Piccolo Z2
"You were here to make a name for yourself? Congratulations, your name is dirt."
movelist
Double Claw
Excellent follow-up to his single claw slash, great range as well. You don't have to connect with the first slash to be able to throw out the second one. Chains into Carnage Blitz (both normal and EX versions), EX Destructive Wave and EX Mystic Harpoon, as well as Supers. Later updates have included the ability to dash-cancel from the second claw attack, either when whiffed or connected, allowing you to keep the pressure on.
Knuckle Smash
A good solid body check! It hits twice when close enough.
Knee Smash
Knee to the face!
Jumping Knee (launches)
When the first knee attack hits, you're able to perform the jumping knee follow-up, which launches the opponent. You recover a bit later than with the Crouching Strong Kick so your flow might need to be adjusted a little, as you'll have slightly less time to plan your follow-up.
Jumping Knee (launches)
You're able to perform the jumping knee follow-up, which launches the opponent. You recover a bit later than with the Crouching Strong Kick so your flow might need to be adjusted a little, as you'll have slightly less time to plan your follow-up.
Eye Laser
A move hinting at Piccolo's demonic background, a shadow briefly engulfs him as he shoots out a short-range eye laser towards the ground, stunning the opponent. It stuns them long enough for you to start a combo chain after it hits. You can't chain into this from a medium attack as the start-up is too slow.
Handstand Kick (launches)
A tool for launching the opponent, though in a flip-KO fashion. Not really dependable as an anti-air attack.
Kick Fang
A downward-directed aerial kick. Stuns the opponent when they're standing, but punts the enemy down when they're hit while in the air. Piccolo dismounts upward after connecting. A very short while after the dismount, Piccolo is able to perform any aerial move to keep pressuring the opponent.
Rapid-fire Kick
Flurry kicks, these keep Piccolo suspended in mid-air. You can hit the opponent a couple of times before they're automatically knocked away. Great pressure move.
Elbow Drop
Alternate jumping punch, angled directly under him. Does a bit more damage then his regular Jumping Strong Punch and causes a hard knockdown on impact.
Solar Kick
Alternate air kick. Is faster and has more forward range then the default jumping strong kick, but goes on kind of a weird angle. Probably best for air-to-air situations.
Sonic Kick (wall-bounces)
Piccolo dashes forward with a sliding side kick, lifted straight from the classic Super Butoden games. On impact, the opponent flies back quite far and will bounce off the wall, perfectly setting up a juggle follow-up. It has a combo limiter, in this case meaning that performing the Sonic Kick a second time in the same combo will just knock the opponent away rather then wall-bouncing them again. You can combo into this from the Focus Attack but also from basic attacks. Standing Strong Kick into Sonic Kick in particular is very good.
Zetto Jumpo
An extra, unique Zetto Counter for Piccolo has been added; this counter lets him jump straight up right after blocking an attack allowing him to either escape with an airdash or attack with a jump-in.
Destructive Wave
Piccolo's main zoning tool. A medium-to-far ranged energy spark is shot out of his hand. While it doesn't travel like a regular Ki Blast, it's range makes up for that, though all versions have a bit of charging time. Weak punch version comes out the fastest and doesn't knock the opponent down, Medium version takes a tad longer and knocks the opponent away, and the strong punch version takes the longest but also has the hardest knock-away effect on the opponent, causing them to twist around. EX version comes out very fast (and produces a larger energy spark as well) and knocks the opponent away even harder, causing them to flip around and fall down hard. These differences also translate to the aerial version, which Piccolo fires diagonally downward. As the spark causes him to recoil backwards the range is reduced a bit.
Mystic Harpoon
A must-have Special move for Piccolo. He extends his arm in an attempt to grab the opponent, after which he pulls them towards him, leaving them stunned, a perfect set-up for any attack or combo. You can even grab falling and airborne opponents, resetting them. None of the normal versions can be combo'ed into (apart from grabbing an enemy after launching or bouncing them).
The Weak punch version has the least range, as Piccolo doesn't even stretch out his arm. The Strong punch version has the best range, just shy of full-screen range. The medium version, as you'd expect, is somewhere inbetween.
The EX version is a great move as you can combo into it, it's a cool and stylish combo finisher. It has the Strong punch version's range. Upon grabbing the opponent, they're dragged towards Piccolo and met with a heavy gut punch followed by a launching knee attack and finished off with a demonic Mouth Blast, which knocks them away. When performed during Demon Mode, the Mouth Blast is replaced by a slightly more powerful Eye Laser. All versions are blockable, so technically it's not a grab. Master this move to master Piccolo. You can grab and break a Ki Blast with it as well.
