Dragon Ball Z Budokai 3 -Quick game review: Budokai 3 continues the budokai saga, but elevates it to a hole new level. Anyone who played the first two games will notice a MAJOR evolution in gameplay and grafics in this game. As for grafics Budokai 3 finally has auras that REALLY resemble the series, when you power up the aura becomes stronger and stronger as your ki rises, and if you're close to the ground you'll see wind on the ground lifting dust and such. The more powerfull the characters the stronger the aura. Another great thing in the games grafics is that now EVERYONE has their own fighting and powering up stances, and for characters with different transformations, both stances may change(for example frieza and cell have different ones for each transformation, Goku has a different one for ss3 and ss4, Piccolo and vegeta have different ones for their final transformations, etc). As for gameplay, which is what really matters, B3 is by far superior to B1 and 2. For starters every character is now MUCH more unique. The basic moves shared by characters have much more variety, and a lot of characters have unique attacks(such as frieza using his tail, trunks and dabura using their swords, piccolo stretching his arms, etc), and not just Buu, like in B2. Then the basic gameplay was redone. There aren't anymore of those special moves for each character that end up being exactly the same for everyone, just with different names, such as a ki blast shower, a high speed beatting or a combo that chases the opponent. Now each character only has really UNIQUE special moves, and each characters has at least 2(except for Cell jr., who only has one). Then the most important new aspect of the gameplay is teleporting and evading. You can now evade your opponent's basic attacks and teleport behind (this all takes ki away obviously). You can also appear behind your opponent after you execute a strong attack, and hit him with another sending him flying in any other direction, and repeat the process up to three times. Then there's also the addition of free flight (FINALLY :P). If you press backwards twice and hold the button your character will now dash/fly backwards instead of just hoping backwards, and if you press up/down while doing this the character will fly up or down respectively. All of these additions make the game MUCH MUCH better than the previous 2 Budokai games, and they also make this the GREATEST AND MOST FAITHFULL TO THE SERIES DBZ GAME EVER :) :) :) -Now on to the real FAQ : Intro: This is my second FAQ, I initially did a FAQ on Vegeta for Budokai 1, but since I'm going to make a series of FAQs for Budokai 3 (of my favorite characters) the start of the FAQs will be the same for every B3 FAQ I make. Legend: U,D,B,F - up, down, back, forward P - punch K - kick E - ki(energy) G - guard * - hold the button pressed + - press simultaneously - - press immediatly after the previous button _ - time the button for the right moment ~ - delay the next button press a little / - press one button or the other DMG - damage ss - sidestep WD - while dashing WF - while flying WD/F - while dashing or flying WG - must be done while on the ground WA - must be done while on the air SA - strong attack KN - the move/last move of the combo always knocks down KNG - the move/last move of the combo knocks down if on the ground JG - the move/last move of the combo opens juggle possibility HP - hit points; represents you health; each health bar has 1000 HP (*) - holding the button pressed performs a Charge attack VNB - the move/last move of the combo leaves the opponent vulnerable for further attacking VNBA - the move/lats move of the combo leaves the opponent vulnerable for further attacking if in the air Contents: Basic maneuvers and properties [XXBMPXX] Notes [XXNOTXX] Character's story and info [XXCHAXX] Character's transformations and basic moves [XXMOVXX] Character's strings [XXSTRXX] Character's fusions [XXFUSXX] Character's custom combo starters/finishers [XXCUSXX] Character's juggle starters [XXJUGXX] Character's custom combos/juggles [XXCOMXX] Character's suggested capsule setups [XXCAPXX] Character's dragon universe section [XXDRAXX] Levelling up basics [XXLEVXX] -> USE CTRL+F OR CTRL+L (depending on which program you're using to view the FAQ), and copy paste the key within the [] to locate each section instantly. [XXBMPXX] Basic Maneuvers and Move properties: POWERING UP: By pressing G*,B,B* you'll power up by filling your ki gauges. TAUNTING: By pressing G*,D,D without any item skill equiped or available to use you'll taunt your opponent. If you're not attacked during the taunt you'll lower his ki, but if he attacks you during the taunt, he'll interrupt it, and you won't affect him. Each taunt lowers the opponent's ki by 1 gauge. DASHING/FLYING: By pressing B,B* while on the ground you'll Dash backwards, and if you press U while you're dashing backwards you'll fly up. When you're in the air you'll fly backwards instead of dashing, and you can press D/U while flying to fly downwards or upwards respectivelly. By pressing F,F* you'll dash towards your opponent, and if you or your opponent is in the air, instead you'll fly towards him. SIDESTEPPING: You can ss by pressing U/D+G. This is a really useful maneuver, and you MUST master this to be able to really take advantage of the game's system. Use it to evade your opponent's attacks without consumig ki, or when you don't have any ki. ROLL: You can break your fall by pressing G at the right time when you hit the ground. If you press G you'll execute a standard roll and immediatly get up in the same place, if you press U+G o D+G you'll immediatly evade U/D respectively when you hit the ground. You can't roll if you're knocked down: certain attacks, that for example trip your legs, or smash you against the ground won't let you roll. STRONG ATTACKS: Attacks that send your opponent flying backwards/upwards/downwards. These open the possibility of pursuing combos. BREAK FLIGHT: When you're hit by a strong attack you'll be pushed away by the hit. When you're close to a wall, or close to the limits of the World Tournament stage you'll go against the wall taking extra DMG, or you'll get ringed out in the WT stage. By pressing G before you reach the wall/stage limits your break your flight and you won't go against the wall nor get ringed out. You can hold G right after being hit by the attack. DASH ATTACKS: These attacks are performed by pressing P, K or P+K when dashing/flying towards your opponent. These attacks will break your opponent defense if he tries to guard the attack, leaving him open for attack for a short time. Most of these attacks are strong attacks. Some characters also have a dashing E attack similar to these 3, (for example Frieza, Yamcha, Piccolo and Tien). CHARGED ATTACKS: some attacks have the special property of being charged. If you hold the button of the attack pressed after performing it it will gradually charge, and be released when max charged, being unblockable. At any time during the charge you can cancel the attack by guarding or sidesteping; use