Post by Nachi on Jul 24, 2009 12:36:32 GMT -5
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THIS TOP SECTION IS FOR SPECIAL TECH-RELATED RULES
THIS TOP SECTION IS FOR SPECIAL TECH-RELATED RULES
Abilities versus Techniques
Combos
Any technique involving a physical combo can be learned even if you haven't reached this level yet.
You won't get any stat enhancement though, it's just a shortcut to comboing.
Powerful Ki/Energy
Many techniques won't be much good unless you spend a post or two charging them up. An Explosion, for example, won't have the same kick if you don't spend some time building up to it.
If you get an upgrade that is all about charging or focusing for a post or two (like Super Kamehameha or Super Destructo Disk), then even if you haven't unlocked this ability, you can go ahead and charge/focus it, otherwise the upgrade would be useless.
However, techniques that simply mention focusing or charging, but don't have charging or focusing as the benefit of upgrading itself, like Elemental Eye-Lasers, WILL require this ability.
After Image
Combo techniques that enhance your speed (like the Volleyball Fist) can allow you to make amateur after images (they're more like just a flicker) even if you haven't unlocked this ability.
Ki Control
Any technique that involves controlling an attack, like the Spirit Ball, can be done even if you don't have this ability. But without this ability it's just that little bit more stressful.
Flight
No technique can mysteriously grant you the power of flight. For any techniques that work best with flight-assistance, such as the Ultimate Wave, Ping-Pong Attack, Volleyball Fist, etcetera, you will have to figure out different ways to use them until you learn Flight.
However, firing ki waves at the ground is useful for propelling yourself in to the air with a booster effect, but this distracts you from whatever else you're doing, so it's not really a good solution.
Race-Only Techniques
These should be considered more powerful/effective than equivalent techniques available to all races.
Even if someone makes a custom technique to copy a race-only technique, the race-only technique will still be significantly better and drain a little less ki.
Don't forget to still take Power Level in to account, though.
You can find the Race-Only Techniques in the second post.
Techniques with Multiple Upgrades
If you choose to learn a specific upgrade to any technique, you can still learn the other upgrades later on, don't worry.
Each upgrade costs 1 dojo technique slot, as usual.
So, for example, if you wanted to learn all the Mouth Cannons (5 Upgrades), you would need 6 dojo technique slots - one for Mouth Cannon, and one for each upgrade.
Halting Techniques[/u]
Any technique, dojo or unique, that paralyzes/freezes/halts/etcetera an opponent (eg: Psychic Halt, Butterfly, etcetera) will not allow you to make any cheap attempts at dismemberments/kills/thefts.
If you plan on using a technique on someone who is halted, you are limited to one uncharged dojo/unique technique on the opponent whilst they are affected.
TECHNIQUES START HERE
Note: If you're choosing your first techs, and the list looks a little huge to you... just ask someone to help, and tell them the kind of technique you want.
It's in alphabetical order, though, so if you know the name of the technique, you might be able to find it yourself.
Techniques[/u]
Note: Race-Only Techniques and Dances are listed separately below this list.
- 4-Arms Attack -> 8-Arms Attack
Sacrifice a chunk of ki to grow two arms from your back.
The upgrade allows for four more arms, but this costs a huge amount of ki. - Banshee Blast -> Soul Sword
A Banshee Blast is a concentrated orb of ki released from a single finger.
Usually, all four fingers and the thumb can be used.
If the hand is held with fingers pointed at the target, then beams can be released instead of orbs, and these beams can be beam struggled.
Extremely versatile, but this technique can usually only be any more powerful than others when more fingers are used.
For the upgrade, ki is focused in to a single finger, to form a single lengthened sword of ki with high piercing properties, but low slashing properties.
Only one sword can generally be formed. - Belly Beam -> Garlic Beam
Ki bursts out from your belly in a surprising ki wave!
No hands required!
For the ugprade, you may charge this up with a faster gain than normal (if you haven't unlocked Powerful Ki, then you can only charge this normally). - Break Storm -> Filthy Fireworks
Gather ki in your hand at your side, and then thrust your hand up, with your index and middle finger pointed upwards as if you're swearing at your opponent. The general area will erupt in a great explosion.
High destructive capabilities for civilians and cities, but as for actual damage and ki usage, this is relatively low. Note the word 'relatively', so the damage will still be considerable, especially if you charge it up.
For the upgrade, point at your opponent to unleash a high-speed almost invisibly tiny and concentrated dot of ki. This dot of ki explodes fantastically, with the most focused damage of all techniques. Uses a rather large amount of ki, so should only be attempted once. - Burning Attack -> Burning Slash
Fire a high-speed burst of ki from both hands.
To increase power, move your hands about making crazy motions like Trunks did when he used it against Mecha Frieza.
The upgrade requires a blade, and involves a fierce blade combo finalized by a surprise one-handed burning attack. - Buster Cannon -> Finish Buster
A giant ball of ki, for causing mass destruction in one shot.
The upgrade is released by aiming two hands at your opponent, surrounding yourself with ki, and unleashing all you can in an almighty wave.
Obviously uses a lot of ki to make attacks so powerful. - Cannon Ball -> Exploding Cannon Ball
Curl up in to a ball and begin to spin, levitating on the spot.
Once ready, shoot off at your target... the longer you spent spinning, the faster you will travel.
It is possible to curve around and go for multiple attacks whilst curled up, but curving increases ki-drain, so use wisely.
Note that if you cannot fly, you merely levitate a foot or two above the surface below you.
For the upgrade, you can sacrifice a chunk of ki and self-destruct for a surprising explosion. If you can charge, you can choose to use more ki and charge up for the explosion while spinning in the beginning phase (before you shoot off). - Cosmic Cannon -> Big Bang Attack
A flame-like ball of ki, hurled from one hand to engulf the target and inflict ki burns all over.
