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One of most faithful Goku's friend, Piccolo as the great Light Grenade which overshadow otherwise averages abilities.

Strategy Edit

Piccolo.

Best moves Edit

Light Grenade Edit

Piccolo's gold move. A 9.800 HP worth big and fast fireball. However, it can be easily avoided by teleport, but abusing it is by far the quickest way to victory.

Full Power Edit

Allow to spam Light Grenade and yet be able to enter onto Max Power Mode as soon as you have 3 Blast Stocks. There, you can harass ennemy with Violent Rush before Hyper Smashing him and use the Ki penalty trick. Then, you can use Hellzone Grenade.

Particulary useful if ennemy is harassing you, and you need to often use Light Grenade.

Hellzone Grenade

Awesome move, but has some catches to exploit it : if ennemy is near a level's limit, some of fireballs will explode against this limit. Secondly, between the "hovering" phase of the move and the "homing" finale phase, there is a split second, allowing the ennemy to partially or fully dodge it. Even worse, if you're hit during this split second, all fireballs vanish. Finally, fireballs destroy environnement, destroying your cover as you use it.

The best way to use Hellzone Grenade is by getting distance from ennemy (you can use Hyper Smash), throwing your 6 standard Ki Blasts, then to launch Hellzone Grenade when ennemy is hitten or repelling Ki Blasts. Note that it often bypass guard.

If you want to spam it, take cover right after hitting the ennemy, go onto Max Power Mode again, and quit your cover, to avoid to destroy it with Hellzone Grenade, and don't forget to occup ennemy with Ki Blasts before launching Ultimate Blast, or ennemy will be able to avoid it.

Correctly used, Hellzone Grenade is godly.

Useful moves Edit

Violent Rush Edit

Allows to do good damages if you use Full Power and want to circumvent its Ki penalty.

Rush 3 Melee combo

Linking 5xA, Rush-in, 3xA, charged Heavy Finish, 4xA and then either Ground Combo or Air Combo is the best Melee combo Piccolo can pull out. Of course, Air Combo deals more damages than Ground Combo, but is harder to perform and easier to dodge.

  • Air Combo, including ground hit : 21 hits, 15.110 HP
  • Ground Combo, including ground hit : 18 hits, 11.840 HP

These combos are better than ones using Grab, other finishers, or using 4xA and Flying Kick instead of 5xA and Rush-In,

Extensive Grab Edit

This is a double-edge move. Grab has some range, but is slow to initiate, and can even miss if ennemy is too close ! So use it at at least step-in distance. Along with range, this grab does moderate damages (3.240) and repel the ennemy forward, allowing to charge up Ki. But there are better Melee moves.

Kaikosen Edit

The paralysis is good on Piccolo, as it allows him to step-side on ennemy's back for engaging a Melee combo, possibly ending doing up 20.000+ HP damages.

However, it has a high 2 Blast Stocks cost, and Blast Stocks can be used for reaching Max Power Mode, manually or not.

Weak spots Edit

Special Beam Cannon Edit

Just forget it. High cost and one of the longest charge time of the game make it nearly impossible use it efficiently.

Step In Sway Edit

Useless move.

Against giant opponents Edit

Z-Items Edit

There are items which work the best with Piccolo :

  1. Equipment Slot +3
  2. Health +19 : Best resistance item (Defense +19 is second and Mystery of Sheron is last, on Majin Buu and probably on all characters).
  3. Attack +19 : a
  4. Blast 2 +19 : a
  5. Ki Control : a

