Piccolo will swipe across his body with his leading hand.
700
All
9
1 (-2 on block)
This is a short elbow jab forward.
1000
All
15
34 (-5 on block)
This attack is a powerful upward hook that sends the foes flying.
Input
Damage
Guard
Start-Up
Advantage
700
All
10
-2 (-5 on block)
Piccolo will perform a knifehand swipe horizontal across his body.
Input
Damage
Guard
Start-Up
Advantage
850
All
15
36 (-9 on block)
Piccolo will lean back and kick directly forward, sending the foe flying.
Input
Damage
Guard
Start-Up
Advantage
500
—
28 (32 at max distance)
5
Piccolo will extend his arm forwards, grabbing foes and pulling them to him. This attack cannot be blocked.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
7
1 (-4 on block)
This is a simple crouching shin kick. Hits low and is quite fast.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
10
22 (-6 on block)
Essentially a slower, longer 2L, this sweep also hits low.
Input
Damage
Guard
Start-Up
Advantage
850
All
13
26 (-18 on block)
Piccolo will do a short jump and kick a foot upwards at a very sharp angle, sending the foe flying. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
500
—
16 (20 at max distance)
26
Piccolo will extend his arm to the sky at a 45 degree angle. This attack cannot be blocked.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
24 (Universal overhead)
3 (0 on block)
This is a knee strike that must be blocked standing.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
6
9-14 (4-(-3) on block)
A simple swipe with Piccolo's left hand. Reaches a bit farther than one may expect, but matches up with the animation. Has very little vertical reach.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500, 500
Stand, Stand
—
—
This move deals damage over two hits. Piccolo will repeatedly kick a foot downward twice in a row.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
This is an airborne roundhouse kick, that, unlike most jH attacks, while knock the foe away rather than to the ground. While this means some interesting combos are possible, it also means Piccolo a little bit more trouble obtaining a sliding knockdown when not in the corner.
Input
Damage
Guard
Start-Up
Advantage
(in air)
500
—
—
—
Piccolo will stretch his arm downwards at a 45 degree angle and pull the foe to him. This attack cannot be blocked.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
This is an upwards knee attack that will send the foe up and away.
Special Moves[]
Demon Shocker (魔電撃)
Input
Damage
Guard
Start-Up
Advantage
875
All
—
—
Piccolo will lean his head forward and fire a bolt of electricity from his antennae. This move stuns the foe.
875
All
—
—
This variant causes Piccolo to fire this move at a 45 degree angle upwards.
Demon Elbow (裏魔肘)
Dashes forward and attacks with an elbow strike.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
All
—
—
Moves a short distance forward before attacking. Travels at a slight downward angle towards the foe in the air. Does not switch sides if Piccolo is not close enough.
(air OK)
1000
All
—
—
Covers a longer distance, deals more damage, as well as gives a wallbounce on hit. However, the move is slower.
(air OK)
1100
All
—
—
This attack will consume half a Ki meter. Piccolo will once again move behind the foe, this time very quickly, and with quite a bit of distance, however, he will then teleport back in front of the opponent, in an attempt at a fake out. This variant deals the most damage and causes a wallbounce, however, the flash that emits from the meter being consumed can be a dead giveaway that the fake out is coming to an alert foe.
Demon Slicer (魔闘斬手)
Appears above the opponent and attacks with a knifehand strike. Piccolo is armored during the start of this move, protecting him from any oncoming attacks. When used in the air, Piccolo immediately performs the attack.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
All
—
—
Tracks the opponent at close range. Attacks straight down when used in the air.
(air OK)
1000
Stand
—
—
Appears slightly behind the opponent to attack. Travels diagonally when used in the air.
(air OK)
1100
All
—
—
Very similar to the version, but is stronger and deals a sliding knockdown upon connection. All of these moves will immediately execute the strike if used in the air. Consumes half a Ki gauge.
Homing Energy Blast (追跡エネルギー弾)
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
As the name implies, a large, slow moving, and homing blast of energy is fired forward. If the input is held, a larger, slower, and more damaging blast is created. Up to two of these blasts can be on screen at any given time.
Z Assists[]
Input
Damage
Guard
Start-Up
Advantage
Z-Assist A: Homing Energy Blast (追跡エネルギー弾)
/
450 (x2)900 total damage
All
—
—
Fires a homing blast at the opponent.
Z-Assist B: Demon Shocker (魔電撃)
/
875
All
—
—
Piccolo will lean his head forward and fire a bolt of electricity from his antennae. This move stuns the foe.
Z-Assist C: Demon Slicer (魔闘斬手)
/
1080
All
—
—
Performs a combination attack consisting on variation of Demon Slicer and variation of the same attack.
Super Attacks[]
Special Beam Cannon (魔貫光殺砲)
Input
Damage
Guard
Start-Up
Advantage
2050 [3116]
All
—
—
The attack consumes one ki meter. Piccolo will press two fingers to his forehead, and begin to channel all his energy into a single, focused point for maximum piercing strength. The input can be held to increase the damage. While holding the attack, Piccolo can teleport short distances back and forth. Consumes 1 Ki gauge per use.
Hellzone Grenade (魔空包囲弾)
Input
Damage
Guard
Start-Up
Advantage
1651
All
—
—
Piccolo will unleash a barrage of eleven small energy blasts that will surround the foe. Piccolo will then bring his arms together, bringing in all the energy blasts in on the foe. This move is notorious for granting an inescapable mixup when used after a snapback. Piccolo can even combo after this move. Consumes 1 Ki gauge per use.
Meteor Attack[]
Light Grenade (激烈光弾)
Input
Damage
Guard
Start-Up
Advantage
or
4095
All
—
—
This attack costs three ki meters. Piccolo will bring his hands together in front of his chest, palms facing outwards. He then will create a large blast of energy, which slowly leaves his hands before quickly gaining speed, rocketing across the screen. Consumes 3 Ki gauges per use.