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Fighting System


During Matches you fight in turns. This means one person attacks and then the next person does. If you have an attack that will affect your move by enhanceing its strength please say that when you attack. In spars you follow the same rules but spars are more just for fun.

One thing to remember while fighting is no one is invincible, and that you are limited to only 4 dodges in battle but dodges can be increased or decreased but certain moves you might used during battle. If you go into battle with some one much stronger than you then you should prepare for a good fight but remember that the person is stronger and his attacks will take a toll on your health and you will most likly lose unless you have some strategic moves to help you in battle.

In all matches except spars you must have a ref to verify you fought and to keep records of how much damage you have recieved.
Your health is your normal pl and everytime you recieve an attack the ref subtracts your health from that. The damage you deal is find by how much damage your move does and multply it by your max pl. Your max pl rises when you reach your first transformation and you must transform to get your max pl, but transforming costs 1 turn and only lasts 5 turns unless you have a move to allow it to last longer.If you are going to fuse for a battle it will cost you 1 turn.

You will need a senzu bean after battle to restore you health back to normal but if you do not have a senzu bean you will have to wait for a day till it is restored. If you own a Rejuvanation tank it will count as a senzu bean but it will be reusable unlike the senzu bean.

These are how to calculate how much damage your attacks do by multiplying your max pl by the percent next to the level of the move.Example:Lv1 big bang at a pl of 1 million pl does 100,000 damage

Lv1 Reg Move: .1
Lv2 Reg Move: .2
Lv3 Reg Move: .3
Lv4 Reg Move: .4
Lv5 Reg Move: .5

Meteos must be charged for one turn
Lv1 Meteo: .5
Lv2 Meteo: .6
Lv3 Meteo: .7
Lv4 Meteo: .8
Lv5 Meteo: Full out blast, but leaves you tired for one turn

Punches: 1/50
Kicks: 1/30
Weapons: 1/20
Blades: 1/15
you can perform one punch,kick,or weapon combine with a ki attack 2 times a battle. This means u can attack with a punch and a ki blast for a max of 2 times and after that the damage u put for smacks down and fires blast wont count the punch but only the ki blast

*To level up an attack you need experience. Experience is gain as you go through the rpg.
You gain 2 exp through RM
4 exp through DM
5 exp after you reach a transformation
1 exp after 10 hours of combine training.
3 exp after 10 hours of training in one day
and 2 exp after 30 min of a spar
18 exp is needed to level up a reg move and 24 exp is needed to level up a meteo. Exp can also be used with the transformations so to learn a move when you reach the transformation(read transformations on what moves you can learn). After you use the exp it is sent back down to zero and must be gain again

You are given 4 dodges of a reg move to start with in a battle and 1 dodge of a meteo. Blocks will take half damage

Reg Matches or RM results
Limited 3 per day
Ref gets 1,000 zeny
Winner-75,000 pl boost if half your size, if more than half-150,000 pl boost-5,000 zeny
Loser-40,000 pl boost if half your size, if more than half-80,000 pl boost-2,500 zeny

Death Matches or DM results
No limits on how many DM
Ref gets 2,000 zeny
Winner-400,000 pl boost, if half your size, if more than half-800,000 pl boost-10,000 zeny
Loser-250,000 pl boost if half your size, if more than half-500,000 pl boost-5,000 zeny

In spars, the pl you would usually get without weighted items is doubled. The only pl increasing item usable is the gravity machine. You need no ref while you are sparring as a spar is mainly just a fun way to train. You gain no money in a spar either as there is really is no winner and loser and there is no deaths in a spar. Weapons will also increase the pl you gain in a spar and the pl increase will be posted next to the weapon

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