this to make devastating custom combos. While charging an attack you will be invulnerable to any one single basic attack that your opponent does, but any special attack, or any combo, or any attack after that first one will hit you. Included in this category are the P+K, B+P+K and F+P+K attacks. THROWS: Throws are performed by pressing P+G, and they are unblockable, but they obviously have to be performed at a very close range, and when the opponent is not attacking. Throws can however be evaded by pressing P+G at the same time as the opponent does the move, or they can be evade by teleporting. KI SISTEM: The ki sistem in B3 is different from the previous 2 games. You now have 7 vertical ki gauges standing by each other. Every character has a number of ki gauges which represent his baseline ki (they are taller gauges, and the number depends on the character/transformation of the character). Whenever your ki is below the baseline it will gradually fill up; when your ki is at the baseline it will not fill or depleat itself; and whenever your ki is above the baseline it will gradually depleat itself. When you ki is below baseline your guard percentage (percentage of DMG you take from attacks) will go down (your guard will be 2% weaker for every ki gauge that you use below the baseline), and when your ki is above the baseline your attack percentage (percentage of DMG you do with an attack) will go up (your attack will be 2% stronger for every ki gauge you have filled up above the baseline, except for the 7th one, wich will give you a 4% increase in attack). When your ki is at baseline your attack and guard percentage are steady at that character/transformation's default value (unless you're using support or item capsules, which affect these values). When your ki is at Max it will remain steady for about 3 seconds before it starts to decrease back to baseline. When you're attacked with less than one ki gauge you'll be exhausted, and you'll have to button mash to recover with one ki gauge, and until you do you'll be extremely vulnerable to major DMG! KI BLASTS: These are the basic ki attacks. Every character (except for Hercule/Mr. Satan, Uub and Videl) has them, and they're performed by simply pressing E. If you press E some consecutive times you'll shoot a series of ki blasts, and depending on the character it can go from a single one (for example kid Goku), to 4 or more (for example Vegeta, Goku, and most of the characters). Some characters also have a dashing E attack similar to a ki blast (for example Vegeta, Goku, Cell and Gohan), and some characters shoot more than one ki blast with this move (for example Vegito, who shoots three consecutive ki blasts). Each ki blast uses 1/3 of a ki gauge. DEFLECTING: If you press G at the right time you can deflect your opponents ki blasts, and there are two options on this: you either press G a bit before the ki blast reaches you and you'll deflect it away from the you, or you press G just before the ki blast reaches you and you'll deflect it back to your opponent. Both options are useful! Don't think that you'll always be better by deflecting it back to your opponent, because he can counter deflect it back to you, or he can even teleport behind you and attack you. EVADING: You can evade all of your opponent's physical attacks, except for throws and ultimate moves, by pressing G at the right time when your opponent performs each attack. Each move you evade uses aproximatelly 1/3 of a ki gauge. TELEPORTING: If you press F+G at the right time when your opponent is attacking you you'll teleport behind him. You then have two options: you either let go of G and your character will automatically perform a strong attack sending your opponent flying for some pursuing combos (this is a dangerous option when you're playing against a skilled opponent because it is easilly counter evaded), or you can keep pressing G and your character will only teleport behind your opponent, and then you can do whatever you want (this is the best option, and is specially useful when you're trying to avoid being hit). Teleporting uses 3 ki gauges for each teleportation. PURSUING: After you perform a strong attack you can teleport behind your opponent and hit him with another strong attack by pressing e after the attacks connects. If you press E you'll hit you opponent in the oposite direction from where he came; if you press D+E you'll hit the opponent downwards; and if you press U+E you'll hit the opponent upwards. This can only be done while in the air, meaning you can't do this when you're fighting on the ground. You can only pursue for 3 consecutive times, and if you hit your opponent against a wall or the ground it stops. Pursuing uses aproximatelly 4/5 of a ki gauge for each teleportation. TRANSFORMATIONS: Most of the characters in this games have transformations. These states will change your character's attack and/or guard and/or ki baseline values, and some will even open up new moves, and most will change your character and his aura's looks. They are performed by pressing P+K+G when you have the needed, or more than those, ki gauges, and if you're in contact with your opponent when you perform the transformation you'll break his guard. Some transformations will be reversed back to default stage when you're hit with less than one ki gauge (for example any super saiyan transformation, or Gohan's and Krillin's unlock potential), while others are not reversible after being executed (for example Frieza and Cell's transformations, Cooller's transformation or Brolly's Legendary Super Sayan transformation.). DEATH MOVES: These are the characters unique special moves, which can be done at the end of a specific string, or by pressing F/B+E, depending on the move. Some of these moves require additional commands after being started (for example Vegeta's Final Impact, which is done by pressing B+E, E, E, E, F+E, and the last command will only work if you hit the opponent with the other attacks). BEAM STRUGGLE: When both characters perform a Ki based death move at the same time, with some distance between them they'll enter a Beam struggle, during which you have to button mash your command, or (and I recommend doing this, because it'll be quicker, and easier to do) rotate both analogs, and the one who does this the quickest wins the struggle. At the end the character who wins may pursue the opponent for a combo. BURST MODE: When both characters performs an attack that gives them immunity to one single attack (like a charge attack, or some other basic attacks) at the same time, when in contact with each other, they'll enter burst mode, which works exactly the same as a beam struggle. HYPER MODE: If you press P+K+E+G you'll enter hyper mode. During this state you're invulnerable to weak attacks (you still lose health, but you won't be delayed by the hit, meaning your movements won't be interrupted by your opponent's weak attacks). Your ki will start decreasing faster than normal, and you won't be able to regain it until you exit hyper mode, but it will leave a red trail behind it. During this