Post by Retasu on Jul 21, 2016 21:06:37 GMT -5
How Special Attacks Work
Special Attacks are one of the more unique things about Dragon Ball in general, as nearly all characters have a personal technique they use in battle that is all their own. The same can be said here. Below are each classification of Special Attacks and how you can successfully use them here in the Dragon Ball ULTIMATE world. Familiarize yourself with the rules below and become a fighting master!
Super Attacks and Ultimate Attacks:
Attacking with Super and Ultimate Attacks:
These are a warrior's best friend in the battlefield. Whether it's Goku's Kamehameha, Vegeta's Final Flash, or Piccolo's Makankosappo, these attacks are one's personal touch on their fighting style and are intended to give them the edge. These types of attacks and techniques are not limited to use ki or energy usage. Physical attacks and fighting styles can also be adapted into this, as well.
On a player's attacking roll, they would obviously roleplay out their signature attack, whether they have a Super or Ultimate version of it, and then call it out OOCly before rolling. If the attack is a Super Attack they add +25% damage to the attacking roll itself, as in if they use a Super Attack and roll 100 points of damage, the actual damage would be 125 points. If it is an Ultimate Attack they add 50% damage to their attacking roll itself. Super Attacks use up 1 Genki Point, while Ultimate Attacks use up 2 Genki Points.
Super Attacks and Ultimate Attacks:
Attacking with Super and Ultimate Attacks:
These are a warrior's best friend in the battlefield. Whether it's Goku's Kamehameha, Vegeta's Final Flash, or Piccolo's Makankosappo, these attacks are one's personal touch on their fighting style and are intended to give them the edge. These types of attacks and techniques are not limited to use ki or energy usage. Physical attacks and fighting styles can also be adapted into this, as well.
On a player's attacking roll, they would obviously roleplay out their signature attack, whether they have a Super or Ultimate version of it, and then call it out OOCly before rolling. If the attack is a Super Attack they add +25% damage to the attacking roll itself, as in if they use a Super Attack and roll 100 points of damage, the actual damage would be 125 points. If it is an Ultimate Attack they add 50% damage to their attacking roll itself. Super Attacks use up 1 Genki Point, while Ultimate Attacks use up 2 Genki Points.
There are different types of variants that can be used to alter Special Attacks. Check them out in the Item Shop to see what they are and how they can be used.
Blocking Attacks:
Blocking Attacks can be viewed as Barriers or Energy Absorption techniques. They come in 3 varieties. Level 1 is worth 50% of your max damage output, Level 2 is 75%, and Level 3 is 100%. After a player's attacking roll, the opponent can choose to block the attack, breaking down as much energy from it as possible in order to lessen the damage done to them. For example: Your opponent rolls 100pts of damage against you. If your dice are 3d100, your max damage output is 300pts. With this in mind, a Lvl.1 Block Attack would roll 1d150 (50% of 300pts is 150), Lvl. 2 would roll 1d225 (75% of 300pts is 225) and Lvl. 3 would roll 1d300 (100% of 300pts is 300). Whatever the roll is, the amount of damage done against the character in the previous turn is minimized. This DOES NOT take up a turn no matter the outcome and they use up 1 Genki Point per attempt.
Dodging Attacks:
Dodging Attacks can be viewed as the After Image / Zanzoken Technique. They come in 3 varieties. Level 1 is worth 150% of your max damage output, Level 2 is 200%, and Level 3 is 300%. After a player's attacking roll, the opponent can choose to dodge the attack completely and take no damage whatsoever from it. For example: Your opponent rolls 100pts of damage against you. If your dice are 3d100, your max damage output is 300pts. With this in mind, a Lvl.1 Dodge Attack would roll 1d450 (150% of 300pts is 450), Lvl. 2 would roll 1d600 (200% of 300pts is 600) and Lvl. 3 would roll 1d900 (300% of 300pts is 900). The dodge attempt MUST meet or beat the attacking roll for it to be successful. So, in this example, anything rolled 100+ would be a successful dodge, 99 and under would be a failed attempt and the character would be hit with the full power of the attack. This DOES NOT take up a turn no matter the outcome. Levels 1 and 2 take up 1 Genki, Level 3 takes up 2 Genki to use.
Stun Attacks:
A standalone attack that when successfully used can stun an opponent for 1 turn. Though not particularly useful in 1v1 battles, any Team Match scenario would benefit from having a utility type fighter that would deal out stun damage in order for their teammates to continue attacking and go for the win. Stuns can be dodged using Dodging Attacks, and in a scenario where multiple people are being stunned at once, the opponents can break turn in an attempt to use a Dodge Attack ONLY. If they are successful, they simply wait their turn to attack as per usual, if not they are stunned for their upcoming round. Also, a stunning attack can stop a charge. A stun attack takes up ONE attacking turn, successful or not. Level 1 and 2 tiers take 2 GP to use, Level 3 takes 3 GP. If the attacks are Multi-Stuns, add 1 extra GP. A stun cannot be blocked.