deal heavy burst damage. This makes Light Grenade ideal against sparking.

Light Grenade leaves Piccolo and the opponent fullscreen on hit in midscreen. This makes it less ideal, as you can only get a meaty afterward.

Light Grenade thrives in the corner. There are two types of mix-ups you can do. You can left/right 50/50 the opponent by TK'ing L Demon Elbow (2369L for same side or 741236L for side switch), or you can hold L Demon Elbow to steal the corner and leaves you at most +14. This allows you to go for a 4-way mix-up alongside the other unique options he has. Whatever you choose, it's a horrible position for the opponent. Go wild.

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

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