For the upgrade, ki is gathered in to one palm, and then released in a medium-sized sphere of ki, which races toward a target and explodes with huge destructive power.
The more this is charged, the more concentrated the sphere becomes - the size does not change. - Cool Breeze -> Hyper Tornado
With a waft of your arm, unleash a gust of wind to throw your opponent off their feet. Takes a moment to execute, and lacks the kick of a Shockwave, but has a wider area of effect (can hit multiple characters).
Overuse leads to sudden ki depletion and a sore arm.
For Hyper Tornado, extend your arms, and begin spinning around, surrounding yourself with air currents. The longer you spin for, the faster and fiercer the tornado becomes.
Once a tornado is strong enough, it can suck characters in and slash them up with the ki spinning in the air.
The longer you keep a Hyper Tornado going, the more and more ki you're going to expend, especially if it's a powerful one. - Crazy Assault -> Ultimate Madness
Scream some stupid name for a single physical attack before you launch it... making yourself look like a complete idiot while also giving your opponent warning so they can react more easily...
But the attack itself will hit much harder, if it actually hits, and at no stamina cost. Basically this is an alternative to Final Impact.
For the upgrade, if multiple attacks are launched in a combo, then the final attack must be a powerful punch, and from the fist of that punch, a moment later, you fire off a powerful beam of ki to worsen damage (this does have a stamina cost - and it's huger than that of Final Gallick Cannon). You can charge beforehand to increase the power of the beam. - Destructive Wave -> Light Grenade
Brace one arm with your other, and gather ki from your entire body.
Then release all the ki from your palm in a massive wave.
For the upgrade, focus the ki in to a concentrated orb. This orb focuses all the damage, and explodes upon contact releasing all the ki directly and all at once at whatever it's touching. Doing damage much more efficiently. - Destructo Disk -> MULTIPLE UPGRADES
A sharp-edged disk of ki formed overhead.
->Kienzan Disk
Your disk chases your opponent wherever they go, but you must keep your attention on the disk to ensure it continues homing.
->Shards
Multiple small blades of ki that are used to slice and tear at an opponent's flesh.
->Super Destructo Disk
You can sharpen the disk to be more deadly to higher power levels the more time you spend focusing on it. - Dodonpa Ray -> Dodonpa Wave
Gather ki in one finger, point, and unleash a highly concentrated explosive ray of ki.
For the upgrade, you unleash a homing wave of explosive ki from one hand. - Double Buster -> MULTIPLE UPGRADES
Two beams of ki - one from each hand - that chase after an opponent of your choice.
->Double Sunday
In exchange for a little more ki, the beams travel at break-neck speeds. So fast that dodging them becomes hellishly difficult.
To dodge this, you really have to 'keep your eye on the birdie'.
->Kakusandan
The beams merge and fly up in to the sky, before splitting and raining down at break-neck speed on every single opponent you desire.
Tends to increase ki drain substantially, so is best only used once.
->Super Double Buster
Charge up power quickly and release a Double Buster with a heavy kick to its beams. Drains ki considerably, so should be used sparingly. - Dynamite Kick -> Nuclear Kick
A simple kick that injects ki into its target. The ki then explodes to enhance the damage of the kick.
For the upgrade, you can charge to increase the explosion's power before you kick. - Explosion -> Final Explosion
Gather ki in to your body, and release it all around you.
Tends to eat up a lot of ki at more significant levels of power.
For the upgrade, convert a portion of your life force in to ki.
Life force power is equal to your endurance plus power stats.
Takes time to prepare, and finishes you off.
The upgrade cannot be used if you're tired or beaten up.
If you plan to kamikaze using the upgrade, your life force power is doubled, and the kamikaze can be used at any time as long as you can stand up long enough to charge up the explosion. - Eye Laser -> MULTIPLE UPGRADES
Beams of ki from the eyes.
->Elemental Eye Laser
Lace a beam with an elemental effect...
Fire burns.
Ice freezes.
Electricity shocks.
Stone petrifies.
Wind blows the opponent away.
The extent of how much of the hit-area is covered, and how hard it is to get over or break free from the element, is determined by how much time you spend focusing your ki prior to firing the lasers.
Focusing on the elemental effect requires an increased donation of ki for the longer you focus.
->Eye Flash
Once per battle, without warning, a sudden flash is released from the eyes to blind everyone who was looking at you, for 2 posts.
->Explosive Eye Laser
The beams can trigger explosions. - False Moon -> Golden Moon
A ball of ki that, when thrown in to the air, bursts in to a brilliant light, filled with blutz waves. These blutz waves bathe the entire area, and are necessary for Oozaru and other Berserker forms.
To transform with the aid of a False/Golden Moon, just stare right at it for a full post while you transform.
Golden Moon is necessary for Wild/Calm Golden Oozaru and other Wild/Calm Ultimate Berserker forms.
False/Golden Moons cannot be destroyed, but only last 20 posts. - Final Flash -> Final Shine
Ki is gathered in each palm, held outstretched at either side of the body.
Then, after both wrists are slammed together, the ki is released in a brilliant wave, capable of engulfing a target and powering right through anything too weak to withstand it.
Using this technique to its fullest extent consumes a pretty high amount of ki.
For the upgrade, you can fire a full power Final Flash from one hand at the expense of a little more ki. Leaving your other hand free to use as you please. - Final Impact -> Final Gallick Cannon
Surround yourself with a flaring aura of ki, and rush at your opponent at increased speeds to deliver a single physical attack of greatly increased power.
Multiple attacks can be chained together if you are able to stun the opponent with the first blow (which always happens, unless you're considerably outmatched by their power level).
Note that this drains ki rapidly, and shouldn't be used for more than one post.
This is a 'combo technique' in itself, and therefore cannot be combined with others.
For the upgrade, your final attack will be a powerful punch, and from your fist, you release a powerful point-blank beam of ki.
