Post by Goku on Jun 22, 2008 19:50:01 GMT -5
Moves and Abilities!
Each character can learn as many moves as they want, but in combat you are only allowed to choose SIX to fight with.
Below are the moves you can learn. They come in Four Levels. In order to advance to a new Level of moves you need to learn FIVE moves from the prior list. If a move requires that you learn another move first, that means you CAN NOT have both moves in your list. For example, you can't have Kaio-Ken X10 AND Kaio-Ken X20 in the same list, you need to choose the best one. And you can not double up moves in your list of six.
Level One moves.
Ki Blast. Basic blast. Takes off 10. Takes 1 day to learn.
Ki Shield. Shield. Blocks 1/4 of damage done by an Energy attack to you (Rounded down). Takes 1 day to learn.
Dodge. Dodge a Physical Attack. Takes 1 day to learn.
Physical attack. Punches and Kicks. Takes off 10. Takes 1 day to learn.
Power up. Raise Ki by one until your next energy move. Takes 1 day to learn.
Kaio-Ken X10. Gain back 10% of your initial Power level during a fight. Can only do once per battle. Takes 1 day to learn.
Fatal Blast. Use some of your HP to deal damage to opponent. -10 to you, -25 to them. This move cannot be Powered Up.
Level Two moves.
Need FIVE Level One moves to learn.
Headbutt. Physical Attack. Takes off 15. Takes 1 day to learn. Need Physical Attack.
Power Punch. Physical attack. Takes off 20. Takes 2 days to learn.
Max Power Blast: does a 20 damage ki blast but each ki+10 you have actually adds 20. Cannot be dodged/countered. Takes 4 days to learn.
Power Kick. Physical attack. Takes off 20. Takes 2 days to learn.
Taiyoken. Reduces Enemy Ki by 1 Takes 2 days to learn.
Machine Gun Blast. Does random amounts of shots that take off 5 each. Takes 3 days to learn. Can't be countered.
*NOTE* In random fights I roll a dice to determine this amount. If you are in a chat fight it always does 30 damage, regardless of Ki Level.
Satan Miracle Special Ultra Super Megaton Punch. Mr.Satan's special attack. Does 25 damage plus takes off one of your opponents Ki points. Takes 3 days to learn.
Finger Beam. A Ki Blast. Takes off 15. Takes 2 days to learn.
Crusher Ball. A Ki blast. Takes off 20. Takes 3 days to learn.
Tackle. Physical attack. Lowers enemies Ki by one and does 20 damage. Takes 3 days to learn.
Hyper Blast. Uses some of your Power Level to do damage to enemy. -10 to you, -35 to them. Takes 3 days to learn. Can't be countered and isn't effected by Ki.
Weaken. Enemy can't power up past their current Ki level for five rounds. Takes 3 days to learn. Effects SSJ1!
*NOTE* You can still lower your Ki level during Weaken. Your opponent cannot use SSJ1 to raise their power.
Split Form. Raises your Ki level to 2 until end of battle. Takes 4 days to learn. Can only be done once per match.
*NOTE* Once you do Split Form your Ki is not lowered when you do a Ki Attack. If someone finds another way to lower your Ki though it will drop back down to 1.
Hyper Ki Shield. Halves damage done by an Energy Attack. Takes 3 days to learn. Need Ki Sheild.
Flying Tackle: Physical attack. Takes off 25 hp. Lowers your opponents Ki 1 level. Takes 3 days to learn. Need Power Punch OR Power Kick.
Kaio-Ken X20. Raises Power Level by 20%. Can only be used once per battle. Takes 4 days to learn. Need Kaio Ken X10.
Increase Ki. Power up 1 level, but you lose 25 HP. Takes 3 days to learn. Need Power Up.
Fatal Charge. Power up 2 Ki levels, but you lose 50 HP. Takes 4 days to learn. Need Power Up.
Mind Wipe. Both you and your opponent forget one of your moves. Move is chosen at random. Takes 4 days to learn. Can only do once per battle.
*NOTE* In Chat/Forum Battles each player gets to choose what move their opponent forgets. In Dice Battles I roll a dice to see which move is forgotten.
Soul Devour. Remove 15 HP from your opponent and give it to you. Can only do once per match. Takes 4 days to learn.
Power Block. Once performed, your opponent cannot use the Power Up ability for the rest of Combat. Takes 4 days to learn. Need Weaken. Does not effect SSJ1.
*NOTE* This only blocks Power Up.
Gravity Ball. Takes off 10% of your opponents starting HP. Takes 3 days to learn.
Electrical Ball. Takes off 40 to Androids, 0 to all living targets. Takes 3 days to learn.
Double Buster. One of Kid Trunks ability. He forms power into his palm's and combine it into one beam. Ki does not effect. Does 40 damage. Takes 3 days to learn.
Wolf Fang Fist. Physical Attack. Deals 20 damage and increases your Ki by 1. Takes 4 days to learn.
Callback. Physical Attack. Deals 40 damage over two turns, 20 over each turn. Can't be Dodgedn or Countered. Need Power Punch or Power Kick. Takes 3 days to learn.
Spirit Blast. Takes off 30 to Evil targets, 0 to Good/Android targets. Takes 4 days to learn. Effected by Ki.
Daimo Blast. Takes off 30 to Good targets, 0 to Evil/Android targets. Takes 4 days to learn. Effected by Ki.
Zanzoken. Use to avoid any Ki attack during battle. Can only do once per combat. Takes 4 days to learn.
*NOTE* Zanzoken can be used anytime during combat, even if it isn't your turn, but only ONCE per combat. Just use it when your opponent does a Ki move you want to avoid. See bottom of page for more notes.
Level Three moves.
Need SIX Level Two moves to learn
Fusion Dance. Allows two warriors to fuse into their Fusion Warrior! Takes 6 days to learn. Must have more than 300 HP to learn. For more information on Fusion, please check the Fusion post in the Forum!