state is when you perform your character's Ultimate move(or one of them if your characters has more than one), by pressing again P+K+E+G; the required amount of ki gauges for the ultimate move will be represented by the red trail I mentioned above, meaning even if your ki is almost up, but if you have the necessary ki trail for the Ultimate move's requirements, you can still perform the move. Also during hyper mode if you try to perform a pursue you'll enter Dragon Rush. After either the dragon rush or the ultimate move, the ki you have is not the red trail, but the remaining ki you had before exiting this state. If you don't perform a dragon rush, or an ultimate move, then your ki will reach zero, and you'll be exhausted, open to serious DMG! DRAGON RUSH: By doing a SA and then pressing E in hyper mode you enter dragon rush, during which both characters initially have 4 choices of buttons (square, triangle, cross or circle). Each must choose one, and then there are two options: either they both press different buttons, and the attacker wins, and the dragon rush continues, or they both press the same button and the defender counter attacks the attacker, and the dragon ruch stops. After this first stage, if the attacker won, only 3 button choices remain, and we have two options: either they both press different buttons, and the attacker wins again, and the dragon rush continues, or they both press the same button and the defender completely evades the attackers move, and the dragon rush stops. After the second stage, if the attacker wins again we have the final stage, where only two button choices remain, and we have another two options: either both press different buttons and the attacker wins, performing his other ultimate move, or in case he doesn't have another one, he just performs a powerfull attack (different depending on the character, some have specific ones, such as Frieza in his 3rd transformation), or both press the same button and the the defender manages to get away from the attackers move with just a little DMG. Note that at the first stage the attacker has a 3/4 probability of successfully continuing the dragon rush, whilst at the second stage the probability lowers to 2/3, and at the last stage it lowers to 1/2, which means that the probability of the defender stopping the dragon rush keeps getting bigger (1/4 -> 1/3 -> 1/2). ULTIMATE MOVES: These are like super moves, they are also unique to each character. There are two classes of Ultimate moves, both performed in hyper mode: the one where you have to press P+K+E+G and the character will perform a chargeable attack, which if it connects initiates the Ultimate move (most characters have one of these, with the exception of a few (for example Raditz, kid Gohan, Cell Jr. and Saibamen)), or the one which is performed automatically at the end of a dragon rush (there are fewer characters that have this kind of Ultimate moves.). When you enter the first kind of Ultimate moves both characters will have a gauge wich will keep filling up over and over again, and a counter at the middle. You have to press an attack button at the right moment, three times, before the counter reaches zero, meaning you'll try to time the button pressing with the filling of the gauge, and then there are two options: either the attacker fills more gauge than the defender, and the Ultimate move is performed in all of it's power, or the defender fills more gauge, and the Ultimate either is performed in a weaker version, or is even stopped (depends on the Ultimate move, for example Goku's Super Spirit Bomb, which if successfull is much stronger than if unsuccessfull, or on the other hand Yamcha's Spirit ball attack which if unsuccessfull is stopped (with the exception of Tien's Neo Ki Blast Cannon, which if unsuccessful is stronger, but drains Tien of all of his ki, leaving him exhausted)). The other kind of Ultimate moves is automatic, and guaranteed once it starts. [XXNOTXX] Notes about the moves and strings section for each character: -The DMG indicated is the DMG the moves take in the lowest transformation required for the move, and at it's baseline ki. -Button presses separated by a coma (,) are moves within the same string, and the ones separates by a coma and a space( ) are singular moves, or moves from different strings. -The DMG indicated in a characters dragon rush Ultimate move represents the DMG the entire dragon rush plus the Ultimate move take, but it doesn't represent the DMG that the dragon rush starter you used takes. -The DMG indicated in a string is the DMG the string will do without any kind of power up's to the attack parameter, meaning it's at 100% attack. -When a move is a strong a attack, or a string ends in a strong attack, after the DMG of the move/string you'll see the sign (SA). -When a move can be charged, if totally charged it's DMG increases aproximatelly 50%, which means it'll do 150% DMG of what it would do if not charged, or partially charged. -Any physical attack's DMG, when hitting the opponent from his side or back increases aproximatelly 24%, which means it'll do 124% DMG of what it would do if hitting the opponent in his face. -I'll only list complete strings, unless they can be finished with a Death move, or they open juggle possibilities, or leave the opponent vulnerable (meaning that for a character with the string P,P,P,P,K I won't list P or P,P or P,P,P but I'll list P,P,P,P (may end in *Death move's name*), if the character has that particular Death move string. -Strings that end in death moves won't be listed since they are done by simply pressing E at the end of the string, and the DMG they do is simply the DMG of the string plus the DMG of the death move. -Moves that leave the opponent vulnerable (VNB) are a bit rare (each character probably has about 3 or 4), and they only have a short window for you to attack after. Examples of such moves is Piccolo's F+P,P,P,P string, or moves such as Vegeta's F+K, or F+P,F+K,P string. If you attack after the allowed time the opponent will just fall to the ground and the combo will be interrupted. -Strings that don't combo, meaning that hits don't add on, meaning that from some move on the combo can be blocked, even if the opponent was hit by the previous move, will have hits and DMG listed separately as X+X hits and XX+XX DMG. An example of this is Piccolo's P,P,F+K string, in which the first two hits combo, but the third one doesn't, meaning that the opponent may be hit by the two punches, but still block the last kick. It's parameters will be listed like this: 2+1 hits 87+74 DMG. -Whenever a basic attack that's referred to in the list outside of the string list appears in the combo, I'll refer to the move by the name I gave it in it's section. Notes about the fusions sections for the characters that have them: -All fusion capsules take all 7 slots, so you won't be able to equip any other capsules. But a character still has some skills that the capsule provides besides the obvious Fusion skill, these are referred to as provided skills. -Some of the character's moves will be changed