Generally uses a good chunk more ki than just a Final Impact by itself, so should not be used unless you really need to.
The beam of ki can be charged prior to beginning the initial physical assault, if you have the ability. - Finger Ray -> MULTIPLE UPGRADES
Gather ki in to two fingers, and fire a focused beam of ki.
->Death Beam
Focus ki in to one finger, and fire off a piercing ray of ki.
Very fast and very sharp.
->Special Beam Cannon
Hold your fingers to your forehead, and concentrate and gather ki in to your fingers much more intensely than normal.
The final result will be a continuous piercing beam, with a second beam spiraling around it. Piercing power increases with charge and focus. - Flaming Headbutt -> Flaming Surprise
Surround yourself with an aura of ki, and shoot off at your opponent with a powerful enhanced headbutt.
You shoot through the air at faster speeds than normal. Also, this can be beam struggled if your headbutt rushes in to an incoming ki wave.
For the upgrade, when you collide head-first with your opponent, release all the remaining ki in your aura in a surprise wave of ki blasted out from your skull. This increases the ki drain of the attack, however. - Galactic Donuts -> Ultra Assault Volleyball
Form a single large ring of ki, and hurl it with a hand motion around your opponent. Then using a hand motion to slam your fists together side-by-side, you can have the ring suddenly shrink in and constrict the opponent.
Uses a lot of ki, but the opponent will have to waste ki escaping, which is no easy task, especially if you charged up your Galactic Donut beforehand.
For the upgrade, fire a set of smaller rings off together, which all shoot at the opponent and attempt to bind them in to a ball shape.
You can then smash the ball mad hard at something for awesome damage.
Of course, this will take a lot of ki to make a ball solid enough to make escape difficult enough to give you enough time to get in the awesome damage.
One successful use per battle. Opponent must be curled up or at least slightly drawn-in for the rings to be able to get them in to a ball shape in the first place... otherwise they may end up partially mummified by the rings instead. - Galactic Gunfire -> Galactic Crush
Hurl massive explosive blasts of ki at your victim relentlessly with the fastest rate of fire of all techniques!
Though you'll pretty much wear yourself out if you go all out with this attack (the way it's supposed to be used), it'll be sure to entrap your opponent and pound them to submission. Once one blast hits, they're stuck!
Since you'll be firing so crazily, some blasts will miss, right? So, for the upgrade, all missed blasts will do a 180 and hit the opponent from behind, but this increases the ki drain considerably (and it's already pretty high as it is). - Gallick Gun -> Super Gallick Gun
Gather ki behind your back, and release it in a powerful beam at your target.
For the upgrade, if you spend time charging, you can rapidly pool a huge chunk out of everything you have in to the beam. Of course, you only get one shot at it, because, well, you won't have much left to fight with, but if you can pull it off successfully it'll be worth it. - Genie Blast -> Genie Beam
A powerful blast of ki gathered and thrown in one hand.
For the upgrade, use both hands to unleash a continuous beam.
The beam is very efficient and makes no sound, so it uses the least ki of all beams. - Genie Tornado -> Genie Insanity
Spin around creating a small tornado around you to blow opponents away. The tornado will contain a few blades of ki to slash once or twice while the opponent is thrown back.
For the upgrade, spin continuously for at least one post, building up power and speed, to charge up a much much more powerful tornado, which throws and tosses opponents around you as blades of ki cut in to their flesh.
Note that ki drain is increasingly high the stronger you make the tornado, and the longer you keep it going.
Works differently from Hyper Tornado, which sucks characters in and holds them in the center. Genie Insanity entraps characters who are already too close and throws them around you wildly. - Genocide Attack -> Special Genocide Attack
Raise one arm to the sky and release a number of homing blasts to the sky. These blasts will rain upon any character or characters you choose, and move very fast.
Note that if you don't have ki sensing, the blasts will only home in on characters in your field of view.
For the upgrade, charge up before release to increase the number of blasts insanely for each post you charge. The blasts also increase in power gradually, too. - Grand Smasher -> Galactic Buster
Generate a ball of ki in one hand, and smash it with the other at your victim.
This has immense explosive power, even at relatively low charge levels (if you can charge).
For the upgrade, cup both hands together and gather all the power of a Grand Smasher within them... then release it in a beam of ki.
Remember that because of how concentrated the ki is within the beam, rather than being spread out everywhere in an explosion, this is even more powerful than the Grand Smasher.
Warning: For both the regular and upgraded form of this attack, the ki drain is very high, so this is best only used once! - Grand Swing -> Ping Pong Attack
Grab hold of one of your opponent's limbs, and start spinning so fast they won't be able to do a thing. Release them and they will fly off at insane speeds - too fast to control themselves. If they crash in to something, it's gonna hurt a lot, even if they're a bit stronger than you.
One successful use per battle.
For the upgrade, your speed rises suddenly as your appear beside your opponent and kick them away. Using your enhanced speed, rush in their path and grab hold of one of their limbs. Repeatedly punch them with your free hand, in a ping-pong sort of fashion by pulling them back toward you every time that your punch tries to send them away (think of one of those ping pong balls attached by a string to a paddle).
Finish them off with a Grand Swing, releasing them in to the ground or some scenery.
Charging (if you have the ability) will increase the power and speed of the first kick. If the first kick lands and stuns the opponent, then the rest of this combo is guaranteed to work!
Often causes heavy damage, but one use per battle due to physical exertion. - Headache -> Splitting Headache
Throw ki up in to the sky... wait a couple seconds... and watch it fall down at insane speeds on your opponent's head. A high speed... but delayed attack. Pretty useful at the right times.
For the upgrade, focus on the ki to give it a sharp edge. Focus longer to sharpen it more. If an opponent is completely weakened, then this can slice right through them for a spectacular finish! Otherwise it'll just add to the pain but not be fatal. - Hate Rush -> Hell Blade Rush
A wild combo of pure bestial instinct! Attacks are powerful and chaotic... and due to the chaotic nature of this combo, it becomes extremely difficult to defend against, as you don't know what's about to come next!