Supreme Tackle. Physical attack. Takes off 35 HP. Lowers opponents Ki to 1. Takes 3 days to learn. Need Flying Tackle.
Kamehameha. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Masenko. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Big Bang. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Burning Attack. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Galick Gun. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Spirit Ball. Powerful Ki attack. Does 50 damage against Evil targets, 0 to Good targets. Takes 4 days to learn. Ki does not effect.
Super Explosive Wave. Deals 50 damage to your opponent, is not effected by ki, cannot be dodged. Takes 4 days to learn.
Dragon Beam. This Ki attack is formed up as a golden small beam shaped as a dragon, does 50 damage to the opponent. Ki does effect. Cannot be dodged. Takes 4 days to learn.
Hyper-Ki Blast. Ki attack. Does 30 damage. Takes 3 days to learn. Need Ki Blast.
Daimo Ball. Powerful Ki attack. Does 50 damage against Good targets, 0 to Evil targets. Takes 4 days to learn. Ki does not effect.
Destructo Disk. Spinning disk. Does 50 damage. Takes 6 days to learn. Can't be blocked or countered. Not effected by Ki.
Electrical Bomb. Does 50 damage to Androids, 0 to all living things. Not effected by Ki. Can't be Countered. Takes 4 days to learn.
Electrical Storm. Does 50 damage to Androids, 0 to all living things. Ki does effect. Takes 6 days to learn.
Tri-Beam. Triangular Beam. Does 90 damage, spread out over three turns. Takes 6 days to learn. Cannot be countered. Ki does not effect. Need Split Form.
*NOTE* Takes off 30 damage each turn, and counts as your move for all those turns.
Kill Driver. one of Turles signature moves. Fires a circular blast at the opponent. Does 70 damage spread over two turns, 35 each turn. Takes 5 days to learn.
Super Buster: Character charges power into his palm's and combine it into one beam, Takes 1 turn to charge then releases. Ki does not effect, Cannot be dodged/countered. Does 70 damage. Takes 5 days to learn. Need to know Double Buster.
Counter. Fire a Ki move back at the person who cast it. You must be equal to or higher than your opponents Ki level. Takes 4 days to learn.
Works the same as Dodge or Ki Shield, in that it has to be done right AFTER your opponent does the move.
Makankosappo. A beam with a spiral around it. Does 50 damage. Takes 6 days to learn.
Eye Beam. Beam out of eye. Takes off 50. Takes 6 days to learn.
Suicide Throw. Physical attack. Takes 20 off you, 50 off enemy. Takes 5 days to learn. Need Flying Tackle.
Souki Dan. Fires Six energy balls, controlled by the user, hits repeatedly. Each hit does 10 damage. Takes 4 days to learn. Can't be countered. Need Machine Gun Blast.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 60 damage, regardless of Ki.
Veruco Special. Physical Attack. A combo attack, each attack doing 10 damage. A physical version of Souki Dan. Need Power Punch and Power Kick. Takes 4 days to learn. Can't be Dodged or Countered.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 60 damage. If you have Power Gloves however each hit does +10, so in chat battles this will do 120 damage!
Suicide Charge. Power Up three Ki levels, but it takes 100 off your Power level. Takes 5 days to learn. Need Power Up.
Physical Counter. Dodges a Physical Attack, and uses it right back at your opponent. Takes 4 days to learn. Must have Dodge.
Roulette. Chooses a random move from your opponents moveset and uses it on them. Takes 4 days to learn. Must have Taiyoken.
Ultimate Ki Barrier. Blocks 3/4 of an Energy Attack done to you. Takes 4 days to learn. Need Hyper-Ki Shield.
Dynamite Kick. Deals a 20 damage Physical Attack, then a 20 damage Ki Attack. Then raises your Ki by 1. Need Wolf Fang Fist. Takes 6 days to learn. Cannot be Countered/Dodged.
Force Field. You cannot lose more than 120 HP in one move during a fight. If a move does more than 120 damage, that damage is lowered to 120. Takes 4 days to learn. Need Ultimate Ki Barrier. You can still be hurt more than 120 by Daimo/Spirit moves.
Hell's Flash. Powerful Ki blast. Takes 6 days to learn. Takes off 50. Need Hyper Blast.
Ginyu Tackle. Physical Attack. Takes off 35 Damage. Takes 4 days to learn. Lowers your opponents Ki to 1.
Kaio-Ken X30. Give you back 30% of your initial power level. Can only be used once per battle. Need Kaio-Ken X20. Takes 5 days to learn.
Thunder Flash. Powerful Ki blast. Takes 6 days to learn. Takes off 60. Need Hell's Flash.
Steal Power. Take 25 HP off your opponent and give it to you. Takes 5 days to learn. Need Soul Devour. Can only do once per match.
Instant Transmission. Dodge any one move done to you during combat. Can only be used once per combat. Takes 4 days to learn.
*NOTE* Instant Transmission can be used anytime during combat, even if it isn't your turn, but only ONCE per combat. Just use it when your opponent does a move you want to avoid. See bottom of page for more details.
Ki Vortex. Neither you or your opponent can raise their Ki level for the rest of Combat. Takes 4 days to learn. Does not effect SSJ1. Need Weaken.
Neutrality. You are not effected by Spirit or Daimo moves. But you cannot use Spirit or Daimo moves either. Takes 4 days to learn. Need Force Field.
Physical Barrier. You cannot be harmed by Physical Attacks. But you can also not perform any Physical Attacks. Takes 6 days to learn. Need Dodge and Ultimate Ki Barrier.
Mafuba. Deals 80 damage to Evil targets, 0 to Good targets/Androids. Not effected by Ki. Takes 6 days to learn.
Reverse Mafuba. Deals 80 damage to Good targets, 0 to Evil targets/Androids. Not effected by Ki. Takes 6 days to learn.