when a Fusion capsule is equipped, even before using the Fusion skill, these are referred to as altered moves in the general fusions section. -After performing the fusion even more moves, or even the same, will changed/upgraded. These are referred to as altered moves in each fusion's separate section. -All fusions are done like an ultimate move (P+K+G+E in hyper mode) -Fusions have a required minimum number ki gauges that you have to have filled up with the trail of ki in hyper mode to be able to perform the Fusion, but doing it won't use any ki. Notes about the suggested custom combos section for each character: -Every combo is done starting in the character's baseline ki for the respective starting form. -Button presses separated by a coma (,) are moves within the same string, and the ones separates by a coma and a space( ) are singular moves, or moves from different strings. -When you break your opponent's guard by transforming normally if you hit him he'll fall down; but there's a very short window during which he doesn't fall and your attacks are still guaranteed, allowing you to continue your custom combos. That window is at the end of the motion the opponent does, right befores he regains control. So every time you are supposed to use a guard break during a custom combo I suggest, you're supposed to hit that window, unless you're breaking into an ultimate move, 'cause in that you just have to do it as soon as possible, or you're breaking into a death move, in which case you can attack at any moment during the motion, and it'll do the same DMG. -The right moment referred to in the legend with _ , that you need to perform guard cancels within combos is the moment RIGHT after the move starts to charge, preferrably with little to no "shining" in the beginning. Notes about the Dragon Universe section for each character: -Any normal event is signed with "->", and separated from the previous/next by an empty lign, but an event that's derivative from the previous one will be signed with a space and then the "->", and won't be separated from previous one, meaning it only happens after the previous one. -When a place where an event happens is an important place, with a proper name, and not a generic one (like mountains or plains), after the first time I say where it's located I won't say it again, and I'll only say that it happens in the respective place. -Some events are automatic, meaning they happen automatically when you reach their location. These events are marked with "(AUTO)". [XXCHAXX] PICCOLO Piccolo is the son of Piccolo Daimen, the evil half of what once was Kami. King Piccolo spit an egg right before he died at the hands of Goku..this egg was different from the other ones he had produced before.. this one was like his son, in that it contained his essence. When that egg hatched Piccolo came out of it, and he immediatlly started wreaking chaos while searching for Goku. He entered the World Tournament, and there he fought and defeated many adversaries, including Tien, until he fought Goku. The battle was fierce but Goku came out the winner.. and in the end he did something unexpected..he gave a senzu bean to Piccolo and refused to kill him like he did his father. Piccolo swore revenge, but decided to postpone the fight. He kept practicing, and perfecting his skills waiting to challenge Goku again, until the day when Raditz came to earth, and Piccolo had to team up with his sworn enemy in order to defeat the sayan warrior. The battle ended and while Goku grabed Raditz from behind Piccolo shot his Special Beam Cannon and killed both Raditz and Goku. As he knew more sayans were coming, and since he became aware of Goku's son's hidden talent for martial arts he decided to train Gohan for the fight with the sayans. For 2 years Piccolo trained himself and Goku's son, through strictness and pain. As time passed, Piccolo started to become emotionnally attached to the little kid. The day when the sayans arrived Piccolo fought and defeated the saibamen with no problems, but ended up sacrificing his life to save Gohan from Nappa. He then realized that Gohan was the only one to ever treat him as a friend, and not like a monster, like everybody else. He, along with Tien, Chiao Tzu and Yamcha went to train with King Kai while they waited for Goku and his friends to try and wish them back with the Namek balls. On Namek, once they had the dragon balls, Gohan and Krillin wished Piccolo back to life, and to Namek. Once there Piccolo rushed to help Gohan, but on the way he found Nail, a Namek that had been defeated and severely injured by Frieza, and who proposes to sync with Piccolo to help him achieve their goal, which whas the same: to kill Frieza, and take revenge for every Namekian life he took. Piccolo then rushes to Gohan, and when he finds them Frieza is already in his 2nd form, beating the crap out of Vegeta. Piccolo and Frieza do battle, and when Piccolo seems to have the upper hand Frieza transforms again and wins the match. Piccolo is then brought back to earth by Gohan. When Trunks comes from the future and warns Goku and his friends of the coming of the Androids Piccolo trains harder and harder. When #19 and Dr. Gero arrive they are no match for Piccolo, or Vegeta, and after Vegeta destroys #19 they rush after Dr. Gero. Near his laboratory, in the mountains he tries to absorb Piccolo's energy, but fails and then realizes Piccolo's far stronger than him. He escapes to his lab, and reawakens #17 and #18, who proceed to kill him, and get out of the lab, into the mountains where they defeat Piccolo, Vegeta, and all of Goku's friends. Soon after that a new enemy appears, Cell. When Piccolo finds out about this he decides to go and speak with Kami, so that they can become one again, and defeat Cell and the androids. They fuse with the condition of Piccolo retaining his body. After that Piccolo meets Cell in a city destroyed by this android, and leads him to believe he can defeat him, in order to know who he is. After getting the information he wants, he shows his true power, but Cell manages to escape. After some days, Cell keeps running away, and killing people to absorb their energy, Piccolo and Goku's friends are at the kame house, and they have a visit from #17, #18 and #16. Piccolo goes into a very fierce and equal battle with #17 until Cell appears and absorbs the android, becoming far too much for Piccolo. After Cell is defeated, everything returns to normal, until the coming of Majin Buu. At the world tournament Piccolo recognizes Kaioshin, the supreme Kai, who tells everyone about Babidi and his plan to awaken Majin Buu. At Babidi's spaceship Dabura appears and spits on Piccolo and Krillin, turning them into stone. After the awakening of Majin Buu, Dabura is killed by the monster, and Piccolo and Krillin are turned back to normal. With the threat of Majin Buu, and Goku having to return to the otherworld, and Vegeta also dead after trying to defeat Buu by sacrificing himself, the only hope left is that Goten and Trunks fuse. Piccolo is left to train them in the hyperbolic time chamber to fight with Buu. After the fight Buu ends up absorbing both Gotenks and Piccolo, and they remain inside of him until Vegeta and Goku manage to get absorbed, with a barrier. They free Piccolo and the rest of their friends and Goku defeats Majin Buu with the help of Vegeta. With the threat gone Piccolo remains on earth, always training and sharpenning his skills. Piccolo is one of the best characters in this game. He's strong, quick, has GREAT reach, only needs two transformations to reach his final form, and has a death move that's really strong, and only uses half of a ki gauge. Piccolo is selectable from the beginning of the game. Piccolo's Costumes: (to change costumes, at the character select screen highlight the character and press left/right) 1 - Piccolo's basic Namekian uniform 2 - Nail's clothes 3 - Piccolo's uniform with the cape and turbant 4 - King Piccolo (from DB) skin. This costume is exclusive to the collector's edition. To get it you must go to the Dragon Arena and the enter the following password: Gahaha Saikou da!!!