The Weak punch version has the least range, as Piccolo doesn't even stretch out his arm. The Strong punch version has the best range, just shy of full-screen range. The medium version, as you'd expect, is somewhere inbetween.
The EX version is a great move as you can combo into it, it's a cool and stylish combo finisher. It has the Strong punch version's range. Upon grabbing the opponent, they're dragged towards Piccolo and met with a heavy gut punch followed by a launching knee attack and finished off with a demonic Mouth Blast, which knocks them away. When performed during Demon Mode, the Mouth Blast is replaced by a slightly more powerful Eye Laser. All versions are blockable, so technically it's not a grab. Master this move to master Piccolo. You can grab and break a Ki Blast with it as well.
Carnage Blitz
Tank move, Piccolo charges forward with a shoulder attack and he's able to plow through Ki Blasts during this part, though you're vurnerable to attacks before and after the dash. Upon hitting the opponent, they are knocked away. The Weak version has the least range, while the Strong version has the most, as to be expected. The EX version has a little more to it, as upon impact with the shoulder attack (succesful or even when blocked), Piccolo teleports behind the opponent and then delivers a powerful spartan kick, smashing the opponent away. To make sure he doesn't miss them, he does a big axe kick as the follow-up after hitting an aerial opponent with the EX Carnage Blitz. In Demon Mode the Light and EX versions both have armor on startup as well.
Mental Shock (shocks)
Anti-air attack. Piccolo sends a current of electricity out of his antennas. Upon hitting the opponent, they are temporarily frozen in place in a shocked/electrified state. This leaves you with enough time to perform a follow-up attack. Has a limiter to prevent infinite loops. All versions are identical and it has no EX version.
Halo Stomp
Another Piccolo classic. From the air, he shoots down (on a steep angle with the Weak version and a wide angle with the Strong version), with a diving kick. Upon contact, he explodes into a flurry of downward stomping kicks, the last kick knocking the opponent down. The EX version ramps it up a little by adding more kicks and thus doing more damage. The EX version also has an alternate ending kick by holding Up, knocking the opponent down rather then away and allowing you to still move or attack in the air after dismount.
Special Beam Cannon (LV1~2)
His most famous move. This Super is chargeble. Piccolo puts his two fingers to his forehead, channeling all his latent energy into them. There are three stages to this move, each becoming available as you charge it up longer and this will drain up to another Lv1 from your Power Bar, meaning in total you need Lv2 to achieve the maximum version, which is unblockable. If you run out of Power Bar before reaching the maxiumum (if you only have Lv1 plus a little bit, for instance) then Piccolo will fire it automatically. Upon releasing the Punch button, Piccolo fires the Beam Cannon manually. Get one of the Clones out to pin down the opponent so you have the time to charge it up to the maximum!
There's a special version when cancelled into from his Destructive Wave to allow it to combo, though that'll only work if you fire it immediately without charging up.
There's a special version when cancelled into from his Destructive Wave to allow it to combo, though that'll only work if you fire it immediately without charging up.
Dead End (LV1) (launches)
Upon activation, Piccolo goes into a charging state. if the opponent hits him with a physical attack during this state, Piccolo bursts into a radial explosion, knocking anyone he hits up into the air. Piccolo will also automatically perform the explosion after a certain amount of time. If you don't hold the punch button, he'll perform the explosion right away, though it'll be less damaging then. If he's hit by a projectile attack however, he's knocked out of the move, but you can use the explosion to destroy incoming projectile attacks. Works great as an anti-air. If he's hit by an opponent attacking from the air, the explosion will do an additional hit.
Dark Lord's Army (LV1 / LV2)
Piccolo can create a clone of himself at the cost of 150 health points. The clone will have 200 HP. This clone is AI controlled. When a Clone's KO'd, the health it cost Piccolo to produce him is gone. There's also a two Clone limit; after you've already produced two Clones, you'll be unable to create another until one of them has been destroyed. Creating a second clone (while the first is still onscreen) is also pricier; it'll cost you 150 health but it now requires a Lv2 Power Bar instead of Lv1. Clones die instantly from getting hit by (most) Supers to prevent any issues it might otherwise cause.
There are three Clone variants, produced by the different kick buttons:
-Weak Kick: 'Defensive' Clone. He will stick close to the real Piccolo and attack with Destructive Wave and Carnage Blitz. He's got your back.
-Medium Kick: 'Melee' Clone. Quite offensive and mostly throwing out basic attacks. Probably your best buddy to sandwich-combo the opponent with (Create it and then jump to the other side of the opponent).
