DBFZ/Piccolo: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|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 {{clr|L|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.  
|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 {{clr|L|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.
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.

Revision as of 19:04, 29 June 2022

Overview

Template:CharaOverview

Normal Moves

5L

5M

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
800 Throw U2 26 [38] 7 17 +5 [+17] 9-31 Guard

  • 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

2M

2H

2S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

6S

Demon Shocker

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
350×3 All 16 11 23 -5

  • Shoots a rather slow beam about halfscreen forward.
  • Jails into vanish.

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.

3S

Demon Shocker

j.L

j.M

j.H

j.S

j.2H

Special Moves

Demon Elbow

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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
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]

  • 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.

Whiff version of j.236X can be used repeatedly and even after double jump, thus you can think of them as pseudo airdashes.


  • 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 Slicer

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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 GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236S 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 GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
700 All 20 P(42)P Total 102 +27

  • 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

Assist C

Demon Slicer

Super Moves

Special Beam Cannon

236L+M

Hellzone Grenade

236H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
260×12 All UDV 9+15 P{(4)P}×11 Total 41 +62 ~ +71 9-10 All

  • Throws a volley of projectiles that become active and home in on the opponent, one-by-one.
  • Doesn't have Super Scaling.
  • Minimum damage: 52*12.

Lockdown Super that blows the screen up and covers for your mixups. Can be truestring'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.

Also used as a high damaging meter dump since Piccolo can combo afterward into j.DR for a sliding knockdown and then into even more Supers.

Light Grenade

214L+M or 214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
450×10 All UDV 9+3 89 -35 1-23 All

  • Causes a hard knockdown on hit.
  • Minimum damage: 166*10.

A beam styled 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
To edit frame data, edit values in DBFZ/Piccolo/Data.

DBFZ/Navigation