Offensive items : depends on your fighting preferences,

Movelist Edit

Melee Edit

Rush attacks and combos
Hits combo Input Finisher Damages Ki
Single kick 1 A Kiai Cannon 250 + 600
Second kick 2 2xA Flying Kick 500 + 1.200
Punch 3 3xA Heavy Finish 750 + 1.800
Second punch 4 4xA Flying Kick 1.170 + 2.400
Round kick 5 5xA - 1.930 + 3.000
Rush-In (5) 5xA, X/N Sway Heavy 0 .
Punch 6 5xA, X/N, A Kiai Cannon 2.180 + 3.600
Second punch 7 5xA, X/N, 2xA Flying Kick 2.430 + 4.200
Knee hit 8 5xA, X/N, 3xA Heavy Finish 2.680 + 4.800
Hook 9 5xA, X/N, 4xA Flying Kick 3.100 + 5.400
Reverse hit 10 5xA, X/N, 5xA - 4.360 + 6.000
Chase Attack (10) 5xA, X/N, 5xA, Up + Guard - 0 - 16.384
Other Melee Techniques
Hits combo Input Follow-up Damages Ki
Extensive grab 9 Up, X/N (Throw forward) 3.240 .
Smash 1 B (hold) Dragon Homing / Punishing Attack 810 - 1.680 + 1.200 - 3.600
Vanishing Attack 1 Smash / Homing Dragon, B Dragon Homing + 3.780 + 2.400
Homing Dragon 1 Smash / Vanishing Attack, X/N, A (hold) Punishing Attack + 2.060 ?
Illusion Slash 1 Dragon Tornado 760 - 1.510 + 1.200 - 2.400
Dash Smash Hit 1 Dash, A (charge) Sonic Impact (X/N, A, B, A) 420 - 1.180 + 1.200 - 2.400
Sonic Impact 4 (+3) Dash Smash Hit, B, A (include ground hit) = 2.940 - 3.700 = 4.800 - 6.000 (+2.520)
Giant Throw 0 Up + B near lying ennemy - 0 .
Counters
Hits combo Input Additional Effect Damages Ki
Body Strike 1 Rush, Guard (hold) Lock Cancel 1.610 - 3.600
Sway 0 X/N, Guard (hold) - 0 .
Finishers and follow-ups
Hits combo Input  ? Additional Damages Ki
Kiai Cannon +1 A, B (hold) - 940 - 1.610 + 1.200 - 2.400
Kiai Cannon Smash +3 (+2) A, B (hold), B (includes ground hit) = 3.040 - 3.440 (+1.830) = 3.600 (half or full charged)
Flying Kick +5 2/4xA, B - 700 + 600
Heavy Finish +1 3xA, B Heavy Crush = 670 - 1.010 + 1.200 - 2.400
Heavy Crush +4 (+3) Heavy Finish, 2xB, A - = 2.260 - 2.600 (+1.590) = 6.600 - 7.800 (+5.400)
Ground Slash +1 Rush, Down + B (hold) Normal 760 - 1.510 + 1.200 - 2.400
Dragon Tornado +5 (+4) Ground Slash, 2xB, A (include ground hit) = 5.480 - 6.230 (+4.720) = 6.600 - 7.800 (+5400)
Lift Strike +1 Rush/X/N, Up + B (hold) Normal 810 - 1.610 + 1.200 - 2.400
Full Air Combo +8 (+7) Lift Strike + X/N + B, 4xA, B (include ground hit) = 8.700 - 9.500 (+7.890) = 6.000 - 7.200 (+4.800)

Ki Blasts Edit

Ki Blasts
Input Additional info Damages Ki
Simple Ki Blast(s) 1-6xB Fire up to 6 spining, curvy Ki Blasts. 260 - 1.560 - 1.400 - 8.400
Double fireball B (hold) Fire 2 big slow fireballs with moderate range 500 - 1.000 - 5.000 - 6.000
Dash Ki Blasts Dash, B Fire 4 lightly more powerful Ki Blasts 300 - 1.200 - 1.400
Dash charged fireball Dash, B (hold) Single yellow fireball with good range, speed and accuracy 500 - 1.100 - 2.000 - 2.500
Jump Ki Blasts Jump, B Same as Dash variant. 300 - 1.200 - 1.400
Jump charged fireball Jump, B (hold) Same as Dash variants, with a very little less damages. 500 - 1.000 - 2.000 - 2.500

MAX Power Mode Edit

MAX Power Mode
Input Additional Info Damages
Banishing Attack +1 Smash/Dragon Homing, B Additional Banishing Attack 3.780
Homing Dragon +1 Smash/Banishing Attack, X/N and (hold) A Additional Homing Dragon 2.060
Hyper Smash Charge + (direction +) B (hold) Bypass guard ; basic move 2.940
Super Dash Dash + A Quick teleport before Dash Smash .1.180
Violent Rush AAAAA... Infinite Rush combo .
Dragon Heavy Dragon Dash / Homing Dragon + B (can hold) Punch allowing to perform Dragon Heavy Combo 840
Dragon Heavy Combo Dragon Dash / Homing Dragon + B (can hold), AAAAAA... Violently pummel the ennemy, quickly drain the Max Power Gauge  ?
Dragon Heavy Exit Dragon Dash / Homing Dragon + B (can hold), AAAAAA... B Kick away the ennemy, allow to use Dragon Heavy Finish + 1.680
Dragon Heavy Finish Dragon Dash / Homing Dragon + B (can hold), AAAAAA... B L2+B (charge) Fire a chargeable and weaker Evil Impulse + 800 - 7.980

Missing Techniques Edit

Missing Techniques
Standard In Max Power Mode Forms
  • Rolling Hammer
  • Real Step In Counter
  • Smash Cancel
  • Super Movement
  • Any Brickwall effect
  • Transformation
  • Fusion

Blast techniques Edit

Blast 1
Blast Cost Quick description
Kaikosen 2 / 4 Paralyze the ennemy and damages1.960 HP.
Full Power 3 / 4 Go on Max Power Mode.
Blast 2 and Ultimate Blast
Ki Cost (/5) Hits Damages Wiimote move Quick description
Standard Wiimote
Special Beam Cannon 4 1 1.330 - 13.290 ? ? Chargeable and unblockable beam. Requires LONG time to charge.
Light Grenade 3 1 9.800 ? ? Big fast fireball
Hellzone Grenade 5 10 1.480 - 14.800 ? ? Shoots 10 fireballs which circle the ennemy, then home at him.

Miscellaneous Edit

Dragon Library description Edit

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Available form the start Edit

Piccolo doesn't need to be unlocked, he's always playable.

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Outfits Edit

  1. "Battle mode" outfit, without cape nor hat.
  2. "Training mode", with heavy cape and hat.

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In Dragon Adventure and Ultimate Battle Z modes Edit

Piccolo is playable in  :

Piccolo is fought in :

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