Jump Ultimate Stars Piccolo FAQ v1.1 Table of Contents: I. FAQ Introduction and Updates II. A Brief History of Piccolo III. How to Obtain Piccolo IV. Koma Information V. Controls and Moves VI. Ally Boosts VII. Combos and Strategies VIII. Deck Setups IX. Credits Copyright 2007, Yamcha. This FAQ is for public use and may not be used to gain a profit. If you Want to use it, then you must e-mail me: rurouni_yamcha(at)hotmail.com If you would like to contribute something, please put "Piccolo FAQ" in the subject, otherwise I probably won't open it. You'll also get a really nifty spot in the credits too, so don't be shy. --------------------------- I. Introduction and Updates --------------------------- This Character FAQ is intended to give an overview of Piccolo including but not limited to his moves, strengths, and weaknesses. If you've been considering the green mentor for a deck, or if you're already using him then you've come to the right place. So you've got Piccolo and you're wondering why anyone would want to use him when all the other Dragon Ball characters are stronger, faster, and just plain better than him? Maybe you want to be different. Maybe you want to test yourself by playing as such an underpowered character. Despite all his obvious flaws, he can be very tricky to fight which is where his true strength lies. Updates: Version 1.0 - 1/15/07 Started the basic outline, and I'm slowly but surely working on everything else. All of the bare bones stuff is here. As I go along and find new supports and decks, I'll add them in future updates to help the avid Piccolo player along. Version 1.1 - 2/23/07 Added battle character recommendations and a couple decks. ------------------- II. A Brief History ------------------- Taken from wikipedia.org "Piccolo is a fictional character from the Dragon Ball series. He is the son/reincarnation of Piccolo Daimao (Piccolo the Great Demon King) and was spawned to avenge his sire's death at the hands of Goku. Like Daimao, he appears as a tall green humanoid. After his narrow defeat against Goku, Piccolo is soon forced to form an at first uneasy alliane with Goku and his friends against newer, more dangerous threats. Out of necessity he takes it upon himself to train Goku's son Gohan, forming a powerful bond which ultimately redeems him when he sacrifices himself to save the child's life. After his resurrection he fully joins Goku and the others in their struggles against ever more powerful villains. As with most other characters in the series, Piccolo's relative power diminishes (with the exception of a few brief power spikes) as the story progresses; this causes his role to shift more from a warrior to mentor. Like Goku, his fantasy origin is changed near the start of the second half of the Dragon Ball series (Dragon Ball Z) to recast him as an alien from a distant world." -------------------------- III. How to obtain Piccolo -------------------------- Dragon Ball World: Mission 3 (Objective 4) - Collect all 7 Dragon Balls within 30 seconds. -------------------- IV. Koma Information -------------------- ~Help and Support Koma~ Piccolo Help Koma: Adds slow health regeneration to a battle character. Piccolo 2 Koma [Power] - Nobiru ude Effect: Pulls the opponent towards you. Damage: 16 to Power 24 to Knowledge 16 to Laughter Size: [ ] [ ] Cost: 10 Red, 40 Green, 5 White Piccolo 3 Koma [Power] - Makonkosappo Effect: Piccolo fires his trademark move at the opposition in front of you Damage: 5-23 to Power 7-34 to Knowledge 5-23 for Laughter Size: [ ] [ ] [ ] Cost: 50 Red, 150 Green, 10 White ~Battle Koma~ Piccolo 4 Koma [Knowledge] Passive Effects: -Gradually Regain Health -Gain more SP when fighting Laughter type opponents. Ultimate Action: Hold Select to slowly regain SP energy. Health: 136 Size: [ ] [ ] [ ] [ ] Cost: 20 Red, 180 Green, 20 White Piccolo 5 Koma [Knowledge] Passive Effects: -Gradually Regain Health -Gain more SP when fighting Laughter type opponents. Ultimate Action: Hold Select to slowly regain SP energy. Health: 152 Size: [ ] [ ] [ ] [ ] [ ] Cost: 100 Red, 300 Green, 20 White --------------------- V. Controls and Moves --------------------- All moves are of the Knowledge nature except where noted. B - Arm Swing Damage: 8 [Power][Knowledge], 12 [Laughter] Description: The basis for all combos, it is a simple short range starting move. Fast and effective to get the job done. Forward B - Kousengan - Eye Beam Damage: 8 [P][K], 12 [L] Description: A nice fast move. You can use it as the next part of a combo after the idle B, or to poke an unexpecting adversary. There isn't too much lag time afterwards so it's a safe poking move to