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Alex's DBZ RPG 5 // Fighting Styles

 
When you reach character level 2, you may choose a fighting style. Once this fighting style hits level 20, you can pick a second style. You can switch your fighting style at any time, but it will reset to level 1.

Leveling up fighting styles:
  • Level 1-5: 1 battle completed or complete 4 spars.
  • Level 6-10: 2 battles completed or and/or complete 8 spars.
  • Level 11-20: 3 battles completed or and/or complete 12 spars.

Go To: Aggressive, Defensive, Balanced, Calculating, Tactical

Aggressive - Main Stat: Strength
With the aggressive battle style, the character fearlessly enters each battle with reckless abandon. Their gung-ho strategy results in focusing on a continued offensive to make their opponent change their tactics. Aggressive characters are more concerned with winning than their with own safety.

Level Benefit
1
+50 str
2
+100 str
3
+150 str
4
+200 str
5
+250 and the special ability Double Strike. It grants 1 extra quick attack in a combo.
6
+300 str
7
+350 str
8
+400 str
9
+450 str
10
+500 str and the special ability Finishing Blow. It grants 1 special attack at the end of your quick attack combo.
11
+550 str
12
+600 str
13
+650 str
14
+700str
15
+750str and the special ability Beserker. Once per battle Beserker raises your strength by +20% for 3 actions. This ability does not cost an action.
16
+800str
17
+850str
18
+900str
19
+950str
20
+1,000 str and the special ability Pummel. It grants 3 extra quick attacks into your combo. This is an upgrade to Double Strike.


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Defensive - Main Stat: Toughness
A character using a defensive style of battle is primarily concerned with repelling all of their opponents attacks rather than attacking. This can frustrate foes and make them become sloppy in their manuevers, then the defensive style character will strike.

Level Benefit
1
+50 tou
2
+100 tou
3
+150 tou
4
+200 tou
5
+250 tou and the special ability Resilience. It blocks up to 2 physical attack combos without damage per battle. Each block requires a defensive action used.
6
+300 tou
7
+350 tou
8
+400 tou
9
+450 tou
10
+500 tou and the special ability Retaliation. It awards you +2 counters attacks per battle.
11
+550 tou
12
+600 tou
13
+650 tou
14
+700 tou
15
+750 tou and you learn Zekmant Stance.
16
+800 tou
17
+850 tou
18
+900 tou
19
+950 tou
20
+1,000 tou and the special ability Divinity. It adds +20% toughness in battle.

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Balanced - Main Stat: Speed
A balance of both the aggressive and defensive styles, a character using a balanced method of battling will take his occasional chances but will not take "suicidal" risks or leave himself open to attack very often.

Level Benefit
1
+60 spd
2
+120 spd
3
+180 spd
4
+240 spd
5
+300 spd and the special ability Evasion. It alllows you to dodge up to 2 physical attack combos per battle. Each dodge requires a defensive action used.
6
+360 spd
7
+420 spd
8
+480 spd
9
+540 spd
10
+600 spd and the ability Double Strike. It grants 1 extra quick attack in a combo.
11
+660 spd
12
+720 spd
13
+780 spd
14
+840 spd
15
+900 spd and the special ability Composure. It raises your speed by 25% for 3 actions once per battle. This ability does not cost an action.
16
+960 spd
17
+1,020 spd
18
+1,280 spd
19
+1,340 spd
20
+1,400 spd and the special abilities Pressure Points and Lightning Strike. With Pressure Points you hit your opponent in all the right points to stop them from forming a ki attack. The ki attack diffuses instantly. Can be used once per battle and requires a defensive action used. Your opponent may still perform the attack again later. Lightning strike will add 2 additional quick attacks in a combo. This is an ugrade to Double Strike.

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Calculating - Main Stat: Stamina
Carefully calculating risks and the best possible course of action, a character using this style of fighting usually begins each battle "sizing up" their opponent. After getting a feel for their battle style, he can predict how to defeat his adversary and deal with his opponents actions accordingly.

Level Benefit
1
+50 sta
2
+100 sta
3
+150 sta
4
+200 sta
5
+250 sta and the special ability Manuevers. It allows you to take 1/2 damage on two fundamental ki attacks OR one advanced ki attack in battle.
6
+300 sta
7
+350 sta
8
+400 sta
9
+450 sta
10
+500 sta and the ability Reversal. It instantly counters a weaker ki attack (10% cost or less) with your own of choice (10% cost or less) and can be used twice per battle. Takes a defensive action to use.
11
+550 sta
12
+600 sta
13
+650 sta
14
+700 sta
15
+750 sta and the ability Strongside. It raises your stamina by 25% for 3 actions once per battle. This ability does not cost an action.
16
+800 sta
17
+850 sta
18
+900 sta
19
+950 sta
20
+1,000 sta and the special ability Mimic. It allows you to learn a technique your opponent used during battle without having to train with a master for it. The technique costs no SP, but you must have an open slot for it.

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Tactical - Main Stat: Vitality
Master tacticians, characters versed in tactical fighting styles are able to weave the flow of battle to suit their needs - wearing down opponents while staying fresh themselves.

Level Benefit
1
+50 vit
2
+100 vit
3
+150 vit
4
+200
5
+250 vit and the special ability Second Wave. It allows you to use 2 weaker ki attacks (10% cost or less) in one action. Can be used twice per battle.
6
+300 vit
7
+350 vit
8
+400 vit
9
+450 vit
10
+500 vit and the special ability Empowerment. It allows you to empower 1 ki attack an extra 5% ki(boosting its damage rating by +2.) It can only be used once per battle.
11
+550 vit
12
+600 vit
13
+650 vit
14
+700 vit
15
+750 vit and the special ability Reserves. It instantly restores 20% of your ki. Can only be used once per battle. This ability does not cost an action.
16
+800 vit
17
+850 vit
18
+900 vit
19
+950 vit
20
+1,000 vit and the special ability Ki Manipulation. It reduces the cost of all ki attacks by 3% (to a minimun of 1%) and all ki attacks are .5 damage rating stronger.


 

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