- Saikou nokibu nda!!! After you insert the password you'll have to save the character to fight against, and enter whatever name you like. After that you can select the costume in any mode, just like you select the other ones. Note that you don't have to fight the character to have access to the costume. [XXMOVXX] Piccolo's transformations: Sync with Nail - This is the sync that Piccolo performed with Nail, on Namek, in order to battle Frieza. Characteristics: ki required: 4 gauges baseline ki: 4 gauges attack % at baseline: 105% not reversible allows you to equip and use Fuse with Kami Fuse with Kami - This is the fusion of the two parts of the initial Namek warrior who split into Kami and Piccolo Daimen. Piccolo fused with Kami in order to defeat Cell and the androids. Characteristics: ki required: 5 gauges baseline ki: 4 gauges attack % at baseline: 110% not reversible Allows you to equip and use Light grenade and Hellzone Grenade Piccolo's special moves: Destructive Wave - This is Piccolo's level 1 Death move. It uses 1 ki gauge. F+E -> 250 DMG (SA) (KNG) P,P,P,P,E -> 5 hits 424 DMG (SA) (KNG) F+P,B+P,P,P,E -> 5 hits 409 DMG (SA) (KNG) Light Grenade - This is Piccolo's level 2 Death move. It uses 1/2 of a ki gauge and can only be done after fusing with Kami. B+E -> 440 dmg (SA) (KNG) F+K,P,P,B+P(*),E -> 5 hits 674 DMG (SA) (KNG) B+K,K,K,E -> 5 hits 688 DMG (SA) (KNG) Special Beam Cannon - This is the move Piccolo used to kill Raditz and Goku in one shot. It's Piccolo's Dragon Rush Ultimate move, so it doesn't use any ki. 1400 DMG Hellzone Grenade - This is the move Piccolo used against #17 to try to surprise him. It's Piccolo's P+K+E+G Ultimate move. It uses 4 ki gauges and can only be done after fusing with Kami. >If defense wins - 603 DMG >If attack wins - 1100 DMG Piccolo's throw - A powerfull uppercut to the stomach crumpling the opponent followed by a powerfull horizontal punch also to the stomach. P+G (close) -> 2 hits 200 DMG (SA) Piccolo's ki blasts: Standing ki blasts - Piccolo joins his hands and shoots 1,2,3 or 4 ki blasts. E -> 50 DMG E,E -> 2 hits 100 DMG E,E,E, -> 3 hits 150 DMG E,E,E,E -> 4 hits 200 DMG Piccolo's dash attacks: Double Hammer - Piccolo joins his hands above his head and smashes the opponent into the ground. P (WD) -> 74 DMG (KN) Elbow Thrust - Piccolo turns sideways and and quickly hits the opponent with a powerfull elbow strike to the chest. P (WF) -> 63 DMG (SA) Upwards kick - Piccolo quickly hits the opponent away with a powerfull upwards frontal kick. K (WD) -> 68 DMG (SA) Rotation Kick - Piccolo quickly rotates and kicks the enemy in the stomach. K (WF) -> 79 DMG (SA) Shoulder Ram - Piccolo slams the opponent with his shoulder. P+K (WD) -> 63 DMG (SA) Headbutt - Piccolo quickly delivers a headbutt to the opponent. P+K (WF) -> 3 DMG (SA) Elbow Strike - Piccolo turns sideways and quickly hits the opponent downwards with an elbow strike to the head. E (WD/F) -> 74 DMG (SA) (KNG) Piccolo's Basic Attacks: Downwards Whip attack - Piccolo rotates, stretches his arm and strikes the opponent from above. P+K(*) -> 75 DMG if close on the ground (KN) -> 79 DMG if far on the ground (SA) (KN) -> 2 hits 150 DMG if at medium range on the ground (SA) (KN) -> If in the air (KN) property no longer applys Arm sweep - Piccolo stretches his arm and sweeps both the opponents feet. F+P+K(*) -> 58 DMG if close -> 37 DMG if far (KNG) -> 2 hits 93 DMG if at medium range (KNG) Uppercut - Standard uppercut to the chin. B+P+K(*) -> 68 DMG (JG) Twin kicks - Inwards roundhouse followed by a powerfull side kick to the stomach. K+G (wg) -> 2 hits 144 DMG (SA) Dropping Kick - Piccolo flys upwards and drops down on the enemy with a kick. K+G (WA) -> 1 hit 116 dmg Flying kick - Powerfull Jumping side kick to the stomach. F+K+G -> 1 hit 105 DMG (SA) (KNG) Sumersault kick - Quick and powerfull jumping sumersault kick. B+K+G -> 1 hit 137 DMG (SA) [XXSTRXX] Piccolo's Strings: >Punch starter P,P,P,P - A strait left jab to the stomach followed by a right hook also to the stomach, ending in two left-right uppercuts to the chin. 4 hits 174 DMG may end in Destructive Wave P,P,P,P,P(*) - Last string ending in a powerfull strait arm stretching strike to the stomach. 5 hits 225 DMG (SA) P,P,K,K - A strait left jab to the stomach followed by a right hook also to the stomach and an inwards left roundhouse kick to the stomach too, ending in a powerfull upwards kick to the chin. 4 hits 218 DMG (SA) P,P,F+P(*) - A strait left jab to the stomach followed by a right hook also to the stomach ending in a powerfull strait punch also to the stomach. 3 hits 161 DMG (SA) (KNG) P,P,B+P,P(*) - A strait left jab to the stomach followed by two right-left hooks to the stomach ending in an uppercut to the chin. 4 hits 182 DMG (JG) P,P,F+K(*) - A strait left jab to the stomach followed by a right hook also to the stomach ending in a powerfull strait kick also to the stomach. 2+1 hits 87+74 DMG (SA) (KNG) P,P,B+K - A strait left jab to the stomach followed by a right hook also to the stomach ending in a right outwards leg sweep. 3 hits 131 DMG (KNG) (VNBA) P,K - A strait left jab to the stomach followed by a powerfull inwards right roundhouse kick also to the stomach. 2 hits 93 DMG (SA) (KNG) P,F+K,K,P(*) - A strait left jab to the stomach followed by a quick left knee kick to the chin and a left side kick to the legs ending in a powerfull strait punch to the stomach. 4 hits 217 DMG (SA) (KNG) P,F+K,K,K - Same combo ending in a powerfull upwards kick to the chin instead of the uppercut. 4 hits 203 DMG (SA) P,F+K,K,B+P - Same combo ending in a rotating backhand punch to the face instead of the upwards kick. 4 hits 194 DMG (JG) F+P,P,P,P - A quick arm stretching hit to the stomach followed by three open hand slashing strikes. 