These are registered techniques that have been created by the players and staff of Live Dragonball Z. To register a technique, create an Activity Thread inside your personal member forum. A double asterisk "**" indicates that something is NOT a Technique. Double asteriked items are usually special items instead of techniques. To create a Custom Technique, you must first describe the technique (and do so using the standard, and very obvious, format); it's appearance, it stats, length of time to learn it, location of where to learn it, and anything else that goes with it. If deemed acceptable your technique will be added to the list below. If deemed unnacceptable it will be up too you to tweak the technique to an acceptable level. We will generally let you know the reasons your technique is not acceptable.
Alternative Fuel Source-The user fills their body with Ki energy and all stamina drain is converted to Ki drain. Must be an Android to learn.
KPC-All moves used for next three posts use only Ki. Take stamina cost times 15,000 to get Ki Cost
The user cannot choose to change back to Stamina drain until these three posts are complete. Meaning that each point of Stamina instead costs 15,000 KP. Example: A technique that would normally cost 50 stamina would now cost an additional 750,000 KP. It also needs noted that the technique Charge Up may still be used while Alternative Fuel Source is in effect. However, Stamina WILL still be required to be paid in order to use Charge Up. Can be learned from Gehn in a 5-Day Master Quest both must undertake or on Vegeta in 8 days.
Anbu Hayashi Pao “Darkside of Nature’s Forest Cannon”-Anbu Hayashi Pao “Darkside of Nature’s Forest Cannon”- The user starts by launching an orb of energy towards a target. If it misses, the orb will bury itself and burrow until it finds its place to seed and grow into a pillar of energy blasting vertically with its Ki colour matching the hue of the native flora; e.g. Earth has a green aura and Namek would have blue. This technique can only be used on planets it is learned on due to the user’s connection with that particular planet.
KPC-Any amount up to your maximum.
HPD-5x the amount of Ki used
SC-.0005% (.000005 times) of the Ki used.
S-Add 10% of your Speed to this technique.
Using this technique will also cost 1% of your base HP; this serves as an ante-like cost for the second attack. If the orb attack is dodged, deflected, or redirected it returns to attack again the next post as a wave with all the same stats; except add the LP of the current location to the KP multiplier for damages, block level is raised to 3, and the Speed is doubled. All HP damage done by either attack, orb or wave, is immediately restored to the planet’s HP, ante-cost included. Anbu Hayashi Pao is an Advanced Technique and must first be learned on Earth at any location with trees, e.g. a forest, during a 16 day Master Quest; and then can be learned independently at any similar location on a different planet in 7 days.
Atomic Blast-One of Majin Vegeta's attacks. The user extends their arm toward their opponent. The index finger and the middle finger create a "scissor-like" shape. Power builds between the two fingers until it is launched at the opponent.
KPC-Any amount up to your maximum.
HPD-9.5 times the used KP
SC-.0045% (.000045 times) KPU
S-Add 25% to your Speed
You cannot fully block this technique, it will still do KPCx1.25 "extra" HPD. For every Offensive Action (OA) used to "charge" this attack, beyond the first, the "extra" damage modifier will increase by 0.5 - example - spending 3 turns to "charge" it will mean that if the attack is blocked it will STILL do KPC x 2.25 in HPD to the defending player. This technique can only be learned during a 12 day training exercise at Tuffle.
Blaster Shell Barrage-The user forms a Blaster Shell in a hand that is extended straight towards the target. The user then releases a volley of Blaster Shells upon the target. Requires the "Souki Dan" technique to learn.
KPC-Any amount up to your maximum.
SC-.005% (.00005 times) KPU for the first blast, .0055% for the second, .006% for the third, .0065% for the forth.
S-Add 35% of your Speed to this technique
1 OA can be used to fire up to FOUR Blaster Shells! This technique can be learned in 10 days on Tuffle.
Cross Charge-A stunning type shoulder block best used on multiple opponents. This attack is a short, devastating burst of speed that is used to temporarily stun an opponent by using the shoulder to crack the aggressors’ ribs. The student must first learn at least one of; Lock In or Limb Break.
KPC-Minimum 60% of target’s PL.
HPD-1.5 x KPU
SC-.015% (.00015 times) of KPU
Description-Cross Charge deals regular Physical Melee Stamina Damage of 160% (1.6 times) Stamina used. For every 10% KP that is used above the minimum (the minimum being 60%), you will prevent your opponent from using one OA on their very next post only. For every 20% above the minimum, you will completely remove one of their dodges. A use of 80% KP will remove two OAs from their next post only, AS WELL AS one dodge until their next set of rolls. If this attack is sucessful, all defensive costs to be paid by the opponent on their very next post will be doubled. This attack may only be blocked by Physical Melee Defense, though at 1.5x the cost. This is an Advanced Technique learned in 15 days at Konats, Temple L’Ariate.
Copycat Knowledge-This is the ability to quickly learn an opponent’s attack after seeing it utilized.
Copycat Knowledge is the thorough examination of an opponent’s attacks and duplication thereof. In order for Copycat Knowledge to work, you must first see the attack you wish to learn from your opponent used against you. You must also have a higher intelligence bracket than your opponent. For example, if your opponent’s Intelligence is 15,000, your Intelligence must be at least 15,001. Similarly, you can also find yourself in a higher bracket if your Intelligence stat is now a Wisdom, Nirvana/Madness, or Zen/Chaos stat.