Note that due to the effects of rage, this attack gets boosted slightly the more the user hates their victim.
For the upgrade, power is focused in to a blade, and a Hate Rush is performed using that blade. - Instant Transmission -> Warp Attacks
Place your index and middle finger to your forehead, and focus on a place you have been to before. After some time, you will be there!
The further away, the longer you must focus, to the point that use of this in battle will be limited to short-distance teleportations.
But even then, there's still enough focus time to prevent instant transmission from being a suitable way to evade an attack that you couldn't physically evade in the first place.
Long story short - no teledodges allowed (unless you really have been stood there doing nothing but focusing).
In addition, Instant Tramission uses up increasing amounts of ki depending on how far you travel. For short-distance leaps, it uses up a fair enough chunk to ensure you won't be able to use it too often without wearing yourself out.
Note: If you have Ki Sensing, then you may 'lock on' to any ki signal and transmit in a few feet away from its owner.
For the upgrade, once per battle, you may charge up an attack for a post or two, then transmit a few feet beside an opponent, and then... release your attack at close range!
Has a major ki drain, but very often can be worth it if you do it right. - Intangible -> Intangible Plus
Once per battle, become absolutely intangible, so everything phases through you without touching you (your clothes, weapons, and all other inanimate items also become intangible with you, of course...).
Can only be used defensively. So no becoming intangible then sticking your fist in someone's head then becoming tangible again... if you do that, your fist is unable to become tangible again and is destroyed - the other character's head remains.
For the upgrade you get a second use, but it costs more ki than normal to perform. - Izuna Drop -> Stardust Driver
Rush your foe and grab them from behind in a Full Nelson lock. Leap into the air afterwards with all your might, and come spiraling back down to the ground with foe still in grasp, inverting your position so that the two of you will be falling head first. Spinning to increase velocity, slam your foe with deadly force head first into the ground upon impact. As long as your foe doesn't clearly outrank your strength (double), they won't be able to escape your grasp if you managed to pull off the initial Full Nelson properly.
For the Upgrade, use your ki to enhance the attack. Your aura will flare around you, and you can reach even higher heights. No need to spiral anymore due to the aura boost. Also, instead of you landing to the ground, you will just throw your foe into the ground with extreme force from about 20 feet up. The added addition of a devastating ki explosion will erupt upon impact as well. This attack is very powerful, though highly draining as well.
Both the regular and upgraded versions are very difficult to pull off, both because most opponents won't let you get behind them for as long as they can help it, and the sheer amount of ki usage of each tech.
In particular, the upgraded version can only be pulled off once per battle, due to ki strain. - Janken Fist -> Counter Janken
AKA Rock/Paper/Scissors, this attack may be used 3 times per battle - once for each of the three attacks.
This technique has a big description... are ya ready?
Rock is a punch that will temporarily weaken your opponent's Endurance, enhancing all attacks you follow up with after the punch in your next post.
Paper is an open palm strike, which will temporarily put an opponent off balance lowering their Skill, increasing the likelihood of all attacks you follow up with after the palm strike landing in your next post.
Scissors is a poke in the eyes, which will blind an opponent temporarily, ruining their senses so that whatever you do after the poke in your next post can be done without interference.
Janken cannot be stopped by anything other than another Janken, but can be avoided (with exception to certain techniques like the Boar Attack, Energy Field, etcetera). However, if the user yells out the correct name of the attack being used (i.e. yell "Rock" when using Rock), then they gain a skill and speed boost during the attack to enhance its chances of hitting.
When Janken meets Janken, there is no stat cutting, but if one Janken 'beats' another (i.e. using Paper against Rock), then the beaten opponent is forced to take the next uncharged non-lethal etcetera attack, with no exceptions whatsoever!
For the upgrade, whenever anyone uses a physical attack against you that involves some kind of stat enhancement, and you use Janken, your stats are raised in the exact same way as your opponent's. This also makes for easier countering of an opponent's Janken (unless they yell out the wrong name, where then it gets tricky, since you'll almost certainly be expecting what they yelled out, even though nobody gets boosted). - Kaioken -> Ultimate Kaioken
- Kamehameha -> Super Kamehameha
A very simple but very versatile beam attack.
Gather ki within both hands cupped at your sides, while saying 'Ka-me-ha-me', and then release from both hands at your target while saying 'ha!'
For the upgrade, when charging this attack over a post or longer, you can gather ki at an accelerated rate, so the attack gets a lot more power behind it, even though it will cost you a lot of ki in exchange. - Ki Sensing -> Universal Ki Sensing
You can sense ki signals around you in the same thread.
With some focus, you can search the entire planet.
Large ki signals tend to overshadow weaker signals, however.
For the upgrade, if you really concentrate, you can feel ki in other parts of the Universe.
Note: Even without the upgrade, you will still be able to 'feel' any sudden transformations to 8000 within the same dimension (eg: across the Universe), or transformations to 15000 across dimensions (eg: from the Kai World to the Universe), but you still won't be able to get a good lock on where it is without the upgrade. - Masenko-Ha -> Super Masenko
Ki is gathered overhead and then released in a beam ahead of you.
For the upgrade, you can gather ki at a faster rate for release in the same post. Note this exhausts you rapidly the more power you add. - Mouth Cannon -> MULTIPLE UPGRADES
A surprise beam of ki from the mouth. The bigger the mouth, the better!
->Break Cannon
Widen the beam so it spreads out, making it harder to dodge and capable of engulfing multiple targets, without sacrificing any power.
Does take a bit more ki, though, and is best if charged.
->Eraser Cannon
If time is spent charging, you can concentrate ki heavily in to the beam to make it capable of plowing through and therefore effectively 'erasing' all in its path.