Namekian Regeneration. When you die in combat, you get brought back to life at 10% of your current HP. Cannot be used with a Senzu, Self Destruct or Zanzoken/Instant Transmission/Warp or Warp Chou Kamehame Ha. Can only be used once per combat. Takes 6 days to learn. Need Split Form and Makankosappo.
Level Four Moves:
Need Seven Level Three moves to learn. All level Four Energy Moves cannot be Countered.
Ultimate Ki Blast. Ki Blast. Takes off 50 HP. Takes 5 days to learn. Need Hyper-Ki Blast.
Multiple Finger Beam.. Ki Blast. Does 50 damage. Takes 5 days to learn. Need Finger Beam.
Saiyan Burning Attack. Powerful Ki Attack. Takes off 60 damage. Takes 6 days to learn. Need Burning Attack.
Chou Kamehameha. Energy attack. Takes off 60 HP. Takes 6 days to learn. Need Kamehame Ha
Final Flash. Energy attack. Takes off 60 HP. Takes 6 days to learn. Need Big Bang.
Hyper Masenko. Ki attack. Takes off 60 HP. Takes 6 days to learn. Need Masenko.
Insane Combo. Physical attack. Takes off 50 HP. Takes 5 days to learn. Lowers your opponents Ki to 1. Need Suicide Throw.
Multi-Form Beam. Ki attack. Deals 150 damage over 3 turns. Ki does not effect. Need Tri-Beam. Takes 5 days to learn.
Deals 50 damage each turn.
Self-Destruct. Deals 20 damage in combat. However, when you die it deals 10% of your initial HP in damage to your opponent. Must have Suicide Charge. Cannot use a Senzu afterwards to heal yourself. Good for close battles, as your opponent won't gain any HP.
Super Ghost Kamikaze Attack. Summons a random amount of exploding ghosts at 20 damage per ghost. Takes 6 days to learn. Cannot be Countered. Need Souki-Dan.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 120 damage, regardless of Ki.
Ultimate Destructo Disk. Ki Attack. Takes off 80 damage. Not effected by Ki. Need Destructo Disk. Cannot be Countered, Blocked or Avoided.
Ki Rage. Power up 4 Ki Levels, but lose 200 HP. Takes 5 days to learn. Need Suicide Charge.
Eraser Cannon. Energy Beam from mouth. Takes off 60 HP. Takes 5 days to learn. Need Hyper Masenko.
Absorbtion. Absorb 40 HP from your enemy and give it to you. Takes 6 days to learn. Need Steal Power. Can only do once per fight.
Ryu-Ken. Powerful Physical attack. Deals 80 damage over two turns, 40 each turn. Lowers opponents Ki and your Ki to 1. Takes 6 days to learn. Need Power Punch and Power Kick. Can't be Dodged or Countered.
Warp Kamehameha. Dodge any one move done to you during combat, and counter by shooting a 40 damage Kamehameha at your opponent which cannot be dodged. Can only be used once per combat. Takes 5 days to learn. Need Instant Transmission and Kamehamaha. Ki does not effect.
*NOTE* Warp Kamehameha can be used anytime during combat, even if it isn't your turn, but only ONCE per combat. Just use it when your opponent does a move you want to avoid. Ki does not effect the damage the Kamehameha does. See bottom of page for more details.
Infinite Daimo Bomb. Does 160 Damage to Good targets, 0 to Evil Targets. Ki does not effect. Need Great Daimo Bomb. Takes 6 days to learn.
Infinite Spirit Bomb. Does 160 Damage to Evil targets, 0 to Good Targets. Ki does not effect. Need Great Spirit Bomb. Takes 6 days to learn.
Super Spirit Beam. Does 100 damage to Evil Targets, 0 to Good Targets. Ki does effect! Takes 6 days to learn. Need Infinite Spirit Bomb.
Super Daimo Beam. Does 100 damage to Good Targets, 0 to Evil Targets. Ki does effect! Takes 6 days to learn. Need Infinite Daimo Bomb.
Level Five Moves:
Need Six Level Four moves to start learning. All level Four Energy Moves cannot be Countered.
Super Kamehame Ha. Powerful Ki attack. Takes off 80 damage. Takes 6 days to learn. Need Chou Kamehame Ha.
Final Flash Cannon. Powerful Ki attack. Takes off 80 damage. Takes 6 days to learn. Need Final Flash.
Ultimate Masenko. Powerful Ki Attack. Takes off 80 damage. Takes 6 days to learn. Need Hyper-Masenko.
Special Beam Cannon. Power Ki attack. Takes of 80 damage. Takes 6 days to learn. Need Makankosappo.
Kienzan. Powerful Ki attack spread over three turns. Deals 210 damage, 70 each turn. Need Triple Disk. Not effetced by Ki.
Hell Blitz. Summon a random amount of exploding blasts at 30 damage per ghost. Takes 6 days to learn. Cannot be Countered. Need Souki-Dan.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 180 damage, regardless of Ki.
Super Dragon Fist. Powerful Physical attack. Deals 120 damage over two turns, 60 each turn. Lowers opponents Ki and your Ki to 1. Takes 6 days to learn. Need Ryu-Ken. Can't be Dodged or Countered.
Multi-Arm Attack. Raises your Ki to 3 until end of battle. Takes 6 days to learn. Need Split Form.
Warp Chou-Kamehame Ha. Works the same as Warp Kamehame Ha, except the Kamehame Ha deals 80 damage instead of 40. Not effected by Ki. Need Warp Kamehame Ha and Chou-Kamehame Ha. Takes 5 days to learn. See below for more details.
Supreme Spirit Bomb. Reduces your current HP to 1, then adds that amount onto 180. Deals that much damage to Evil targets. Ki does not effect. Cannot be Countered. Takes 6 days to learn. Need Infinite Spirit Bomb.
