1. Kikou Ha-NOT to be confused with the Kikou Hou. Standard energy wave blasts. They aren't particularly strong and are just used as defensive moves or as distractions
KPC-Any amount up to your maximum.
HPD-Equal to the amount of Ki you use.
SC-.0001% (times .000001) of the Ki used.
S-Add .1% of your Speed to this technique.
I-100
BL-1
Type-Orb, Offensive
If an opponent BLOCKS one of these blasts, the offensive technique used immediately after it will have it's Speed increased by 1% to simulate the distractive nature of these blasts.

2. Kochi kara Kikou Ha-A blast of energy shot from the mouth.
KPC-Any amount up to your maximum.
HPD-1.1x the Ki used.
SC-.00025% (times .0000025) of the Ki used.
S-Add 1% of your Speed to this technique.
I-200
BL-1
Type-Wave, Offensive

3. Koukyuu Gata Kikou Ha-A very powerful blast of energy in the form of a ball.
KPC-Any amount up to your maximum.
HPD-1.5 times the amount of KP used.
SC-.0005% (times .000005) of the Ki used.
S-Add 1.5% of your Speed to this technique.
I-300
BL-1
Type-Orb, Offensive

4. Yubisaki kara no Kikou Ha-A single blast of energy shot from the fingertips.
KPC-Any amount up to your maximum.
HPD-1.75 times the amount of KP used.
SC-.00075% (times .0000075) of the Ki used.
S-SUBTRACT 15% of your Speed.
I-400
BL-1
Type-Beam, Offensive

Korea Boru “Crusher Ball”-A ball of energy that is produced in the palm of someone's hand and then thrown at a target. It is powerful, but slow.
KPC-Any amount up to your maximum.
HPD-2 times the amount of KP used.
SC-.0005% (times .000005) of the Ki used.
S-Add .5% of your Speed to this technique.
I-250
BL-1
Type-Orb, Offensive

Masenko “Evil Flash”-This blast is formed by holding your hands above your head, one behind the other, and the blast is fired when the hands are thrown forward/brought down.
KPC-Any amount up to your maximum.
HPD-3.5 times the amount of KP used.
SC-.00075% (.0000075 times) the Ki used.
S-Add 7.5% of your Speed to this tech.
I-8500
BL-1
Type-Orb, Offensive

Nin Pou Bun Shin no Jutsu "Ninja Arts Dividing Art"-A technique that allows you to split yourself up to four times, allowing for a total of five copies.
KPC-You must spend 2.5% of your base Ki to create each copy. There is no cost to sustain them.
HPD-0
SC-You must spend 5% of your base Stamina to create each copy. There is no cost to sustain them.
S-Instant
I-9000
BL-NA
Type-Special, Offensive
When using this technique, you must decide immediately how many copies you are going to make. Once all copies have been produced, the creator's remaining stats are divided evenly into the copies. You can not use this technique again until all copies are dissipated. Copies can not make copies.

Nin Pou Tatami Kaeshi "Ninja Arts Tatami Mats"-The magical art of creating Tatami Mats to block attacks.
KPC-0
HPD-0
SC-See the description of the technique you are defending against.
S-0
I-1000
BL-NA
Type-Special, Defensive

1. Saigo no Waza “Final Skill”-The user must use ALL of their KP AND HP. This is a suicide attack.
KPC-All of your KP and all of your HP.
HPD-10 times the sum of your KP and HP.
SC-All
S-Instant
I-1
BL-2
Type-Special, Offensive
This technique can ONLY be used by Henchmen and when they use it, they are utterly destroyed, as in, removed from the game. You can not dodge this attack except via teleportation. This technique does not need to be learned before Saishyuu Saigo no Waza “Ultimate Final Skill”.

2. Saishyuu Saigo no Waza “Ultimate Final Skill”-An upgraded version of the above, not available to Henchmen.
KPC-All of your KP and all of your HP.
HPD-20 times the sum of your KP and HP.
SC-All
S-Instant
I-1
BL-3
Type-Special, Offensive
You can not dodge this attack except via teleportation. When you use this technique you will be required to spend five days in Purgatory. You do not need to learn Saigo no Waza “Final Skill” before this technique.

Shi You Ken "Four Arm Attacks"-A move that causes two arms to grow from the person's shoulders.
KPC-0
HPD-0
SC-10% of your base Stamina.
S-0
I-2300
BL-NA
Type-Special, Special
By using this technique, you can grant yourself one extra Offensive Action per die roll.

Shield-A defensive move Gohan uses to protect Piccolo, Krillon and himself from being sucked into Garlic Jr.'s Dead Zone.
KPC-Any amount up to your maximum.
HPD-0
SC-1.5% of your Base Stamina
S-0
I-500
BL-0
Type-Special, Defensive
This technique will protect you from the same amount of HP Damage as KP you put into the Shield. For example, if you put 100 KP into the Shield, it will shave 100 HP Damage from the attack that hit you. In addition to this, for every 1.5% of your Base Stamina points you put into the Shield (The first 1.5% included), you can increase the amount of HP Damage it defends from by one time. For example, your first 1.5% amount starts the Shield, the second 1.5% increases the protection by 2x, the third 1.5% increases the protection by 3x, etc...