If the intelligence requirements are met and you WIN the fight, you can learn ONE of the techniques that your opponent used in the fight in 25% of the required time. You must learn the technique IMMEDIATELY after the fight, and the full 25% of the time must be spent learning the technique. You cannot shorten the length of time with Wisdom. This is an Afterlife Technique and can only be learned from Goku at King Kai’s planet during a 10 day training exercise.
Cynical Rush-The user bypasses the safeguard on their ki management system in order to produce more focused attacks. Must be a Finite Energy Android to learn.
HPD-Starting at 1%, the HPD to YOU doubles for each post sustained.
SC-3% of Base Stamina for initial post, and 1% for sustained posts
All Offensive Attacks used for up to three posts produce an extra 50% HPD. Can be learned on Planet Frieza #79 in 7 days.
Dragon Storm Kick-The user jumps into the air and they spin, with one leg out in a powerful kick. The motion whips up a Ki storm around them, and they move like a tornado towards their opponent.
KPC-8,000 x Stamina Used
HPD-7.5 x KPU
SC-Any amount up to your max.
S-Add 40% to your Speed
Type-Offensive, Physical Melee Technique
This attack can only be blocked using Physical Melee Defense, but instead of Stamina x 10,000 to block, it is Stamina x 25,000 KP to block. This attack does 400% (4 times) more Stamina Damage than the amount you used. The user of this technique suffers a 50% (.5 times) increase in the KP and/or Stamina to block the first incoming attack in the next post, as the technique leaves the user vulnerable. This technique can be learned at Kami's Lookout on Earth during an 8 day training event.
Dragon Strike-A melee attack that sheathes the user's hand and forearm in ki as they streak forward, incredibly fast, to deliver a devastating strike to the opponent, leaving them stunned. Must know Energy Shyutou to learn.
KPC-10% of your Speed
HPD-Your Speed plus Opponent's Speed divided in half.
SC-Minimum .008% (.00008 times) KPU
S-Add 100% of your Speed to this technique.
Type-Offensive, Physical Melee Attack
This attack can only be blocked using Physical Melee Defense, but instead of Stamina x 10,000 to block, it is Stamina x 25,000 to block. After performed, the user suffers a 25% decrease to their speed for their next post. Also, if successful, the attack increases the opponent's D movements by 0/1, effectively meaning an extra post before their D movements are recalculated. This technique can be learned at Earth, Kami's Lookout during a 12 day training event.
Fireball Flash-A close range wave-type attack used as a last moment offensive against up close attackers. It is a red wave of explosive energy that washes over the body with super heat before exploding.
KPC-Any amount up to your maximum.
SC-.0001 x KPU
Type-Wave, Defensive Counter-Strike
This attack can only be used as a counter-strike, which means it can only be used for defense, which means it costs a dodge to use. It may only be used to counter against a close-range technique. Close-range techniques are defined as any technique that requires physical contact to be made, contact via a ki-sheathed body part, contact via a ki-held/created weapon, or contact via a physically held weapon. This technique ONLY requires one dodge to be sacrificed. However, if you have more than one dodge remaining, you may "use" these dodges to nullify the same amount of close-range techniques your opponent used against you, starting with the one you choose to counter against and preceeding to the next in an orderly fashion. If you have three dodges total left to use, you may initiate this technique with the expense of one dodge, and then go on to nullify two additional attacks against you, for a total of three nullified attacks, with one dodge expended. If you do not have any dodges left, you may not use this technique. You can only block OR dodge this technique if your BASE Speed is 10x your opponent's. This technique can only be dodged via teleportation. This is an Advanced Technique and can only be learned at Konats, Temple L’Ariate in 10 days.
Honorable Sacrifice-You can sacrifice the knowledge of one move to learn another OF THE SAME TYPE in half the time.
You can sacrifice a Master Move to learn another Master Move in half the time and/or a normal Technique to learn another normal Technique in half the time. You also have the option of sacrificing two normal Techniques to learn a Master Move in half the time and/or a Master Move to learn two normal Techniques in half the time (If you choose this last option, the two normal Techniques must be learned one right after the other.) This technique can be learned at Old Namek during a 10 day training event.
Impaling Energy Needle-The user gathers his or her Ki in one hand, morphing it into a long, thin needle the colour of the user's Ki, which can be used as an edged melee weapon or as a javelin. Must know Energy Shyutou to learn.
KPC-Minimum 2.5% of your base KP to create
HPD-6.0x KPU when thrown.
SC-.008% (.00008 times) KPU to create, and then 1% of Base Stamina per post to maintain when using as a weapon.
S-7.5 x KPU when thrown.
Type-Special, Offensive/Edged Melee Weapon
Edged Melee Attacks bring down your opponents Stamina by 200% (2 times). If you use 100 Stamina to beat down your opponent, he will lose 200 Stamina. Additionally, if the attack is thrown as a Javelin, KPU becomes a factor in the resulting HPD and Speed. The needle can be maintained across multiple rounds and can be thrown as a Ki ability at any time. For example, could activate it as a melee weapon, then three turns later, use it as a Ki ability. This technique can only be learned from Rhetik over 7 days, or at Yardrat, Technique School over 10 days.