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.