Supreme Daimo Bomb. Reduces your current HP to 1, then adds that amount onto 180. Deals that much damage to Good targets. Ki does not effect. Cannot be Countered. Takes 6 days to learn. Need Infinite Daimo Bomb.
Other Moves
These moves can only be learnt under certain circumstances:
Great Spirit Bomb. Does 100 damage to Evil targets, 0 to Good targets. Takes 6 days to learn. Need to visit Heaven. Ki does not effect.
Great Daimo Bomb. Does 100 damage to Good targets, 0 to Evil targets. Takes 6 days to learn. Need to visit Home for Infinite Losers. Ki does not effect.
Android Blast. A character with Electrical Ball needs to fuse with a Character with Electrical Bomb. If they do, they both will learn the Android Blast technique. This deals 100 damage to Androids, 0 to all other life forms. Ki does effect.
Triple Disk . A character with Destructo Disk has to fuse with a character with Tri-Beam. If this happens, both players will learn the Triple Disk. They get to keep the move when they unfuse. Deals 150 damage, 50 damage each turn. Counts as your attack for all three turns. Cannot be Countered or avoided. Not effected by Ki.
Big-Bang Kamehame Ha. A character with Kamehame Ha needs to fuse with a character with Big Bang Attack. If this happens, both players will learn the Big-Bang Kamehama Ha. They get to keep the move when they unfuse. Takes off 80 HP. Cannot be Countered. Ki does effect.
Stamina Block. A character with Ki Vortex has to fuse with a character with Steal Power. If they do they gain the ability Stamina Block. If Stamina Block is in your Six Moves your opponent cannot use any Kaio-Ken abilities. They can still use SSJ 2 though.
Multiple Buster: Charges for 1 turn then fires 1-6 energy blasts, each doing 15 damage. Cannot be dodged/countered, is not effected by ki. (This is a fusion move. Need a warrior with Super Buster and a warrior with Machine Gun Blast. Both get the move after the fusion)
Transformations
These have to be learnt from Quests, and can be put into your six moves to do during battle. ALL races can learn these, and they can only be done ONCE per combat. Other races have the same advantages as SSJ, they are just called different things.
SSJ. Increases your Ki by 1 until the end of Battle. Cannot be lowered.
Ultra SSJ. All your Physical Attacks do twice as much damage until end of Battle.
SSJ 2. Increases your HP by 30% until end of Battle. If you have this you cannot have Kaio-Ken.
SSJ 3. Increases your Ki by 1 and increase your HP by 30% until end of Battle.
If you have either SSJ, SSJ 2 or SSJ 3 in your list, you cannot have another SSJ move in the same list. The only exception is Ultra SSJ. So you can have Ultra SSJ and one other SSJ ability. But you cannot have SSJ and SSJ 2, or SSJ 2 and SSJ 3 etc in the same list.
*NOTE* I use SSJ to describe the first level of each Transformation. So when I say "This move effects SSJ1" then I also mean Namekian Rage, Transformation 1, Spirit Level 1 and Imperfect Form.
Non-Saiyan Transformations.:
Nameks: Namekian Rage 1, Namekian Rage 2, Super Namek, Ultra Namek.
Alien: Transformation 1, Transformation 2, Change Form, Final Form.
Human/Other: Spirit Level 1, Spirit Level 2, Spirit Level 3, Unleashed.
Android: Imperfect Form, Upgraded Power, Perfect Form, Ultimate Android.
Fusions
In order to fuse, you need a player who is willing to fuse with you. You can only learn how to fuse from doing Quests. Fusing adds your HP together, and you take 3 moves from one player and 3 from the other to create your new fighter. Fusion wears off after Battle. There will be a new page added for Fusion characters soon.
Zanzoken, Instant Transmission and Warp Kamehameha/Warp Chou Kamehamerules:
These moves are used to dodge or block any move your opponent does against you. In Chat Battles you can only do them once per combat, and it doesn't have to be your turn. For example:
Goku is on 20 HP, Vegeta on 50.
Goku fires a Ki Blast at Vegeta, who fires a Kamehameha at him.
The Kamehameha will kill Goku, so if he wants he can use Instant Transmission to dodge it, even though he already used his turn up using Ki Blast. He dodges the Kamehameha, but he can't use Instant Transmission again that combat.
Zanzoken works the same, but can only be used to avoid one Ki attack during battle.
*NOTE* In Dice Battles I will automatically use your Instant Transmission/Zanzoken or Warp Kamehame Ha on the move that would have killed you, so you can keep fighting. So it gets used automatically when you are killed, so you can keep fighting. If I roll one of the moves during a Dice Battle they do nothing. They are passive skills, and just sit there until they are automatically activated.
Moves Not Allowed to Double Up On:
The following is a list of moves that you may only have ONE of in your arsenal. You can have them all in your Extra Moves List, you just can't have more than one of them in your Six moves at the same time. For example, if you have Ki Shield in your 6 moves you can't have Ultimate Ki Barrier in your 6 moves. If you have all three Ki Shields then you should stick the two weakest in your move list and the strongest in your Six moves list anyway.
Ki Shield, Hyper-Ki Shield or Ultimate Ki Barrier.
Kaio-Ken X10, X20 or X30.
Machine Gun Blast, Souki Dan, Super Ghost Kamikaze Attack or Hell Blitz.
Steal Power, Soul Devour or Absorbtion.
You may only have one Spirit/Daimo move at a time. However, you can have Mafuba/Reverse Mafuba as well as a Daimo/Spirit move. You can have both a Daimo and a Spirit move in your list.
Increase Ki, Suicide Charge, Ki Rage or Fatal Charge.
Zanzoken, Instant Transmission, Warp Kamehameha and Warp Chou Kamehame Ha.
Multi-Form Beam, Tri Beam and Kiezan.
Multi-Arm Attack and Split Form.
Destructo Disk and Ultimate Destructo Disk.
Triple-Disk and Kienzan.
