Glossary
Frame Data Glossary | |||||||||||||||||
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Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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Prorate | How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table. | ||||||||||||||||
Guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. | ||||||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||||||
Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun. | ||||||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. |
Attack Level Values | ||||||||||||||||||||||||||||||
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For more values, see DBFZ/Frame Data |
System Data
name | icon |
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Piccolo |
Normal Moves
input | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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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] | 9-31 Guard | ||||||
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 | 4-? Head | |||||||
j.L | 400 | High | 6 | 3 | 14 | 11 | 16 | 16 | ||||||
j.M | 500×2 | High | 10 | 2(5)4 | 10 | 15 | 18 | 18 | ||||||
j.H | 750 [1000] | [D3+] | 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 | |
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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 | ||||||||
236M | M Demon Elbow | 1000 | U1+ | All | 31~42 [19] | 6 | 17 | -2 | Launch | ||||||
236H | H Demon Elbow | 1100 | U1+ | All | 29~40 [19] | 4 | 17 | -2 | Launch | ||||||
j.236L | Air L Demon Elbow | 900 | All | 30 [15] | 4 | 17 | Launch | ||||||||
j.236M | Air M Demon Elbow | 1000 | U1+ | All | 31~42 [18] | 6 | 17 | Launch | |||||||
j.236H | Air H Demon Elbow | 1100 | U1+ | All | 29~40 [18] | 4 | 17 | Launch | |||||||
236[L] | L Demon Elbow (Hold) | 32 [19] | |||||||||||||
236[M] | M Demon Elbow (Hold) | 37 [19] | Launch | ||||||||||||
236[H] | H Demon Elbow (Hold) | 32 [19] | |||||||||||||
j.236[L] | Air L Demon Elbow (Hold) | 30 [15] | |||||||||||||
j.236[M] | Air M Demon Elbow (Hold) | 41 [18] | |||||||||||||
j.236[H] | Air H Demon Elbow (Hold) | 30 [18] | |||||||||||||
214L | L Demon Slicer | 900 | All | 37 [20] | 7 | 16 | -7 ~ -1 | 4-21 Guard, 22-27 All | |||||||
214M | M Demon Slicer | 1000 | D1 | High | 38 [20] | 5 | 16 | -4 ~ -1 | 4-21 Guard, 22-27 All | ||||||
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 |
Z Assists
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
Assist A | Homing Energy Blast | 700 | All | 20 | P(42)P | Total 102 | +27 | Launch | |||||||
Assist B | Demon Shocker | 300×3 | All | 20 | +32 | ||||||||||
Assist C | Demon Slicer | 800, 400 | All | 45 [20] | +29 |
Super Moves
input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
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input | name | damage | smash | prorate | guard | startup | active | recovery | onBlock | invuln | level | blockstun | groundHit | airHit | |
236L+M | Special Beam Cannon | 250×10 [380×10] | UDV | All | 11~121+4 | 45 | 33 | -17 [-2] | Launch | ||||||
236H+S | Hellzone Grenade | 260×12 | UDV | All | 9+15 | P{(4)P}×11 | Total 41 | +62 ~ +71 | 9-10 All | Launch | |||||
214L+M | Light Grenade | 450×10 | UDV | All | 9+3 | 89 | -35 | 1-23 All | Launch |
Z Combo Table
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- 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)
To edit frame data, edit values in DBFZ/Piccolo/Data.