Piccolo (HD): Difference between revisions

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== Normal Moves ==
== Normal Moves ==
'''Close st.Y''' -  
'''Close st.Y''' - Chest level elbow attack. Dead average close standing normal, serviceable but nothing amazing.


'''Close st.B''' -  
'''Close st.B''' - A short knee to the face. Likewise, very average normal. Same speed as close st.Y, but doesn't push back as far, making it the better choice for most things.


'''Far st.Y''' -  
'''Far st.Y''' - Piccolo strikes forward with his claw. Pretty bad range for a far standing normal, despite having decent startup speed. Fairly useless.


'''Far st.B''' -  
'''Far st.B''' - A straight, outstretched forward kick. Special cancellable. Very long range and one of Piccolo's best midrange pokes, but what really makes it great is that you can special cancel it into his homing Yuudoh Energy Dan so if it hits an airborne opponent, they will have to deal with perfect projectile oki.


'''cr.Y''' -  
'''cr.Y''' - Swift punch to the balls. Combo tool for the most part. This move has an awfully high stun value and can cancel into itself, giving Piccolo a simple stun combo just by hitting cr.Y 3 times followed by cr.B.


'''cr.B''' -  
'''cr.B''' - Every day essential low kick. Hits low. Special cancellable but not normal cancellable. Really good range on this, and being able to combo into Mystic Attacks and Yuudoh Energy Dan gives it added versatility. In the corner at point block range, it can combo into Shocking Stunner which launches, allowing you to get a full combo.


'''j.Y''' -
'''j.Y''' - Piccolo performs an air karate chop. Can't be special cancelled. Not very impressive, the only real use for this is as a tick throw tool since it is very easy to whiff it against standing opponents. Hop forwards, press j.Y early, whiff, land, throw.
 
'''j.B''' - A downwards-angled jumping kick. This move can only hit once, but has two hitboxes. The first hitbox is on startup when his knee is out, and the second hitbox is when his leg is outstretched. Because the knee on startup becomes active in 5 frames, this move can hit crouching opponents on the way up, giving Piccolo an instant overhead that can be cancelled into divekick for the knockdown. The knee part of the attack also has a ludicrously high stun value. One of the strongest jumping normals in the game, especially good at close range where the knee just beats all other jumping normals due to it's speed. This move used in conjunction with hop invincibility makes Piccolo incredibly difficult to run a standard, close-range offense against.
 
== Special Moves ==

Revision as of 05:04, 9 November 2014

Piccolo

Piccolo.png

In a nutshell

Piccolo is an unorthodox yet very strong and versatile character who possesses some absurdly powerful tools. Some unique strengths of his include his insanely fast divekick, his 2 sequence j.B with instant overhead potential, his parry, his homing projectile and his launching anti-air. Piccolo also has a strangely high stun value on a majority of his normals which not only gives him access to very easy infinite restun combos, but often times allows him to score stuns on the opponent in the neutral game by simply guessing right a few times in a row. Overall, Piccolo is a unique character with many options at all ranges, despite lacking an invincible attack. Good choice for players who enjoy having diversity in their tool-set.


Moves List

Normal Moves

Close st.Y - Chest level elbow attack. Dead average close standing normal, serviceable but nothing amazing.

Close st.B - A short knee to the face. Likewise, very average normal. Same speed as close st.Y, but doesn't push back as far, making it the better choice for most things.

Far st.Y - Piccolo strikes forward with his claw. Pretty bad range for a far standing normal, despite having decent startup speed. Fairly useless.

Far st.B - A straight, outstretched forward kick. Special cancellable. Very long range and one of Piccolo's best midrange pokes, but what really makes it great is that you can special cancel it into his homing Yuudoh Energy Dan so if it hits an airborne opponent, they will have to deal with perfect projectile oki.

cr.Y - Swift punch to the balls. Combo tool for the most part. This move has an awfully high stun value and can cancel into itself, giving Piccolo a simple stun combo just by hitting cr.Y 3 times followed by cr.B.

cr.B - Every day essential low kick. Hits low. Special cancellable but not normal cancellable. Really good range on this, and being able to combo into Mystic Attacks and Yuudoh Energy Dan gives it added versatility. In the corner at point block range, it can combo into Shocking Stunner which launches, allowing you to get a full combo.

j.Y - Piccolo performs an air karate chop. Can't be special cancelled. Not very impressive, the only real use for this is as a tick throw tool since it is very easy to whiff it against standing opponents. Hop forwards, press j.Y early, whiff, land, throw.

j.B - A downwards-angled jumping kick. This move can only hit once, but has two hitboxes. The first hitbox is on startup when his knee is out, and the second hitbox is when his leg is outstretched. Because the knee on startup becomes active in 5 frames, this move can hit crouching opponents on the way up, giving Piccolo an instant overhead that can be cancelled into divekick for the knockdown. The knee part of the attack also has a ludicrously high stun value. One of the strongest jumping normals in the game, especially good at close range where the knee just beats all other jumping normals due to it's speed. This move used in conjunction with hop invincibility makes Piccolo incredibly difficult to run a standard, close-range offense against.

Special Moves