This is the most draining but most powerful of all mouth cannons that are charged over 1 or more posts (with exception to Victory Cannon, which can out-do it from the 2nd post of charging onwards).
->Scream Cannon
Build up power in your mouth at the fastest rate of all mouth cannons... and release it in the same post while screaming as loud as you can!
This is the most powerful of same-post-release mouth cannons! But of course, this means more ki drain, too.
Note that this has to be released in the same post as it is initiated... meaning it can never be charged over multiple posts. Not releasing a Scream Cannon in the same post as initiated will result in the ki in your mouth exploding.
->Spear Cannon
Concentrate and narrow the beam to give it more piercing properties.
->Victory Cannon
Initially weak, but if charged over time, this begins to gain power at an absolutely INSANE rate! This is potentially the most ridiculously powerful of all mouth cannons. It's called the 'Victory' Cannon for a reason... if used right this can give you victory.
This can only be charged if you're in good condition, because you need a pretty good portion of ki available. - Paralysis Shock -> World Surprise Attack
A physical attack that freezes an opponent in place for an entire post.
One successful use per battle.
For the upgrade, you clap your hands together, and convert your ki in to electricity. If charged over multiple posts, the voltage rises rapidly.
Reach out with both hands to release the electricity and electrocute your opponent, unavoidably, doing electrical damage according to the voltage charged to, and holding them in place.
One use per battle in addition to Paralysis Shock, but uses a load of ki, and will exhaust you if you keep the electricity flowing through your opponent for more than one post.
Neither can be used for kills/dismemberments/thefts. - Perfect Illusion -> Triple Vision
Once per battle, split in to two... but one is a fake. They can move around and make sounds and shoot ki like normal, but they're just an illusion, so they won't touch anything and their ki won't actually be felt by characters (the illusion of it hitting inanimate objects will be made, however). Also, a Perfect Illusion is laced with your ki somehow to confuse an opponent so they have no way to know which is which until they get hit by the real one (or go straight through the fake one). When the opponent goes through your fake, the fake disappears.
For the upgrade, create two Perfect Illusions. You can create either two over the course of battle, or both at once so there are (apparently) three of you.
Creating a second Perfect Illusion costs a fair bit more ki.
Note that no illusion may be used as a distraction while the real you goes behind your opponent (or anywhere else out of sight) for a cheap kill/dismemberment/theft.
The illusions created must always remain in the creater's line of sight, otherwise they will not be placed properly in the scenery and become more obvious. - Piggy Attack -> Boar Attack
Suddenly, with no warning, dive forward at your opponent for an awesome-speed head-butt attack.
Does massive damage, but comes with a concussion risk to the user.
Cannot be charged.
For the upgrade, you can automatically break through all your opponent's physical attacks to deliver the headbutt, and in the process you also stun your opponent for an entire post, but you will suffer a concussion and be unable to do anything for the rest of your post anyway (except roll around in agony clutching your head or something).
2 uses per battle (this limit only applies to Boar Attack). - Power Ball -> Ultra Power Ball
Once per battle, convert your karma in to a ball of pure karmic energy, and hurl it at high speed at your opponent.
The size of the ball increases with your karma.
The damage done is determined by your karma versus your opponent's karma. Every 50 you have over your opponent (ignore +/-'s and just use the raw number) increases the damage, so that having 100 more can make this hurt horribly.
Note that this only works against opponents with opposite karma, so a +Power Ball won't hurt anyone with +Karma, and a -Power Ball won't hurt anyone with -Karma. Characters without karma are immune.
Warning: If your opponent has a stronger karma than you, they can kick your Power Ball away, and convert it in to their karma.
For the upgrade... once per battle (in addition to the regular Power Ball) convert your karma in to ki.
First, multiply your karma by 20, and that's the power of your Ultra Power Ball.
Then, for every post you spend charging, add on 20 times your karma to its power.
Throw the ball at super speed when ready.
An Ultra Power Ball works against an opponent's Power Level like any normal attack, and not their karma.
But, like with the normal Power Ball, this will only work on characters with opposite karma. Ultra Power Balls can also be deflected by characters with stronger karma, but the power of the ball remains unchanged.
Note: Using both versions once each will cause the loss of a good chunk of ki.
Also, neither version can kill an opponent or obliterate any part of their body... this attack just hits hard. At most you can knock an opponent unconscious, but only with a direct hit. - Psychic Burst -> Psychic Slow
Instantaneously increase your Speed by 0.1 for one post, or focus for a post (using no other attacks), and then, afterwards, gain 0.25 for three posts.
Once used, this cannot be used again for 10 posts. But each use depletes a small chunk of ki.
For the upgrade, once per battle, you can lower another character's Speed by 0.1 or 0.25 in the same way as you can raise yours. - Psychic Focus -> Psychic Trip
Instantaneously increase your Skill by 0.1 for one post, or focus for a post (using no other attacks), and then, afterwards, gain 0.25 for three posts.
Once used, this cannot be used again for 10 posts. But each use depletes a small chunk of ki.
For the upgrade, once per battle, you can lower another character's Skill by 0.1 or 0.25 in the same way as you can raise yours. - Psychic Halt -> Mind Bind
Once per battle, freeze a single character in place, stopping everything they're doing, and preventing them from charging, holding charge, or using techniques of any kind, for an entire post.
For the upgrade, you can use Psychic Halt on multiple characters at once.
If both Psychic Halt and Mind Bind are used once each, you will have to sacrifice a good chunk of ki.
No kills/dismemberments/thefts allowed on a halted opponent. - Psychic Intensity -> Psychic Dim
Instantaneously increase your Power by 0.1 for one post, or focus for a post (using no other attacks), and then, afterwards, gain 0.25 for three posts.
Once used, this cannot be used again for 10 posts. But each use depletes a small chunk of ki.