rely on. Up B - Upward Kick Damage: 9 [P][K], 13 [L] Description: Piccolo's air launcher move. Use this when you want to kick someone upwards for an aerial combo. It's a very fast move so feel free to use it on its own or integrate it into a combo. Down B - Quick Knee Damage: 8 [P][K], 12 [L] Description: The character change move. Don't rely on this too much unless you really need to finish off a character that is almost dead. Jump B - Aerial Arm Swing Damage: 8 [P][K], 12 [L] Description: Combo filler to be used after the Up B. It has a short reach so you have to be close for it to connect. Y - Bakurikimaha - Exploding Powerful Demon Wave Damage: 15 [P][K], 22 [L] Description: This is Piccolo's hardest hitting attack. However it has significant lag time after it is used and knocks your opponent down, so it is best reserved for ending a combo. If you miss when using this move, Piccolo is wide open to a counterattack. Forward Y - Nobiru ude - Expanding Arm Damage: 11 [P][K], 16 [L] Description: Piccolo extends his arm forward to bring the fight to him. This is an excellent surprise attack, poke, and combo extender all in one package. This should be a staple that you rely because it opens up a world of support possibilites. Up Y - Kuchikarakikouha - Energy Wave from the Mouth Damage: 15 [P][K], 22 [L] Description: An anti-air attack that fires at a 45-50 degree angle. This is an excellent move to ground those pesky airborne fighters like Lenalee, Eve, and Jaguar. It's fast, effective, and simple. Down Y - Tsuno Beam - Antenna Beam Damage: 15 [P][K], 22 [L] Description: The guard breaker move. Use it to help any shy turtlers get into the fight. Jump Y - Delayed Air Fireball Damage: 8 [P][K], 12 [L] Description: Piccolo leaves a purple fireball in the air. It will activate after either 2 seconds pass or an enemy approaches it. Just think of it as a mobile air mine. =) X (4 Koma) - Makankosappo [Power] Damage: 3 -27 [P][L], 4-45 [K] Description: A beam that drills through multiple enemies. Has a brief charge time before firing. Up X (4 Koma) - Sai Sei - Rebirth Damage: N/A Description: Piccolo tears his arm off and to recover a substantial amount of health. X (5 Koma) - Makankosappo [Power] Damage: 3-48 [P][L], 4-66 [K] Description: The powered up version of his trademark move. Hold X to charge it up until the aura around his hand gets more powerful. Up X (5 Koma) - Kakusanyudokodan - Homing Fireballs Damage: 36 [P][K], 54 [L] Description: 6 Fireballs are summoned and simultaneously close in on an adversary. They must be on your screen for all the fireballs to connect. --------------- VI. Ally Boosts --------------- Koma that boost Piccolo: -Gohan -Ashuraman (Kinnikuman) -Gajira (Dr. Slump) Koma boosted by Piccolo: -SSJ Vegeta -SSJ2 Gohan -SSJ Gotenks -------------------------- VII. Combos and Strategies -------------------------- Basic Combos: These are some very simple sets to help you along your way. More advanced combos will be here soon enough. 1. B -> Forward B -> Y 2. B -> Forward B -> Forward Y -> Y 3. B -> Up B -> B 4. B -> Up B -> Y 5. B -> Up B -> B -> Y Strategy: Piccolo doesn't have any outstanding moves with high priority. He doesn't hit particularly hard. He's not very good at ring outs either... But you still want to use him effectively right? That's the spirit. So what does he have? That's a good question. He's good for a player that likes to play mind games. While he doesn't have the mix-up game of characters like Jaguar or Robin, he can certainly hold his own! 1. Use the air mines liberally. They are excellent for zoning and herding people to a location that is more advantageous to you. Once you get the hang of the air mine's properties, you can even use it to add a boost to your combos. You can leave two mines in the air at a time. Feel free to even stack the second fireball below the first one. This brings me to my next point... 2. The right/left and left/right mines strategy. This involves taking a hop in the air to lay one mine facing your current direction, then turning around to place another one facing the opposite direction. This is good to buy you some time while you plan out your next attack. 