Each character can learn as many moves as they want, but in combat you are only allowed to choose SIX to fight with.
Below are the moves you can learn. They come in Four Levels. In order to advance to a new Level of moves you need to learn FIVE moves from the prior list. If a move requires that you learn another move first, that means you CAN NOT have both moves in your list. For example, you can't have Kaio-Ken X10 AND Kaio-Ken X20 in the same list, you need to choose the best one. And you can not double up moves in your list of six.
Level One moves.
Ki Blast. Basic blast. Takes off 10. Takes 1 day to learn.
Ki Shield. Shield. Blocks 1/4 of damage done by an Energy attack to you (Rounded down). Takes 1 day to learn.
Dodge. Dodge a Physical Attack. Takes 1 day to learn.
Physical attack. Punches and Kicks. Takes off 10. Takes 1 day to learn.
Power up. Raise Ki by one until your next energy move. Takes 1 day to learn.
Kaio-Ken X10. Gain back 10% of your initial Power level during a fight. Can only do once per battle. Takes 1 day to learn.
Fatal Blast. Use some of your HP to deal damage to opponent. -10 to you, -25 to them. This move cannot be Powered Up.
Level Two moves.
Need FIVE Level One moves to learn.
Headbutt. Physical Attack. Takes off 15. Takes 1 day to learn. Need Physical Attack.
Power Punch. Physical attack. Takes off 20. Takes 2 days to learn.
Max Power Blast: does a 20 damage ki blast but each ki+10 you have actually adds 20. Cannot be dodged/countered. Takes 4 days to learn.
Power Kick. Physical attack. Takes off 20. Takes 2 days to learn.
Taiyoken. Reduces Enemy Ki by 1 Takes 2 days to learn.
Machine Gun Blast. Does random amounts of shots that take off 5 each. Takes 3 days to learn. Can't be countered.
*NOTE* In random fights I roll a dice to determine this amount. If you are in a chat fight it always does 30 damage, regardless of Ki Level.
Satan Miracle Special Ultra Super Megaton Punch. Mr.Satan's special attack. Does 25 damage plus takes off one of your opponents Ki points. Takes 3 days to learn.
Finger Beam. A Ki Blast. Takes off 15. Takes 2 days to learn.
Crusher Ball. A Ki blast. Takes off 20. Takes 3 days to learn.
Tackle. Physical attack. Lowers enemies Ki by one and does 20 damage. Takes 3 days to learn.
Hyper Blast. Uses some of your Power Level to do damage to enemy. -10 to you, -35 to them. Takes 3 days to learn. Can't be countered and isn't effected by Ki.
Weaken. Enemy can't power up past their current Ki level for five rounds. Takes 3 days to learn. Effects SSJ1!
*NOTE* You can still lower your Ki level during Weaken. Your opponent cannot use SSJ1 to raise their power.
Split Form. Raises your Ki level to 2 until end of battle. Takes 4 days to learn. Can only be done once per match.
*NOTE* Once you do Split Form your Ki is not lowered when you do a Ki Attack. If someone finds another way to lower your Ki though it will drop back down to 1.
Hyper Ki Shield. Halves damage done by an Energy Attack. Takes 3 days to learn. Need Ki Sheild.
Flying Tackle: Physical attack. Takes off 25 hp. Lowers your opponents Ki 1 level. Takes 3 days to learn. Need Power Punch OR Power Kick.
Kaio-Ken X20. Raises Power Level by 20%. Can only be used once per battle. Takes 4 days to learn. Need Kaio Ken X10.
Increase Ki. Power up 1 level, but you lose 25 HP. Takes 3 days to learn. Need Power Up.
Fatal Charge. Power up 2 Ki levels, but you lose 50 HP. Takes 4 days to learn. Need Power Up.
Mind Wipe. Both you and your opponent forget one of your moves. Move is chosen at random. Takes 4 days to learn. Can only do once per battle.
*NOTE* In Chat/Forum Battles each player gets to choose what move their opponent forgets. In Dice Battles I roll a dice to see which move is forgotten.
Soul Devour. Remove 15 HP from your opponent and give it to you. Can only do once per match. Takes 4 days to learn.
Power Block. Once performed, your opponent cannot use the Power Up ability for the rest of Combat. Takes 4 days to learn. Need Weaken. Does not effect SSJ1.
*NOTE* This only blocks Power Up.
Gravity Ball. Takes off 10% of your opponents starting HP. Takes 3 days to learn.
Electrical Ball. Takes off 40 to Androids, 0 to all living targets. Takes 3 days to learn.
Double Buster. One of Kid Trunks ability. He forms power into his palm's and combine it into one beam. Ki does not effect. Does 40 damage. Takes 3 days to learn.
Wolf Fang Fist. Physical Attack. Deals 20 damage and increases your Ki by 1. Takes 4 days to learn.
Callback. Physical Attack. Deals 40 damage over two turns, 20 over each turn. Can't be Dodgedn or Countered. Need Power Punch or Power Kick. Takes 3 days to learn.
Spirit Blast. Takes off 30 to Evil targets, 0 to Good/Android targets. Takes 4 days to learn. Effected by Ki.
Daimo Blast. Takes off 30 to Good targets, 0 to Evil/Android targets. Takes 4 days to learn. Effected by Ki.
Zanzoken. Use to avoid any Ki attack during battle. Can only do once per combat. Takes 4 days to learn.
*NOTE* Zanzoken can be used anytime during combat, even if it isn't your turn, but only ONCE per combat. Just use it when your opponent does a Ki move you want to avoid. See bottom of page for more notes.
Level Three moves.
Need SIX Level Two moves to learn
Fusion Dance. Allows two warriors to fuse into their Fusion Warrior! Takes 6 days to learn. Must have more than 300 HP to learn. For more information on Fusion, please check the Fusion post in the Forum!
Supreme Tackle. Physical attack. Takes off 35 HP. Lowers opponents Ki to 1. Takes 3 days to learn. Need Flying Tackle.