For the upgrade, once per battle, you can lower another character's Power by 0.1 or 0.25 in the same way as you can raise yours. - Psychic Pump -> Psychic Drop
Instantaneously increase your Strength by 0.1 for one post, or focus for a post (using no other attacks), and then, afterwards, gain 0.25 for three posts.
Once used, this cannot be used again for 10 posts. But each use depletes a small chunk of ki.
For the upgrade, once per battle, you can lower another character's Strength by 0.1 or 0.25 in the same way as you can raise yours. - Psychic Sharp -> Psychic Dull
Instantaneously increase your Senses by 0.1 for one post, or focus for a post (using no other attacks), and then, afterwards, gain 0.25 for three posts.
Once used, this cannot be used again for 10 posts. But each use depletes a small chunk of ki.
For the upgrade, once per battle, you can lower another character's Senses by 0.1 or 0.25 in the same way as you can raise yours. - Psychic Shell -> Psychic Break
Instantaneously increase your Endurance by 0.1 for one post, or focus for a post (using no other attacks), and then, afterwards, gain 0.25 for three posts.
Once used, this cannot be used again for 10 posts. But each use depletes a small chunk of ki.
For the upgrade, once per battle, you can lower another character's Endurance by 0.1 or 0.25 in the same way as you can raise yours.
Note: Magical Beings will have their Stamina affected instead, but they cannot learn this technique by any method. - Revenge Death Ball -> Revenge Death Ball Final
Can only be learned/used if you have negative karma!
Gather hate from across the planet into your body. Then focus it all in to a ball. Throw the ball with your mind, not your eyes, at its target. Upon contact, the ball explodes with all its power.
You gather 2.5xKarma (posts) of hate ki for every turn charged... but each time you're interrupted you lose 1xKarma from what you've gathered.
Upon releasing, you can add as many of your posts (after transformation effects, but excluding effects from techniques such as Kaioken) on to the revenge death ball as you want, as long as you keep at least 500 posts left over.
Can only be used once per day per planet, by any character (so if somebody else has used it, you can't use it until the next day).
For the upgrade, raise your arms to the sky, and call for all the hate you can from the planet in to a huge ball overhead. Once it's ready, throw it in the same way as you throw a regular Revenge Death Ball.
Gains 2.5xKarma every turn as normal, though you lose nothing if interrupted. You are absolutely defenseless and unable to use anything to defend yourself, dodge, or fight back with, though (unless someone tries to go for a kill/dismemberment/theft).
Additionally...
You and/or other characters can donate their posts (after transformation effects, but excluding the effects of boosts like Kaioken) to boost this. Everyone else can donate until they pass out (0 posts left), but you must retain at least 500 posts.
Bebi can add a further boost when fighting a great hero or other well-known good so that this gains double what it would normally gain (5xKarma) per post, by using his interplanetary telepathy skills to spread the plea for hate out.
Can only be used once per day per planet, by any character (so if somebody else has used it, you can't use it until the next day).
Bebi's boost can only be used once per timeskip, and requires staff approval.
Tip: This attack should be kept until near the end of battle as a finisher (but while you still have as much power from transformations active), then you can take full advantage of this attack by putting all your power in to it, on top of what you charged up.
If you're in a team battle, this will be perhaps your best bet. Provided your teammates can keep the enemy distracted, you can build up a pretty kickass death ball.
IMPORTANT! For both the Revenge Death Ball and Revenge Death Ball Final...
-You gain an extra +2.5xKarma in the Demon World (total 5xKarma per turn). With Bebi's boost this doubles to +5xKarma (total 10xKarma per turn).
However, you gain NOTHING in the Kai World, and can only create a Revenge Death Ball or Revenge Death Ball Final from your own ki and other players' donations! - Riot Javelin -> Last Riot Javelin
Form a an orb of ki in one hand, then thrust your arm forward to unleash the attack. The orb engulfs its target slightly (if large enough) before exploding.
For the upgrade, you can 'double charge' the orb. Meaning it gains two charges in one post.
If you don't have the Powerful Ki ability, then you just gain the ability to charge it.
Note that this is hell on your stamina, so it's best only done once. - Ring of Destruction -> Ultimate Wave
Swing your arm around, blowing up a ring around your body.
For the upgrade, swing your arm down at the ground, unleashing a burst of ki that powers through and blows up whatever's in its path.
The upgrade is best used from the air.
Both forms of this attack use up a fair amount of ki. - Saturday Crush -> Saturday Break
Once per battle, form an orb that can somehow disperse the ki of any ki attack that hits it. This will need an upgrade to 10x power to deal with 10x attacks, however.
It only has this property for one post, after which it's just a regular generic ball of ki.
For the upgrade, once per battle, form an orb that will not only disperse the ki of any attack, but will power through it to the opponent. This will also need an upgrade to 10x power to deal with 10x power attacks. Effectively an auto-win for a beam struggle.
It only has this property for one post, after which it's just a regular generic ball of ki.
Using each version once each will result in a sudden high ki drain. - Sauzer Blade -> Death Wave
A blade of ki formed around one arm, which extends by a foot or so beyond the tips of your fingers.
The blade can be thrown if you swing your arm and release it.
For the upgrade, focus ki in to your index and middle finger, and then make a single slashing motion. A huge crescent of ki will be unleashed with considerable slicing powers. Of course, this shouldn't be used too often due to the ki drain required to focus such sharpness.
Note: This technique is only useful for slashing and slicing. Stabbing is difficult due to the way the ki is weaker and more dispersed at the tip. - Scatter Shot -> Hellzone Grenade
Release numerous large blasts of ki at an unusually rapid rate. If one blast hits, then all the rest are almost guaranteed. Not the best move for preserving your ki, but can be extremely effective at blasting an opponent in to submission.
For the upgrade, the blasts all freeze around the opponent, and then rush in at your command to crush them. Especially useful if too many Scatter Shots miss, since you can freeze them before they get away in preparation for this. - Shockwave -> Ki Cannon
Throw an invisible ultra-speed burst of ki at your opponent.