4 hits 149 DMG (VNB) F+P,P,P,F+P(*) - A quick arm stretching hit to the stomach followed by two open hand slashing strikes ending in an arm sweep that pulls the opponent closer to you. 5 hits 195 DMG (VNB) F+P,P,P,F+P(*),K (WG) - Last string ending in a powerfull upwards kick to the chin. 6 hits 248 DMG (SA) F+P,P,P,F+P(*),K (WA) - Same string ending in a powerfull dropping axe kick to the head instead of the upwards kick. 6 hits 252 DMG (SA) (KN) F+P,K,K - A quick arm stretching hit to the stomach followed an inwards left roundhouse kick to the stomach too, ending in a powerfull upwards kick to the chin. 1+2 hits 37+140 DMG (SA) F+P,F+P,P,P,P(*) (WG) - Three quick arm stretching attacks, followed by a stronger and longer one, ending in a downwards whip attack. 5 hits 223 DMG (KN) F+P,F+P,P,P,P(*) (WA) - Same string ending in a strong attack. 5 hits 223 DMG (SA) F+P,B+P,P,P - A quick arm stretching hit to the stomach followed by a left uppercut to the ribs and a right downwards punch to the face, ending in an uppercut to the chin. 4 hits 159 DMG may end in destructive wave F+P,B+P,P,F+P(*) - A quick arm stretching hti to the stomach followed by a left uppercut to the ribs and a right downwards punch to the face, ending in a powerfull strait punch to the stomach. 3+1 hits 126+79 DMG (SA) (KNG) B+P,P(*) (WG) - A low rotating backhand punch to the legs followed by a downwards elbow strike to the head. 2 hits 109 DMG (KN) B+P,P(*) (WA) - Last string ending in a strong attack. 2 hits 109 DMG (SA) B+P,K - A low rotating backhand punch to the legs followed by a right inwards leg sweep. 2 hits 109 DMG (KNG) B+P,F+P(*) (WG) - A low rotating backhand punch to the legs followed by a powerfull downwards punch to the head. 1+1 hits 58+89 DMG (KN) B+P,F+P(*) (WA) - A low rotating backhand punch to the legs followed by a powerfull double hand smash to the stomach. 1+1 hits 58+68 DMG (SA) B+P,F+K - A low rotating backhand punch to the legs followed by a quick left knee kick to the chin. 2 hits 123 DMG (VNB) B+P,F+K,P (*) - A low rotating backhand punch to the legs followed by a quick left knee kick to the chin ending in an uppercut also to the chin. 3 hits 186 DMG (JG) B+P,B+P - A low rotating backhand punch to the legs followed by a high rotating backhand punch to the face. 2 hits 109 DMG (JG) B+P,B+P,K (WG) - Last string ending in a sumersault kick. 3 hits 237 DMG (SA) B+P,B+P,K (WA) - Same string ending in a backwards dropping sumersault kick instead of the regular sumersault kick. 3 hits 212 DMG (SA) B+P,B+K(*) (WG) - A low rotating backhand punch to the legs followed by a dropping axe kick to the head. 1+1 hit 58+68 DMG (KN) B+P,B+K (WA) - Same string ending in a strong attack. 1+1 hit 58+68 DMG (SA) >Kick starter: K,K,K,K(*) - Three side kicks, the first to the stomach and the other two to the legs, followed by a double sweep kick to the stomach. 5 hits 225 DMG (SA) K,K,K,F+K,K(*) - Three quick side kicks, the first to the stomach and the other two to the legs, followed by a right outwards sweep to the legs, ending in a powerfull frontal kick also to the stomach. 4+1 hits 180+74 DMG (SA) (KNG) K,K,F+K,K,K - Two quick side kicks to the stomach and legs followed by a inwards roundhouse kick also to the stomach and backwards dropping sumersault kick, ending in a powerfull upwards kick to the chin. 3+1 hits 152+78 DMG (SA) -> If close to the opponent 2 hits 171 DMG (SA) -> If far and 1st 3 hits miss K,K,F+K,K,P(*) - Last string ending in an uppercut instead of the upwards kick. 3+1 hits 152+85 DMG (JG) -> If close to the opponent 2 hits 175 DMG (JG) -> If far and 1st 3 hits miss K,K,B+K - Two quick side kicks to the stomach and legs followed by a rising kick to the chin. 3 hits 162 DMG (JG) K,K,B+K,K - Same string ending in a backwards dropping sumersault kick. 4 hits 262 DMG (SA) K,P,P(*),P(*) (WG) - A quick side kick to the stomach followed by a quick punch also to the stomach and and an open hand slashing strike to the face, ending in a downwards elbow strike to the head. 3+1 hits 138+53 DMG (KN) K,P,P(*),P(*) (WA) - Same string ending in a strong attack. 3+1 hits 138+53 DMG (SA) F+K,K,K,K(*) - A quick knee kick to the face followed byt two quick side kicks to the legs and stomach ending in a powerfull frontal kick to the stomach. 3+1 hits 157+74 DMG (SA) (KNG) F+K,K,K,F+K - Same string ending in a powerfull upwards kick to the face instead of the frontal kick. 4 hits 214 DMG (SA) F+K,K,K,B+K - Same string ending in a powerfull hoping roundhouse kick to the stomach instead of the upwards kick/frontal kick. 4 hits 243 DMG (SA) F+K,P,P,P(*) - A quick knee kick to the face followed by two right-left uppercuts to the nose ending in a powerfull strait arm stretching strike to the stomach. 4 hits 205 DMG (SA) F+K,P,P,F+P (WG) - Last string ending in a downwards punch to the head. 4 hits 205 DMG (KN) F+K,P,P,F+P (WA) - Last string ending in a strong attack. 4 hits 205 DMG (SA) F+K,P,P,B+P(*) - Last string ending in an uppercut to the nose instead of the downwards punch. 4 hits 214 DMG may end in Light Grenade B+K,K,K - Two left-right sweeps to the legs followed by a hoping right knee to left kick combo. 4 hits 205 DMG (JG) May end in light Grenade B+K,K,K,K(*) - Two left-right sweeps to the legs followed by a hoping right knee to left kick combo, ending in a powerfull frontal kick to the stomach. 5 hits 270 DMG (SA) (KNG) B+K,F+K - A left sweep to the legs followed by a hopink knee kick to the shin. 2 hits 129 DMG (JG) B+K,F+K,K - Same string ending in a sumersault kick. 3 hits 257 DMG (SA) B+K,F+K,P(*) - Same string ending in a downwards whip attack instead of the summersault kick. 3 hits 198 DMG (SA) (KNG) B+K,B+K,K - A left sweep to the legs followed a right rotating side kick to the stomach ending in a powerfull hoping twin roundhouses combo. 4 hits 250 DMG (SA) [XXFUSXX] Piccolo has no fusions. [XXCUSXX] Custom Combos: Custom combos are made by cancelling charge attacks that leave the opponent open for more attacks within strings. Custom Combos can include juggles within them. Here are some combo starters and finishers, and the ones I use the most..you can link as many different starters as you want with a finisher at the end (if they are linkable), but obviously you'll get punished if you go at it for too long, 'cause eventually your opponent will recover enough ki to teleport. Another good tactic is to custom combo into an ultimate move, which comes unexpected ,and can also be cancelled into the same move again if you have the ki required, in case your opponent evades. Suggested starters: F+P,P,P,F+P(*) - This is the starter I use the most since it starts out pretty quick, and keeps that until the last move, which can be charged for extra DMG and/or unblockable status, AND has a HUGE reach, AND hits twice, openning up a very good time window during wich the opponent is vulnerable. And it's also piccolo's strongest starter in terms of DMG. The only downfall is that sometimes the last hit misses, particularly against smaller enemies and while on the ground..but this doesn't happen when you charge it. F+P,P,P,P - This string is the second one I use the most as a starter since it's pretty quick, and therefore hard to evade, and it opens a pretty good window too. B+P,F+K - This one is pretty quick too, but it's quite weaker than the previous one, and has less reach. K,K,K,K*_G - This one