-Strong Kick: 'Jumping' Clone. Regularly jumps and attacks, thus preventing the opponent from doing so. How does one plan to stop these clones?
When Clones are out, you can choose to re-absorb the clone and regain their remaining health. If you create a clone and instantly reabsorb it, you'll get a 50 HP bonus. The command for Re-absorbtion is QCB+any kick. When you have two Clones out, these callback commands even have different properties:
QCB+LK calls back the Lv1 Clone.
QCB+MK calls back the Lv2 Clone.
QCB+SK calls back both Clones at once.
When you have created 2 Clones (a Lv1 and then a Lv2) and one of them is killed off, leaving one behind, you're able to create a new buddy for that remaining Clone for 150 Health and only Lv1 Power Bar. Basically if you have a LV1 Clone left, the next one you make will be a Lv2 one and vice-versa. If you are near death there is almost no reason not to use this move!
In his config. file, you are able to change the Clones to Helpertype - Player, which might result in a better experience when Piccolo is put in a Mugen build that's not HDBZ. For those who have slower computers; you're also able to disable the Clone Split move entirely as they are prone to cause lag.
There are three Clone variants, produced by the different kick buttons:
-Weak Kick: 'Defensive' Clone. He will stick close to the real Piccolo and attack with Destructive Wave and Carnage Blitz. He's got your back.
-Medium Kick: 'Melee' Clone. Quite offensive and mostly throwing out basic attacks. Probably your best buddy to sandwich-combo the opponent with (Create it and then jump to the other side of the opponent).
-Strong Kick: 'Jumping' Clone. Regularly jumps and attacks, thus preventing the opponent from doing so. How does one plan to stop these clones?
When Clones are out, you can choose to re-absorb the clone and regain their remaining health. If you create a clone and instantly reabsorb it, you'll get a 50 HP bonus. The command for Re-absorbtion is QCB+any kick. When you have two Clones out, these callback commands even have different properties:
QCB+LK calls back the Lv1 Clone.
QCB+MK calls back the Lv2 Clone.
QCB+SK calls back both Clones at once.
When you have created 2 Clones (a Lv1 and then a Lv2) and one of them is killed off, leaving one behind, you're able to create a new buddy for that remaining Clone for 150 Health and only Lv1 Power Bar. Basically if you have a LV1 Clone left, the next one you make will be a Lv2 one and vice-versa. If you are near death there is almost no reason not to use this move!
In his config. file, you are able to change the Clones to Helpertype - Player, which might result in a better experience when Piccolo is put in a Mugen build that's not HDBZ. For those who have slower computers; you're also able to disable the Clone Split move entirely as they are prone to cause lag.
Seeking Bullet (LV2)
Piccolo fires out a powerful energy beam which is launched out of the screen after hitting the opponent (or even when they block or dodge it) and then Piccolo directs it to come back, hitting the opponent from behind for a second string of hits before smashing onto the ground where it causes an explosion which hits OTG (Off The Ground). When the opponent is being hit by the beam on the way back, you can hit them with an anti-air move (actually only the Mental Shock and the Dead End will hit). However if the attack hits a standing opponent upon return you are free to hit them with ANY attack!
While a Seeking Bullet is onscreen, you are unable to fire another. Power Charge is temporarily disabled as well. All in hopes of keeping a bit of balance.
While a Seeking Bullet is onscreen, you are unable to fire another. Power Charge is temporarily disabled as well. All in hopes of keeping a bit of balance.
Hellzone Grenade (LV3)
After charging energy into both of his hands, Piccolo then unleashes a volley of Ki orbs into the air. These form an omnious cloud above the players, but these blasts can't harm the opponent. That is, until you perform the secundary command which shoots all the blasts towards the opponent! Once they're hit by any of the incoming blasts, they'll be trapped and are treated to a big barrage of Ki orbs hitting them. At the end, Piccolo catches them with a Demon Choke.
The incoming blasts are blockable. If you don't perform the secondary command, the blasts will fire at the opponent regardless after 15 seconds.
While in Demon Mode, you can add Trap Blasts to the Ki cloud as you please and these will be added to the hits of the Hellzone Grenade when you fire it.
When performed during Demon Mode, it has three possible Finishers (replacing the Demon Choke) depending on how far the Demon Bar is filled;
Lv1 - Light Grenade.
Lv2 - Mafuba Seal.
Lv3 - Giant Demon.
The incoming blasts are blockable. If you don't perform the secondary command, the blasts will fire at the opponent regardless after 15 seconds.
While in Demon Mode, you can add Trap Blasts to the Ki cloud as you please and these will be added to the hits of the Hellzone Grenade when you fire it.