No damage - just throws people back and off balance.
Overuse will lead to sudden ki depletion and sore arms.
For the upgrade, scream, and unleash an invisible wall of ki forward.
This wall is capable of sending attacks back at your opponent.
The upgrade uses up increasingly massive amounts of ki, depending on how powerful the attack you're deflecting is.
Best only used once. - Solar Flare -> Midnight Flare
Once per battle, focus the Sun's rays, and amplify them with your ki.
The whole area around you will be filled with a blinding light for an entire post. Anyone who had their eyes open will be blinded for a further post after the light fades.
For the upgrade, sacrifice a considerable chunk of ki to create your own Sunlight, in case there's no Sunlight available.
Midnight Flare has one use per battle (in addition to Solar Flare's use). - Soul Punisher -> Soul Slayer
A technique where your speed is boosted greatly while you appear in front of and behind the opponent delivering a sequence of physical attacks designed to catch your opponent off guard due to your speed.
The finish move is a compacted ball of ki, which is guaranteed to hit if the final hit before it landed. Charging before the combo increases the power of the ki ball.
For the upgrade, your skill also gets a decent boost, so your hits will be better aimed and harder to block. However, the ki drain increases significantly. - Spirit Ball Attack -> Multi Spirit Ball
Form a ball of ki, which you control from a distance using hand motions.
This ball does not explode, but continuously pounds your opponent until it runs out of energy.
For the upgrade, you can create two balls; one in each hand, but controlling them both puts stress on the mind. - Spirit Bomb -> Super Spirit Bomb
Can only be learned/used if you have positive karma!
Gather power from across the planet into your body. Then focus it all in to a ball. Throw the ball with your mind, not your eyes, at its target. Upon contact, the ball explodes with all its power.
You gather 2.5xKarma (posts) of spirit ki for every turn charged... but each time you're interrupted you lose 1xKarma from what you've gathered.
Upon releasing, you can add as many of your posts (after transformation effects, but excluding effects from techniques such as Kaioken) on to the spirit bomb as you want, as long as you keep at least 500 posts left over.
Can only be used once per day per planet, by any character (so if somebody else has used it, you can't use it until the next day).
For the upgrade, raise your arms to the sky, and call for all the energy you can from the planet in to a huge ball overhead. Once it's ready, throw it in the same way as you throw a regular Spirit Bomb.
Gains 2.5xKarma every turn as normal, though you lose nothing if interrupted. You are absolutely defenseless and unable to use anything to defend yourself, dodge, or fight back with, though (unless someone tries to go for a kill/dismemberment/theft).
Additionally...
You and/or other characters can donate their posts (after transformation effects, but excluding the effects of boosts like Kaioken) to boost this. Everyone else can donate until they pass out (0 posts left), but you must retain at least 500 posts.
King Kai can add a further boost when fighting a saga villain or other well-known evil so that this gains double what it would normally gain (5xKarma) per post, by using his interplanetary telepathy skills to spread the plea for energy out.
Can only be used once per day per planet, by any character (so if somebody else has used it, you can't use it until the next day).
King Kai's boost can only be used once per timeskip, and requires staff approval.
Tip: This attack should be kept until near the end of battle as a finisher (but while you still have as much power from transformations active), then you can take full advantage of this attack by putting all your power in to it, on top of what you charged up.
If you're in a team battle, this will be perhaps your best bet. Provided your teammates can keep the enemy distracted, you can build up a pretty kickass bomb.
IMPORTANT! For both the Spirit Bomb and Super Spirit Bomb...
-You gain an extra +2.5xKarma in the Kai World (total 5xKarma per turn). With King Kai's boost this doubles to +5xKarma (total 10xKarma per turn).
However, you gain NOTHING in the Demon World, and can only create a Spirit Bomb or Super Spirit Bomb from your own ki and other players' donations! - Split Form -> Multi Form
Split yourself in to multiple selves; divide your ki evenly in to a maximum of four.
Since your ki is split, each of you will have reduced stamina, so attacks will have to be weakened. Also, each of you will go down pretty fast if your opponent starts to beat on them.
For the upgrade, you can shift ki around between each copy (provided they're in close proximity). This cannot be done instantly, but it helps give certain copies the chance to stick around longer. - Super Dragon Fist -> Super Dragon Release
Gather ki around your body in the shape of a dragon, with its head at your fist. Launch yourself at your opponent and punch them with this dragon. Charging will rapidly increase the power of the punch, but at the cost of a lot of ki!
The upgrade results in releasing the dragon after the punch (even if it missed) to swoop around and attack the opponent again, coiling around them a little and then exploding, to do just that little bit more damage, but it will drain away even more ki.
This whole technique, with or without upgrade, is best used only once, as a lot of ki is used to do so much damage. - Super Kamikaze Ghost Attack -> Super Kamikaze Ghost Balloon
Take in a deep breath. Gather ki in your lungs. Then blow.
You will create a strange ghostly version of yourself, which will explode brilliantly on contact with anything (except for non-damage type attacks such as Shockwave and Cool Breeze).
The ghost also has their own personality, but this is not always a good thing.
For the upgrade, if you charge up over at least a post gathering ki in your lungs, you can blow out a huge balloon, which splits in to a mass of Kamikaze Ghosts all at once. This way you won't have to individually blow out each ghost one-by-one. - Telekinesis -> Psychic Control
Control inanimate objects with your mind, directed with hand-signals.
You cannot focus or charge up anything else while doing this.
Ki drain is determined by the mass of objects controlled and the speed they're moved.
For the upgrade, control your opponent for an entire post! ...but just once per battle.
No kills/dismemberments/thefts/etcetera with the upgrade.
Ki drain is determined by your opponent's power level compared to yours. - Telepathy -> Mind Reader
Send silent messages to other characters in the same thread by establishing a mental link with them, and for no ki cost. If a character is in another thread on the same planet, you can make a long distance call, but it will drain your ki fairly quickly if you don't hang up quick.