is ok. It has low reach, and it also leaves a rather small window, but it's the second strongest one. P,P,B+K - This one would be pretty good since it begins with P..but it only serves as a combo starter if in the air, because on the ground it knocks down :(. F+P,F+P,P,P,P*_G - This one is really cool and also pretty strong, the only downfall is that it leaves you a bit far from the enemy and has a pretty small window :(. Suggested finishers: P,P,P,P,E - This finisher is the most basic, but also one of the best since it ends in a death move, which means it's pretty damaging..but it DOES require ki consumption..but that shouldn't be a problem at the end of a combo. P,P,P,P,P - This one is for situations where you can't afford to/don't want to use a death move. It does pretty much the same as the above one but with much less DMG. F+K,P,P,B+P,E - This one is the one I use the most, since it begins with F+K, which isn't the beginning of any of Piccolo's starters, therefore doesn't knock the enemy down, and it's his most damaging one since it ends in Light Grenade. And for the same reason it only uses half a ki gauge..which is near to nothing at the end of a combo. B+K,K,K,K - This one is also great because it's really strong and can be cancelled at the end if the enemy is planning on teleporting. K,K,B+K - This one is great because it's pretty quick, and opens up juggle possibilities. The only downfall is that it starts with K, which is the beginning of one of Piccolo's starters :(. B+P,B+P - This one isn't as damaging, but since it begins with B+P and also opens up juggle possibilities it compensates. B+P,F+K,P - This is one of Piccolo's best finishers because it's pretty strong, and quick, and begins with B+P, AND opens up juggle possibilities. P,P,B+P,P - This one does the same purpose as the one above..and it evens has the same DMG :P. P,F+K,K,B+P - This one is also one of the best since it serves the same purpose as the ones above, but evens has greater DMG :). [XXJUGXX] Juggles: As far as juggles go, it all depends on your situation; if your opponent doesn't have enough ki to evade your attacks by teleporting then you should try a juggle, but go for a short one, that allows you to pursue, because pursuing is stronger than most basic juggles. You can also use cancel in your charge attacks, and transformations to widden the window you have to attack, to create very powerfull combos within your juggles, originating really powerfull juggles, that can come close to killing your opponent..but then again your opponent will probably have enough ki to teleport behind you and punish you, especially if he's using a Concentration capsule (which I ALWAYS recommend using..and always use myself...it cuts the ki expediture for evading and teleporting in half :)). In my opinion you don't have to worry about juggles too much in this game..just use a short combo that ends in a strong attack and then pursue for some DMG, until you see your opponent has enough ki to teleport, and then stop pursuing or you'll be punished. Suggested starters: B+P+K - This move opens a huge window leaving you at ease to perform very damaging juggles, but it's pretty slow and weak. K,K,B+K - This string is quite good as a juggle starter, since it's pretty quick. And it's also cool looking :). B+P,B+P - This one is good because it's really quick and hard to evade. B+P,F+K,P - This one is really great because it's pretty damaging and can be charged at the end for extra DMG and/or unblockability status, and also cancelled to confuse. P,P,B+P,P - This one serves the same purpose as the one above. [XXCOMXX] Suggested Custom combos/juggles: -F+P,P,P,P, P,P,B+P,P, F+K,P,P,P* (charge a little) pursue possible if in the air 12 hits 467 DMG (SA) (KNG) aprox. remaining ki gauges: 6.6 starting form: base -F+P,P,P,F+P, B+P,F+K, K,K,B+K, P,P,P,P,P* (charge a little) pursue always possible 15 hits 590 DMG (SA) aprox. remaining ki gauges: 7 starting form: base -F+P,P,P,F+P, P+K+G, B+P,F+K, P,P,B+P,P, F+K,K,K,F+K pursue always possible requires sync with Nail skill 16 hits 592 DMG (SA) aprox. remaining ki gauges: 7 starting form: base ending form: Sync with Nail -F+P,F+P,P,P,P*_G, B+P,F+K, K,K,K,K*_G, P+K+G, P,F+K,K,B+P, P,P,P,P,E pursue possible if in the air requires sync with Nail, fuse with Kami and Destructive Wave skills 20 hits 936 DMG (SA) (KNG) aprox. remaining ki gauges: 5.9 starting form: base ending form: fuse with Kami -K,K,K,K*_G, F+P,P,P,F+P, P+K+G, B+P,F+K, P,P,B+P,P, F+K,P,P,B+P,E pursue always possible requires sync with Nail, fuse with Kami and Light Grenade skills 21 hits 1147 DMG (SA) aprox. remaining ki gauges: 6.5 starting form: base ending form: fuse with Kami -F+P,P,P,F+P, B+P+K, P+K+G, F+K,P,P,B+P, P+K+G, F+K,P,P,B+P,E pursue always possible requires symc with Nail, fuse with Kami and Light Grenade skills 16 hits 995 DMG (SA) aprox. remaining ki gauges: 6.5 starting form: base ending form: fuse with Kami -F+P,F+P,P,P,P*_G, B+P,F+K, P,F+K,K,B+P, P+K+G, F+K,P,P,B+P,E pursue always possible requires sync with Nail, fuse with Kami and Light Grenade skills 16 hits 1043 DMG (SA) aprox. remaining ki gauges: 6.5 starting form: base ending form: fuse with Kami -K,K,K,K*_G, P+K+G, B+P,F+K, F+P,P,P,F+P, P,F+K,K,B+P, P+K+G, F+K,P,P,B+P,E pursue always possible requires sync with Nail, fuse with Kami and Light Grenade skills 22 hits 1144 DMG (SA) aprox. remaining ki gauges: 6.5 starting form: base ending form: fuse with Kami -K,K,K,K*_G, B+P,F+K, F+P,P,P,F+P, P+K+E+G requires you start fused with Kami and in hyper mode with at least 4.0 ki gauges requires sync with Nail, fuse with Kami and Hellzone Grenade skills >If Hellzone Grenade is unsuccessful: 13 hits 1079 DMG >If Hellzone Grenade is successful: 13 hits 1574 DMG aprox. remaining ki gauges: 0.0 (if you begin with 4.0) starting form: fuse with Kami ending form: fuse with Kami -F+P,P,P,F+P, B+P,F+K, K,K,K,K*_G, F+K,P,P,B+P,E requires you start fused with Kami and in hyper mode requires sync with Nail, fuse with Kami and Special Beam Cannon skills >If dragon rush ends at 1st stage: 16 hits 1062 DMG >If dragon rush ends at 2nd stage: 21 hits 1359 DMG >If dragon rush ends at 3rd stage: 20 hits 1722 DMG >If dragon rush ends with Special Beam Cannon 31 hits 2601 DMG aprox. remaining ki gauges: 1.5 starting form: fuse with Kami ending form: fuse with Kami [XXCAPXX] Suggested Capsule setups: My two favorites: 1 - Sync with Nail 2 - Fuse with Kami 3 - Light Grenade 4 - Piccolo's regeneration 5/6/7 - Meditation This capsule setup gives you a lot of freedom with your ki, because of the meditation capsule, and it gives you both of Piccolo's transformations, which are obviously pretty good because they give a 10% increase in attack, and increases 1 gauge to the baseline ki. And thanks to the meditation capsule you'll be able to sync with Nail from baseline ki, and then with just 1/2 more of a ki gauge you can fuse with Kami. You also have Piccolo's regeneration which is REALLY good, since it cuts the DMG you take from moves by 40% :D, while only using a bit of ki for every hit...but since you have