Kamehameha. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Masenko. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Big Bang. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Burning Attack. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Galick Gun. Powerful Ki attack. Does 40 damage. Takes 4 days to learn.
Spirit Ball. Powerful Ki attack. Does 50 damage against Evil targets, 0 to Good targets. Takes 4 days to learn. Ki does not effect.
Super Explosive Wave. Deals 50 damage to your opponent, is not effected by ki, cannot be dodged. Takes 4 days to learn.
Dragon Beam. This Ki attack is formed up as a golden small beam shaped as a dragon, does 50 damage to the opponent. Ki does effect. Cannot be dodged. Takes 4 days to learn.
Hyper-Ki Blast. Ki attack. Does 30 damage. Takes 3 days to learn. Need Ki Blast.
Daimo Ball. Powerful Ki attack. Does 50 damage against Good targets, 0 to Evil targets. Takes 4 days to learn. Ki does not effect.
Destructo Disk. Spinning disk. Does 50 damage. Takes 6 days to learn. Can't be blocked or countered. Not effected by Ki.
Electrical Bomb. Does 50 damage to Androids, 0 to all living things. Not effected by Ki. Can't be Countered. Takes 4 days to learn.
Electrical Storm. Does 50 damage to Androids, 0 to all living things. Ki does effect. Takes 6 days to learn.
Tri-Beam. Triangular Beam. Does 90 damage, spread out over three turns. Takes 6 days to learn. Cannot be countered. Ki does not effect. Need Split Form.
*NOTE* Takes off 30 damage each turn, and counts as your move for all those turns.
Kill Driver. one of Turles signature moves. Fires a circular blast at the opponent. Does 70 damage spread over two turns, 35 each turn. Takes 5 days to learn.
Super Buster: Character charges power into his palm's and combine it into one beam, Takes 1 turn to charge then releases. Ki does not effect, Cannot be dodged/countered. Does 70 damage. Takes 5 days to learn. Need to know Double Buster.
Counter. Fire a Ki move back at the person who cast it. You must be equal to or higher than your opponents Ki level. Takes 4 days to learn.
Works the same as Dodge or Ki Shield, in that it has to be done right AFTER your opponent does the move.
Makankosappo. A beam with a spiral around it. Does 50 damage. Takes 6 days to learn.
Eye Beam. Beam out of eye. Takes off 50. Takes 6 days to learn.
Suicide Throw. Physical attack. Takes 20 off you, 50 off enemy. Takes 5 days to learn. Need Flying Tackle.
Souki Dan. Fires Six energy balls, controlled by the user, hits repeatedly. Each hit does 10 damage. Takes 4 days to learn. Can't be countered. Need Machine Gun Blast.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 60 damage, regardless of Ki.
Veruco Special. Physical Attack. A combo attack, each attack doing 10 damage. A physical version of Souki Dan. Need Power Punch and Power Kick. Takes 4 days to learn. Can't be Dodged or Countered.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 60 damage. If you have Power Gloves however each hit does +10, so in chat battles this will do 120 damage!
Suicide Charge. Power Up three Ki levels, but it takes 100 off your Power level. Takes 5 days to learn. Need Power Up.
Physical Counter. Dodges a Physical Attack, and uses it right back at your opponent. Takes 4 days to learn. Must have Dodge.
Roulette. Chooses a random move from your opponents moveset and uses it on them. Takes 4 days to learn. Must have Taiyoken.
Ultimate Ki Barrier. Blocks 3/4 of an Energy Attack done to you. Takes 4 days to learn. Need Hyper-Ki Shield.
Dynamite Kick. Deals a 20 damage Physical Attack, then a 20 damage Ki Attack. Then raises your Ki by 1. Need Wolf Fang Fist. Takes 6 days to learn. Cannot be Countered/Dodged.
Force Field. You cannot lose more than 120 HP in one move during a fight. If a move does more than 120 damage, that damage is lowered to 120. Takes 4 days to learn. Need Ultimate Ki Barrier. You can still be hurt more than 120 by Daimo/Spirit moves.
Hell's Flash. Powerful Ki blast. Takes 6 days to learn. Takes off 50. Need Hyper Blast.
Ginyu Tackle. Physical Attack. Takes off 35 Damage. Takes 4 days to learn. Lowers your opponents Ki to 1.
Kaio-Ken X30. Give you back 30% of your initial power level. Can only be used once per battle. Need Kaio-Ken X20. Takes 5 days to learn.
Thunder Flash. Powerful Ki blast. Takes 6 days to learn. Takes off 60. Need Hell's Flash.
Steal Power. Take 25 HP off your opponent and give it to you. Takes 5 days to learn. Need Soul Devour. Can only do once per match.
Instant Transmission. Dodge any one move done to you during combat. Can only be used once per combat. Takes 4 days to learn.
*NOTE* Instant Transmission can be used anytime during combat, even if it isn't your turn, but only ONCE per combat. Just use it when your opponent does a move you want to avoid. See bottom of page for more details.
Ki Vortex. Neither you or your opponent can raise their Ki level for the rest of Combat. Takes 4 days to learn. Does not effect SSJ1. Need Weaken.
Neutrality. You are not effected by Spirit or Daimo moves. But you cannot use Spirit or Daimo moves either. Takes 4 days to learn. Need Force Field.
Physical Barrier. You cannot be harmed by Physical Attacks. But you can also not perform any Physical Attacks. Takes 6 days to learn. Need Dodge and Ultimate Ki Barrier.
Mafuba. Deals 80 damage to Evil targets, 0 to Good targets/Androids. Not effected by Ki. Takes 6 days to learn.
Reverse Mafuba. Deals 80 damage to Good targets, 0 to Evil targets/Androids. Not effected by Ki. Takes 6 days to learn.