Telepathy allows for super co-ordinated teamwork, so your character can work through a plan perfectly with someone else, without having to let your enemy know what's going on.
For the upgrade, you hack in to someone's mind. This is unstoppable, but can only be used once per battle.
For their entire post before yours, or the entire post after yours (choose only one), you will know every single thought in their head.
This will allow you to know every premeditated action your opponent is making, so you can react accordingly and create the ultimate unavoidable counter-attack.
Both an auto-dodge and auto-hit in one shot.
Does not work against someone who is relying on instinct due to rage or something of a similar nature.
Your character is still limited by their own physical capabilities in how they react to the information they learn during a mind read.
Cannot be used for kills/dismemberments/thefts. - Thunder Flash -> Thunder Flare
Slam your fists together and shoot forward a column of fire from them.
For the upgrade, at the expense of a chunk of ki create a powerful explosion somewhere along the column, which blows the column in to two - each one extending from one of your fists.
The explosion sends out powerful shockwaves that can knock many opponents over, stunning them so you can swing the two columns of fire at them. - Volleyball Fist -> Super Volleyball Fist
Move much faster than normal, smashing your opponent back and forth while they're almost helpless to escape. Drains ki more and more the longer you volley your opponent around.
For the upgrade, you can do an ultra-powerful spike to finish the combo and smash them down in to the ground. - Wolf Fang Fist -> Wolf Wind Attack
With skill much higher than normal, assault your opponent with a wild flurry of palm strikes, finishing with a powerful kick.
For the upgrade, your speed and strength also enhanced, but it uses a lot more ki.
Dances
Note: Before any dance can begin, both dancers must spend a post each getting in to position.
After this, each dancer must execute the dance flawlessly, in 2 posts each. The same steps must be described by both dancers, with no differences.
The dances may not be any different from the descriptions listed here, either.
If anything goes wrong... FAILURE!!!
Another thing: Only one dance can ever be used per battle (even if it failed), and neither dancer may be fatigued.
At least, if someone's fatigued, the dance cannot result in a 'FAILURE', either.
- Combined Race Powers Dance
Both people start by doing backspins on the ground. After a few rotations, they kip up and go into a front handspring, followed by a front flip, then a backflip. The backspin needs to be kip-upped just right so that when both do their front handsprings and flips, they are moving away from each other. Then they turn around, facing each other, round off into constant back hand springs, and after three, they go for one long final backflip. As soon as they cross, they both share the same aura, and when it's gone, the dance is in effect for 15 posts, and can only be used with one person. Now both dancers share the same non-transformation advantages as each-other.
For example, if a Namekian does the dance with a Saiyan, both fighters can take pain very well (+0.25 endurance), they can both regrow lost limbs, can both stretch their limbs, are both eligible for the saiyans-only (zenkai) boost of x3.5, and both have super sharp senses (+0.25).
Note that in the case of zenkai, the dance must still have at least one post for each character left over, otherwise only the saiyan is eligible.
FAILURE: If this dance is failed, both races lose their bonuses, and their stat advantages are reversed to negative.
Lasts 15 posts. - Dance of Skills
You both skip around in symmetry to each other, then run together, and join hands
The power of this dance allows one person to use the other person's techniques, even the other person's custom techniques.
They can still use their own techniques, of course, too.
The effects last for 20 posts.
FAILURE: Lose all techniques for 20 posts. - Fusion Dance
Performed in perfect symmetry over 3 posts each, not 2 like for other dances...
Take three steps toward each-other, sideways, while swinging your arms (both of them; together) over your head to point to each-other, and keep your hands flat... say 'Fu-' while doing this.
Raise your farthest legs up, pointing the knees of the raised legs toward each other, while swinging your arms across your chest to point away from each other with your fists clenched... say '-sion' while doing this.
Place your raised legs down on the ground, outstretched and pointing the feet of these legs as far from each other as possible. Bend the knees of your closest legs.
Swing your arms over, lean in sideways together, and touch index fingers of each of both of your hands... say 'Ha!' while doing this.
Fusion lasts 20 posts, in most cases.
Fusion Board
Minion Fusion Board
FAILURE: Fuse in to an ultra weak withered old or bloated fat version, with 500 posts and no abilities and no transformations and no techniques.
Failure lasts 20 posts. - Power-Up Dance
You both twirl around like ballerinas, in symmetry to each other, then walk toward each-other, and hug.
Now, the weaker dancer will walk around as normal, but when they feel like it, they can power their base post count up to the level of the stronger dancer, possibly allowing them to temporarily unlock more transformations; any transformations of the same multiplier or lower as the ones that the stronger character has fully unlocked, will temporarily have all requirements ignored by the powered-up character until the dance wears off.
This power up stays for 10 posts, and cannot be switched off at will.
If the person who is powered up is dead, then the power up will stay for 20 posts not 10.
After the 10/20 posts, the empowered dancer will revert to their normal Post Count and at Base x1, while also being all worn out unable to fight any more at all.
FAILURE: The stronger poster's base post count is forced down to the weaker character's level for 10 posts, temporarily locking out all transformations with multipliers beyond what the weaker character is capable of. Afterwards, the stronger character will get their post count back to normal, but will be at Base x1 and all exhausted anyway. - Shared Power Dance
This dance only takes 1 post to execute, not 2.
The dancers grab eachother's respective hands (right to right, left to left) and spin around. The two then share the same energy reserve. This means the two get tired at the same rate and can even transfer their charge to the other person. Can only be used with one other person per battle. Lasts for ten posts.
FAILURE: Both dancers experience complete exhaustion for 10 posts, being forced down to their highest no-ki drain forms, unable to power up and unable to really fight much at all. - More Dances?
Please suggest in the ideas board if you have a decent idea.