When performed during Demon Mode, it has three possible Finishers (replacing the Demon Choke) depending on how far the Demon Bar is filled;
Lv1 - Light Grenade.
Lv2 - Mafuba Seal.
Lv3 - Giant Demon.
activate Demon Mode (LV2)
Activating Demon Mode gives Piccolo a dark edge, tapping into his latent demonic power. This changes a few things, gameplay-wise.
-Upon activation, you will see an empty Demon Bar and a grey kanji added to the screen. The Demon Bar can fill up three times and the kanji changes colors each time. Grey = Lv0, Yellow = Lv1, Orange = Lv2 and Red/Pink Flashing = Lv3/Max.
- Using any 'demon' moves fills the Demon Bar. These include the Standing Strong Punch, Double Claw, forward throw, Eye Laser, Destructive Wave, Mystic Harpoon, Mental Shock, Trap Blast and Trap Blast Break.
- EX Mystic Harpoon's ender changes from a Mouth Blast to a souped-up Eye Laser. In comparisson, the Eye Laser ender does 20 more damage, has a faster recovery time and keeps P2 air born a tad longer.
- Light and EX Carnage Blitz gain armor on startup.
- Special Beam Cannon uses the Demon Bar instead of the Power Bar as it's power source. It becomes unchargeble but will instead instantly fire the Lv1, Lv2 or Lv3 version if you're at Lv1, Lv2 or Lv3 of the Demon Bar.
- Trap Blast becomes available (detailed below).
- Clone Split becomes unavailable.
- Dead End and Seeking Bullet become free, but cancel the mode.
- Hellzone Grenade costs Lv2 instead of Lv3 and takes you out of the mode.
- Depending if you're on Lv1, Lv2 or Lv3 of the Demon Bar when you activate the Hellzone Grenade, Piccolo will perform a unique Finisher at the end.
-Upon activation, you will see an empty Demon Bar and a grey kanji added to the screen. The Demon Bar can fill up three times and the kanji changes colors each time. Grey = Lv0, Yellow = Lv1, Orange = Lv2 and Red/Pink Flashing = Lv3/Max.
- Using any 'demon' moves fills the Demon Bar. These include the Standing Strong Punch, Double Claw, forward throw, Eye Laser, Destructive Wave, Mystic Harpoon, Mental Shock, Trap Blast and Trap Blast Break.
- EX Mystic Harpoon's ender changes from a Mouth Blast to a souped-up Eye Laser. In comparisson, the Eye Laser ender does 20 more damage, has a faster recovery time and keeps P2 air born a tad longer.
- Light and EX Carnage Blitz gain armor on startup.
- Special Beam Cannon uses the Demon Bar instead of the Power Bar as it's power source. It becomes unchargeble but will instead instantly fire the Lv1, Lv2 or Lv3 version if you're at Lv1, Lv2 or Lv3 of the Demon Bar.
- Trap Blast becomes available (detailed below).
- Clone Split becomes unavailable.
- Dead End and Seeking Bullet become free, but cancel the mode.
- Hellzone Grenade costs Lv2 instead of Lv3 and takes you out of the mode.
- Depending if you're on Lv1, Lv2 or Lv3 of the Demon Bar when you activate the Hellzone Grenade, Piccolo will perform a unique Finisher at the end.
Trap Blast
A child version of his Hellzone Grenade, Piccolo can place energy balls all across the sky to hinder the opponent. QCF+K balls are shot at a diagonal angle, while the QCB+K balls are created above Piccolo, and then travel on a horizontal (and squiggly) trajectory to their destination. Weak Kick places balls close to Piccolo, while SK balls are placed far across the screen. The balls are inactive when they float to their position, but become solid objects as soon as they're placed. If the opponent touches one, it explodes. If you've created a bunch of Trap Blasts, the opponent might be juggled from Trap Blast to Trap Blast. Yeah, take it!
DP+K or RDP+K lets Piccolo manually detonate a ball of the respective strenght (DP+LK detonates the QCF+LK ball, etc.). The balls will also explode when Piccolo is hit by a cinematic move like a finisher. DP / RDP+ two kicks destroys an entire batch.
You can only have up to 3 QCF and 3 QCB trap shots on screen at one time.
DP+K or RDP+K lets Piccolo manually detonate a ball of the respective strenght (DP+LK detonates the QCF+LK ball, etc.). The balls will also explode when Piccolo is hit by a cinematic move like a finisher. DP / RDP+ two kicks destroys an entire batch.
You can only have up to 3 QCF and 3 QCB trap shots on screen at one time.