Namekian Regeneration. When you die in combat, you get brought back to life at 10% of your current HP. Cannot be used with a Senzu, Self Destruct or Zanzoken/Instant Transmission/Warp or Warp Chou Kamehame Ha. Can only be used once per combat. Takes 6 days to learn. Need Split Form and Makankosappo.
Level Four Moves:
Need Seven Level Three moves to learn. All level Four Energy Moves cannot be Countered.
Ultimate Ki Blast. Ki Blast. Takes off 50 HP. Takes 5 days to learn. Need Hyper-Ki Blast.
Multiple Finger Beam.. Ki Blast. Does 50 damage. Takes 5 days to learn. Need Finger Beam.
Saiyan Burning Attack. Powerful Ki Attack. Takes off 60 damage. Takes 6 days to learn. Need Burning Attack.
Chou Kamehameha. Energy attack. Takes off 60 HP. Takes 6 days to learn. Need Kamehame Ha
Final Flash. Energy attack. Takes off 60 HP. Takes 6 days to learn. Need Big Bang.
Hyper Masenko. Ki attack. Takes off 60 HP. Takes 6 days to learn. Need Masenko.
Insane Combo. Physical attack. Takes off 50 HP. Takes 5 days to learn. Lowers your opponents Ki to 1. Need Suicide Throw.
Multi-Form Beam. Ki attack. Deals 150 damage over 3 turns. Ki does not effect. Need Tri-Beam. Takes 5 days to learn.
Deals 50 damage each turn.
Self-Destruct. Deals 20 damage in combat. However, when you die it deals 10% of your initial HP in damage to your opponent. Must have Suicide Charge. Cannot use a Senzu afterwards to heal yourself. Good for close battles, as your opponent won't gain any HP.
Super Ghost Kamikaze Attack. Summons a random amount of exploding ghosts at 20 damage per ghost. Takes 6 days to learn. Cannot be Countered. Need Souki-Dan.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 120 damage, regardless of Ki.
Ultimate Destructo Disk. Ki Attack. Takes off 80 damage. Not effected by Ki. Need Destructo Disk. Cannot be Countered, Blocked or Avoided.
Ki Rage. Power up 4 Ki Levels, but lose 200 HP. Takes 5 days to learn. Need Suicide Charge.
Eraser Cannon. Energy Beam from mouth. Takes off 60 HP. Takes 5 days to learn. Need Hyper Masenko.
Absorbtion. Absorb 40 HP from your enemy and give it to you. Takes 6 days to learn. Need Steal Power. Can only do once per fight.
Ryu-Ken. Powerful Physical attack. Deals 80 damage over two turns, 40 each turn. Lowers opponents Ki and your Ki to 1. Takes 6 days to learn. Need Power Punch and Power Kick. Can't be Dodged or Countered.
Warp Kamehameha. Dodge any one move done to you during combat, and counter by shooting a 40 damage Kamehameha at your opponent which cannot be dodged. Can only be used once per combat. Takes 5 days to learn. Need Instant Transmission and Kamehamaha. Ki does not effect.
*NOTE* Warp Kamehameha can be used anytime during combat, even if it isn't your turn, but only ONCE per combat. Just use it when your opponent does a move you want to avoid. Ki does not effect the damage the Kamehameha does. See bottom of page for more details.
Infinite Daimo Bomb. Does 160 Damage to Good targets, 0 to Evil Targets. Ki does not effect. Need Great Daimo Bomb. Takes 6 days to learn.
Infinite Spirit Bomb. Does 160 Damage to Evil targets, 0 to Good Targets. Ki does not effect. Need Great Spirit Bomb. Takes 6 days to learn.
Super Spirit Beam. Does 100 damage to Evil Targets, 0 to Good Targets. Ki does effect! Takes 6 days to learn. Need Infinite Spirit Bomb.
Super Daimo Beam. Does 100 damage to Good Targets, 0 to Evil Targets. Ki does effect! Takes 6 days to learn. Need Infinite Daimo Bomb.
Level Five Moves:
Need Six Level Four moves to start learning. All level Four Energy Moves cannot be Countered.
Super Kamehame Ha. Powerful Ki attack. Takes off 80 damage. Takes 6 days to learn. Need Chou Kamehame Ha.
Final Flash Cannon. Powerful Ki attack. Takes off 80 damage. Takes 6 days to learn. Need Final Flash.
Ultimate Masenko. Powerful Ki Attack. Takes off 80 damage. Takes 6 days to learn. Need Hyper-Masenko.
Special Beam Cannon. Power Ki attack. Takes of 80 damage. Takes 6 days to learn. Need Makankosappo.
Kienzan. Powerful Ki attack spread over three turns. Deals 210 damage, 70 each turn. Need Triple Disk. Not effetced by Ki.
Hell Blitz. Summon a random amount of exploding blasts at 30 damage per ghost. Takes 6 days to learn. Cannot be Countered. Need Souki-Dan.
*NOTE* I use a dice to determine the damage done in random fights. In chat battles this always does 180 damage, regardless of Ki.
Super Dragon Fist. Powerful Physical attack. Deals 120 damage over two turns, 60 each turn. Lowers opponents Ki and your Ki to 1. Takes 6 days to learn. Need Ryu-Ken. Can't be Dodged or Countered.
Multi-Arm Attack. Raises your Ki to 3 until end of battle. Takes 6 days to learn. Need Split Form.
Warp Chou-Kamehame Ha. Works the same as Warp Kamehame Ha, except the Kamehame Ha deals 80 damage instead of 40. Not effected by Ki. Need Warp Kamehame Ha and Chou-Kamehame Ha. Takes 5 days to learn. See below for more details.
Supreme Spirit Bomb. Reduces your current HP to 1, then adds that amount onto 180. Deals that much damage to Evil targets. Ki does not effect. Cannot be Countered. Takes 6 days to learn. Need Infinite Spirit Bomb.