Sou Ki Dan "Following Energy Ball"-A round energy ball formed in someone's hand that looks and is thrown much like a Genki Dama. Once thrown, the user may direct it wherever and however they wish.
KPC-Any amount up to your maximum.
HPD-3x the amount of Ki used.
SC-.0008% (.000008 times) the amount of Ki used to create. 1% of your base to sustain per post.
S-Starts by adding 2% of your Speed to the technique. Then, every post that it is dodged, the Speed doubles.
I-1200
BL-1
Type-Orb, Offensive

Taiyouken “Solar Flare”-Some light MUST be visible for this to work. A ball of Ki DOES count as light. This Technique concentrates and amplifies nearby light and then blasts it out in a blindingly brilliant flash.
KPC-Negligible
HPD-0
SC-0
S-0
I-10
BL-0
Type-Special, Offensive/Defensive
This technique prevents the victim from directly attacking the user and from dodging any attacks for one post, with the exception of using Kai Kai (Kai Kai only, no other teleportation technique can be used to dodge while blinded). It also doubles the cost for blocking a technique. May only be used once per opponent per fight and only on someone who is stronger than you by 25%. This means you take your PL, multiply it by 1.25 and add one. That will be the weakest opponent you could use it against.

Touketsuken-The user is able to generate extreme winds capable of covering anything the wind touches in ice.
KPC-You must spend your Ki in 15% base increments.
HPD-0
SC-0
S-Add 7% of your Speed to this technique.
I-4000
BL-1
Type-Special, Offensive
This technique drains your opponents Stamina. For every 15% of your base KP you use, your opponents base Stamina drains by 5%. You can not physically block this technique. This technique can be blocked via any ki based defense, any Wave or Orb thats KPU exceeds 7.5% (.075 times) the Ki used, Nin Pou Tatami Kaeshi "Ninja Arts Tatami Mats" (Costs 2% of the amount of Stamina the attacker used), *Baku Retsu Ma Ha (7.5% (.075 times) the Ki), and *Kanashibari no Jyutsu (7.5% (.075 times) the Ki to deflect it, can not be redirected).

Tsu no Beam-A blast of electricity shot from either a persons antennae or eyebrows. Most effective against beings with machinery in them, hardly effective against fully organic beings
KPC-Any amount up to your maximum.
HPD-When used against an organic being, equal to the Ki used. When used against a being with machine parts, 4.5x the Ki used.
SC-.001% (.00001 times) the Ki used.
S-Add 8% of your Speed to this technique.
I-3000
BL-1 for organics, 2 for machines (partial or full).
Type-Special, Offensive

Uncontrolled Oozaru-The ability of a Saiyan to transform into a giant were-monkey when they absorb 17,000,000 Brute Waves.
KPC-0
HPD-0
SC-0
S-0
I-0
BL-0
Type-Special, NA
A Moon Blast will turn any Sayain, partial blooded or whole, into an Oozaro. Uncontrolled Oozaro is, well, self-explanatory. You can not control your actions while in this state, except for blocking. A die will be rolled by a Fight Mod to determine which techniques you will be using. You can not dodge, but you can still block. Your stats still increase; your PL by 3x, your HP by 2.5x, your KP and Stamina by 1.5x, and all Stamina Damage by Physical Melee Techniques is increased to 1.9x.

1. Zanzoken "After Image Technique"-The person using this technique moves so quickly that they leave an image of themselves behind.
KPC-5 KP per Speed point, 5% of your base Ki per after-image minimum.
HPD-0
SC-1% of your base Stamina per post.
S-NA
I-800
BL-NA
Type-Special, Offensive/Defensive
The Ki payments of this technique can be SEPERATE. This means that you can EITHER increase your Speed by one Speed point per five Ki points spent, OR you can create an after-image by spending 5% of your base Ki, OR you can even do both, by spending two seperate amounts at the same time. It does not cost an OA to increase your personal Speed. It DOES cost an OA to create an after-image. If the opponents' PL is five times the amount of KP you use for the after-image, then the after-image will have no effect. They will be able to see you as you are moving normal. When you use an after-image, how much KP you put into it will be added to the Speed of your VERY next attack ONLY in THAT post ONLY. If you use this technique and only have one remaining attack left, only that one attack will be boosted. The only effect to carry over if your OWN speed increase, and that is only if you pay for it. You must learn this technique and Ni Jyuu Zanzoken before you can learn the advanced techniques San Jyuu Zanzoken and Tai Jyuu Zanzoken.

2. Ni Jyuu Zanzoken-Instead of one, two after-images are left behind.
KPC-4 KP per Speed point, 4% of your base Ki per after-image minimum.
HPD-0
SC-2% of your base Stamina per post.
S-NA
I-1200
BL-NA
Type-Special, Offensive/Defensive
The Ki payments of this technique can be SEPERATE. This means that you can EITHER increase your Speed by one Speed point per four Ki points spent, OR you can create an after-image by spending 4% of your base Ki, OR you can even do both, by spending two seperate amounts at the same time. It does not cost an OA to increase your personal Speed. It DOES cost an OA to create an after-image. If the opponents' PL is six times the amount of KP you use for the after-image, then the after-image will have no effect. When you use two after-images, the amount of KP you put into them will be added to the amount that your opponent has to block for your next attack AND will also add that amount to your next TWO attacks. To clarify, in order to acheive the bonus effects, you must create two after-images. The TOTAL amount of ki put into BOTH of these images is the amount that is added into your VERY next TWO attacks in THAT post ONLY. If you use this technique and only have one remaining attack left, only that one attack will be boosted. The only effect to carry over if your OWN speed increase, and that is only if you pay for it.You must learn this technique Zanzoken before you can learn the advanced techniques San Jyuu Zanzoken and Tai Jyuu Zanzoken.

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Basic Techniques Kik-Z
And these techs aren't half good!