3. Don't remain stationary too long. While you may be tempted to use the arm drag to repeatedly reel someone to you, you make yourself a big target for a combo breaker. Namely the supports like Trunks 3, Seiya 3, and Sena 3 to name a few. ---------------- VII. Deck Setups ---------------- ~Recommended Help Koma~ Gajira (Dr. Slump) - Boosts Piccolo and gives him the always helpful triple jump ability. Rukawa (Slam Dunk) - Air Dash is a nice ability to have if you have a panel or two to spare. It will help with air superiority because you can distribute air mines all over the map. Hatenkou (Bobobo) - Paralysis is a very popular status ailment. Bring this along if you're the cautious type. Rohan (JJBA) - Piccolo is the kind of character that really needs supports. When he's support sealed, he can't fight to his full potential. Sven (Black Cat) - I think another mentor type character fits the Piccolo theme nicely. Sven reduces damage taken from special attacks which can mean the difference between life and death in a match with strong Power characters. Sanosuke (Kenshin) - You're going to block and attack during a match. You might as well get an SP boost while you're at it! ~Supports that compliment a Piccolo Deck~ Tezuka 2 - Activate the Tezuka zone and arm drag someone into it. If they block then go for a guard break. Bobobo 2 - Extremely helpful when fighting power characters, and he seems to be a perfect support for Piccolo's fighting style. Gohan 2 - Boosts and provides a nice ranged attack. Kurama 2 - Blindess effect. If they run, place air mines around them. If they block, guard break and pummel them. Shun 3 - Drag people into the paralysis area then switch to a battle character with some stronger specials to deliver another blow. Yamamoto 3 - Juggles people into the air, then you can continue the beat down, or hit them with the Homing Fireballs special if you're using 5 koma Piccolo. Mashirito 3 - Excellent for zoning and pressure. He also stays on the field for a long time which is extremely nice. If only he could sing better... Gotenks 3 - Helps put some distance between you and the opposition. You can even fire a Makankosappo if you have an SP bar to spare. Hitsugaya 3 - Freeze beam. Enough said. Rabi 3 - Excellent anti-air support. You can place air mines while the flame pillar is up for an unpleasant surprise. ~Deciding between 4 koma and 5 Koma Piccolo~ 4 Koma Advantages: -Healing super -Occupies less space Disadvantages: -Less offensive power -Less health -Healing super is redundant if you have a healing support 5 Koma Advantages: -More powerful supers -More health -The Homing Fireball special is good for pinning runners down Disadvantages: -Makankosappo charging takes time -Leaves less room in your deck -He's still a knowledge nature in a game where players predominantly use power characters So how do we choose between which version to use? The 4 koma is the better team player for decks with several characters or decks that lack a dedicated healing support koma. He becomes more of a backup fighter to stall for time while everyone else rests. The 5 koma is better for decks that will focus more on using Piccolo on the front lines. He has more staying power. You can fake charge the Makankosappo to lull the enemy into a false sense of security so that they charge in. The Homing Fireballs are good for attacking runners that are low on health. To make the 5 koma even more useful, use a support that causes blindess like Kurama 2 and use the Homing Fireballs if they foolishly try to run around. ~Recommended Battle Partners~ Luffy 5/6/7 - Good for a stretch themed deck. Although he is a very common character, Luffy is still a very solid power character to rely on. Kenshin (Any) - Kenshin has plenty of speed to make up for Piccolo's slowness. An extremely versatile character that can accomodate a number of supports and decks. Don Patch 5/6/7 - An extremely powerful and nimble laughter character. He can easily KO power types without even using his specials. He also has a slightly smaller hit box due to his short size. Momotaro 5/6 - Annoying is a good way to describe this god of ring out. Low on power and lacks an air game. ~Decks~ Knowledge is Power [Y] [B] [B] [P] [P] [Y] [E] [E] [P] [P] [Y] [E] [E] [O] [P] [Y] [s] [O] [O] [g] P = Piccolo (5) Y = Yugi (4) E = Eve (4) O = Orihime (3) B = Bobobo (2) s = Sakuragi (1) Pointing at Yugi g = Gajira (1) Pointing at Piccolo Piccolo and Kenshin [y] [S] [S] [P] [P] [y] [y] [S] [P] [P] [h] [K] [K] [K] [P] [A] [A] [K] [K] [g] P = Piccolo (5) K = Kenshin (5) y = Yamamoto (3) (Hitman Reborn) S = Sakura (3) A = Aya (2) (Ichigo 100%) g = Gajira (1) h = Hiko (1) ----------- IX. Credits ----------- Many thanks to the following people: -Nintendo for releasing the game in the first place. -Genroh for making the all knowing comprehensive FAQ that has helped us play and understand this game. I also borrowed a lot of koma info from his FAQ. =) -Wikipedia for the character bio and the fancy attack names. -Summonmaster from the JUS board for helping me along with this thing. Thanks dude! -You for reading.