the meditation capsule you won't have any problems with ki consumption. The only downside is that you don't have any death moves untill you fuse with Kami...but since you can fuse with Kami with just 1/2 ki gauges on top of what you begin with, that shouldn't be a problem... and once you're fused with Kami you really shouldn't use Destructive wave at all, since it's weaker than Light Grenade, and it costs double the ki. 1 - Sync with Nail 2 - Fuse with Kami 3 - Light Grenade 4 - Concentration 5/6/7 - Meditation This one is all about controlling your ki. You have both transformations, and Light Grenade..and instead of Piccolo's regeneration you'll have concentration, which cuts your ki usage for teleporting in half. With concentration and Meditation together you'll use 1/6 of the normal ki expediture for teleporting, and 2/3 for the regular ki attacks and for pursuing...meaning you'll have all the ki you need to slaughter your enemy :D. Other ones: 1 - Sync with Nail 2 - Fuse with Kami 3 - Destructive wave 4 - Light Grenade 5 - Hellzone Grenade/Special Beam Cannon 6 - Piccolo's regeneration 7 - Concentration This one gives you Hellzone Grenade and Destructive wave..since you don't have meditation it'll come in handy as a death move untill you're able to fuse with Kami. You also have Piccolo's regeneration, because this capsule is always useful..but it will be harder to control your ki usage since it drains your ki, and you don't have meditation. On the other hand you have concentration...so it compensates for not having meditation. Also you can switch Hellzone Grenade with Special Beam Cannon depending on what you prefer the most...but I always suggest using a P+K+E+G ultimate, instead of the dragon rush one, since it's really risky to depend on dragon rush. On the other hand you'll do more DMG with the dragon rush one...so it's up to you to decide. 1 - Sync with Nail 2 - Fuse with Kami 3 - Light Grenade 4 - Hellzone Grenade/Special Beam Cannon 5/6/7 - Meditation This capsule setup gives you good controll over your ki consumption thanks to the meditation capsule, and still gives you an ultimate... but you don't have Piccolo's regeneration or concentration, which IMO are much more useful than an ultimate move :P. [XXDRAXX] Unfortunatelly due to lack of time I will not be adding the Dragon Universe section to any other character except for Vegeta. Meaning that only the Vegeta FAQ will have this section. Sorry :( But the walkthrough by SOng has a pretty good and complete Dragon Universe section for every character, and you can get it at GFAQs. [XXLEVXX] Levelling up Basics: In Dragon Universe and Dragon Arena modes you gain experience points for battles you win, and in certain events in DU. These experience points are used to develop you character's statistics. Each Level you go up grants you a Z point, which you can use to increase one level for a statistic. The amount of experience you need to level up will increase as your character's level increases, and the amount of experience you receive from battles won will increase as the difficulty level increases. You can go up to level 99, which means you'll get a max of 99 Z points; there are 7 statistics, and each can go up to level 20, which means you'd need 140 Z points to max out a character's statistics. So you'll have to choose well what you want to level up, because YOU WON'T BE ABLE TO GET ALL THE STATISTICS TO LEVEL 20! Here is the explanation of each statistic: >HEALTH: As you increase this statistic the amount of health your character has will also increase. Your character has 3000 HP at level 0 of this statistic, and each level you increase will give you about 200 HP, to a max of 4000 extra HP (which means you'll have 7 life gauges total) at level 20. >KI: As you increase this statistic the amount of ki your character uses to perform ki requiring actions will decrease. With ki at level 20 you'll have a 1/3 cut in ki usage, meaning you only use 2/3 of the ki you use at level 0. >ATTACK: This statistic increases the amount of DMG all of your attacks deal to the opponent. Each level you go up increases by 5% the DMG you deal, to a max of 100% extra DMG, at level 20, meaning you'll do double DMG at level 20. >GUARD: As you increase this one the amount of health you lose from the attacks that your opponent hits you with will decrease. Each level you go up increases by 5% you defense, to a max of 100% extra defense at level 20, which mean the amount of DMG you take from your opponents attacks will go down 2.5% each level, to a max of 50% cut in DMG, meaning if you're at level 20 in this statistic you'll only lose half the HP you'd lose if you were at level 0. >ARTS: This one increases the amount of DMG your death moves and ultimate moves deal to the opponent, regardless if you have attack levelled up or not. Each level you increase gives you a 2.5% increase in DMG, to a total of 50% max at level 20. This means you can raise attack to max to have a 100% increase in DMG, and still increase arts to max to have more 50% increase in DMG for death moves and ultimate moves! >ABILITY: As you increase this statistic the effectiveness of the item capsules you use will increase. For example, if you intend to equip and use the Tonkatsu bowl, for each level you increase of this statistic the amount of HP you recover by using the item will go up by 30; so if you have Ability at level 0 the item will give you 2000 HP, but if you have it at level 1 the item will give you 2030 HP, and so on. This applies to all kinds of item skills, meaning that support skills will also be included. >COM: This statistic measures how well the computer controls your character in Dragon Arena mode, so you'll only need to increase this one if you intend to have someone fight your characters by giving him your password, or if you intend to fight him yourself in the same manner. The higher the level of this statistic the better the CPU controls your character. Closing Comments: Piccolo is also one of my fav characters in the game (second only to Vegeta, and tied with Trunks, Goku, Cell and Frieza). He's a great character, mainly due to his great reach, and quick and strong combos. IMO he only lacks in terms of combos because he doesn't have enough good moves to link between different strings in a combo. His level 2 death move (Light Grenade) is IMO probably the best in the game, since it's strong, quick AND most importantly only uses up half a ki gauge, whilst most others use 2 full gauges. I hope this FAQ proves helpfull and/or fun to those who read it, and it sure helped me improve my gameplay by writting it, and I had a lot of fun :P. I'd like to thank Dimps for creating the first REALLY GOOD DBZ GAME, and this time around IMO they couldn't have made much better :) ------ For any questions regarding the FAQ contact me at Skryba@hotmail.com Copyright protection: This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2004 Emanuel Silva - Skryba The following sites have my permission to post this FAQ : www.gamefaqs.com www.neoseeker.com www.gamerhelp.com www.atari.com.au www.1up.com