Supreme Daimo Bomb. Reduces your current HP to 1, then adds that amount onto 180. Deals that much damage to Good targets. Ki does not effect. Cannot be Countered. Takes 6 days to learn. Need Infinite Daimo Bomb.
Other Moves
These moves can only be learnt under certain circumstances:
Great Spirit Bomb. Does 100 damage to Evil targets, 0 to Good targets. Takes 6 days to learn. Need to visit Heaven. Ki does not effect.
Great Daimo Bomb. Does 100 damage to Good targets, 0 to Evil targets. Takes 6 days to learn. Need to visit Home for Infinite Losers. Ki does not effect.
Android Blast. A character with Electrical Ball needs to fuse with a Character with Electrical Bomb. If they do, they both will learn the Android Blast technique. This deals 100 damage to Androids, 0 to all other life forms. Ki does effect.
Triple Disk . A character with Destructo Disk has to fuse with a character with Tri-Beam. If this happens, both players will learn the Triple Disk. They get to keep the move when they unfuse. Deals 150 damage, 50 damage each turn. Counts as your attack for all three turns. Cannot be Countered or avoided. Not effected by Ki.
Big-Bang Kamehame Ha. A character with Kamehame Ha needs to fuse with a character with Big Bang Attack. If this happens, both players will learn the Big-Bang Kamehama Ha. They get to keep the move when they unfuse. Takes off 80 HP. Cannot be Countered. Ki does effect.
Stamina Block. A character with Ki Vortex has to fuse with a character with Steal Power. If they do they gain the ability Stamina Block. If Stamina Block is in your Six Moves your opponent cannot use any Kaio-Ken abilities. They can still use SSJ 2 though.
Multiple Buster: Charges for 1 turn then fires 1-6 energy blasts, each doing 15 damage. Cannot be dodged/countered, is not effected by ki. (This is a fusion move. Need a warrior with Super Buster and a warrior with Machine Gun Blast. Both get the move after the fusion)
Transformations
These have to be learnt from Quests, and can be put into your six moves to do during battle. ALL races can learn these, and they can only be done ONCE per combat. Other races have the same advantages as SSJ, they are just called different things.
SSJ. Increases your Ki by 1 until the end of Battle. Cannot be lowered.
Ultra SSJ. All your Physical Attacks do twice as much damage until end of Battle.
SSJ 2. Increases your HP by 30% until end of Battle. If you have this you cannot have Kaio-Ken.
SSJ 3. Increases your Ki by 1 and increase your HP by 30% until end of Battle.
If you have either SSJ, SSJ 2 or SSJ 3 in your list, you cannot have another SSJ move in the same list. The only exception is Ultra SSJ. So you can have Ultra SSJ and one other SSJ ability. But you cannot have SSJ and SSJ 2, or SSJ 2 and SSJ 3 etc in the same list.
*NOTE* I use SSJ to describe the first level of each Transformation. So when I say "This move effects SSJ1" then I also mean Namekian Rage, Transformation 1, Spirit Level 1 and Imperfect Form.
Non-Saiyan Transformations.:
Nameks: Namekian Rage 1, Namekian Rage 2, Super Namek, Ultra Namek.
Alien: Transformation 1, Transformation 2, Change Form, Final Form.
Human/Other: Spirit Level 1, Spirit Level 2, Spirit Level 3, Unleashed.
Android: Imperfect Form, Upgraded Power, Perfect Form, Ultimate Android.
Fusions
In order to fuse, you need a player who is willing to fuse with you. You can only learn how to fuse from doing Quests. Fusing adds your HP together, and you take 3 moves from one player and 3 from the other to create your new fighter. Fusion wears off after Battle. There will be a new page added for Fusion characters soon.
Zanzoken, Instant Transmission and Warp Kamehameha/Warp Chou Kamehamerules:
These moves are used to dodge or block any move your opponent does against you. In Chat Battles you can only do them once per combat, and it doesn't have to be your turn. For example:
Goku is on 20 HP, Vegeta on 50.
Goku fires a Ki Blast at Vegeta, who fires a Kamehameha at him.
The Kamehameha will kill Goku, so if he wants he can use Instant Transmission to dodge it, even though he already used his turn up using Ki Blast. He dodges the Kamehameha, but he can't use Instant Transmission again that combat.
Zanzoken works the same, but can only be used to avoid one Ki attack during battle.
*NOTE* In Dice Battles I will automatically use your Instant Transmission/Zanzoken or Warp Kamehame Ha on the move that would have killed you, so you can keep fighting. So it gets used automatically when you are killed, so you can keep fighting. If I roll one of the moves during a Dice Battle they do nothing. They are passive skills, and just sit there until they are automatically activated.
Moves Not Allowed to Double Up On:
The following is a list of moves that you may only have ONE of in your arsenal. You can have them all in your Extra Moves List, you just can't have more than one of them in your Six moves at the same time. For example, if you have Ki Shield in your 6 moves you can't have Ultimate Ki Barrier in your 6 moves. If you have all three Ki Shields then you should stick the two weakest in your move list and the strongest in your Six moves list anyway.
Ki Shield, Hyper-Ki Shield or Ultimate Ki Barrier.
Kaio-Ken X10, X20 or X30.
Machine Gun Blast, Souki Dan, Super Ghost Kamikaze Attack or Hell Blitz.
Steal Power, Soul Devour or Absorbtion.
You may only have one Spirit/Daimo move at a time. However, you can have Mafuba/Reverse Mafuba as well as a Daimo/Spirit move. You can have both a Daimo and a Spirit move in your list.
Increase Ki, Suicide Charge, Ki Rage or Fatal Charge.
Zanzoken, Instant Transmission, Warp Kamehameha and Warp Chou Kamehame Ha.
Multi-Form Beam, Tri Beam and Kiezan.
Multi-Arm Attack and Split Form.
Destructo Disk and Ultimate Destructo Disk.
Triple-Disk and Kienzan.