What’s New
We have changed some things from Ultimate Battle, and if you are not from Ultimate Battle, hopefully you won’t have any bad RP habits.
In Ultimate Battle, counters and other battle enhancers were tripped over a lot. Some people were skipping turns, and some people were taking multiple turns in one round. Dragonball Inferno chose to correct this problem. You may use as many Combos each turn as you would like. You may use Dodges as often as you please, except you may not dodge a counter ever, for any reason. You may use as many Counters as you would like, assuming the timing is appropriate. The last stipulation for Counters and Combos is this; you may not combo a counter to sneak in an extra hit, you may only counter what is thrown at you. Using these battle enhancers do not affect whether or not you are using up your turn, they are a part of battle like anything else. The only thing that counts as your turn is your turn.
Also, we have changed tag team battles from being a different league than regular battles, and replaced it with a large battle system with a team option.
A two person battle counts as a Spar in regards to awards, except you are allowed to kill your opponent, and you may receive incentive bonuses.
***When it comes to Counters, Dodges, etc. here is the golden rule: The allowed amount of each battle enhancer, must be calculated for each and every opponent. And I would suggest doing it for your team mates also, you never know who will stab you in the back.
Getting Started
In battle, there are usually about four participants taking part including yourself. The person with the highest speed starts, then everyone else takes turns in decreasing order of speed; if there is a tie in speed, the determining stat becomes your power level; if there is a tie in power level, and then it becomes whomever is more evil.
You must be on the same planet as the one you are battling/sparring unless stated otherwise. You may opt for a team battle.
Role Play Turn Setup
-Player 1 chooses his course of action and RPs it out. Item, Martial Art, Transform, etc.
-Opponent chooses his reaction and RPs it out. Dodge, Counter, Take hit, etc.
-Player 1 RPs the wrap up. Did he get hit by a counter, or taunts his opponent, or curses that his attack missed?
-NEXT PLAYER
When it is your turn, you may use an Item or Martial Art. Unless stated otherwise, if you use an item, the effects take place immediately. If you use a Martial Art, you subtract the amount of Stamina it took to activate it from your available Stamina. If the Martial Art has any special effects, they are activated as soon as you use it unless otherwise stated. Next you deal the damage. All attacks have either a set damage amount or a certain percentage (%) of damage that is based upon either your strength or your energy. Few can calculate percentages with their brain...at least, as quickly as a calculator can, so please use one.
Damage Calculation
If there is a set damage amount, you should be able to figure it out. Take the percentage of damage, which your attack does, and multiply it by the amount of strength/energy you have. Subtract the outcome of that equation from your opponent's remaining vitality and the difference is their new vitality.
Here is an example, if I use the Punch attack, which hits with 10% of my strength, and my strength is 5,000, then the equation would be thus: .10 x 5,000 = 500. Suppose my opponent's vitality is 10,000, I would then subtract the amount of damage my attack does from his vitality. The equation would be thus: 10,000 - 500 = 9,500. Nine thousand five hundred (9,500) would be my opponent's new vitality. (NOTE: That is an example, NOT how it will happen EVERY time. The equations will be very similar, but the numbers will most likely not be.)
Counters
A Counter allows you to inflict an attack, of a similar fashion as the one threatening you, to your opponent simultaneously with their attack on you. If your Toughness is more or less equal within +5/-5% your opponents’ you gain one Counter for the battle. For every 10% your Toughness surpasses your opponent you gain a Counter. ALSO, if your Toughness is lower than your opponents, but BOTH your Intelligence AND Speed are each higher than your opponents’, you gain THREE Counters for the battle.
An Energy/Ki attack may only be Countered with another Energy/Ki attack, a melee/Strength with a melee/Strength, and a Weapon with the same sort of weapon.
Exceptions: Unless otherwise stated, a Blaster attack may Counter an Energy/Ki attack and vice versa, a melee/Strength attack may Counter a Pole/Staff attack and vice versa. Unless otherwise stated, a Sword may Counter a melee/Strength attacks and Pole/Staff attacks and vice versa, HOWEVER, in the event of a melee/ Strength attack, the melee/Strength user will suffer damage equal to the difference of the Sword’s base damage MINUS the melee/Strength
user’s Toughness (you may not gain Vitality if your Toughness is hella high), in the event of a Pole/Staff attack, depending on the durability and composition of the Pole/Staff it may break or weaken (See Weapons section for more info).
When you counter an attack, you must figure up how much damage your attack does and compare it to your opponents attack damage. To calculate how much damage is taken and who gets the damage, you take your attack damage minus theirs. If the difference is a positive number, they take the damage difference, negative-you receive the damage difference. Here is an example: My opponent attacks me and the amount of damage I receive is 10,000; however, I counter with a move of my own which does 12,000. Now, we compare damages and use this equation to determine how much damage will be dealt: 12,000 - 10,000 = 2,000 Since HE had the lesser damage to begin with, HE received the counter damage.
When Countering a Combo attack from your opponent. You must counter the attacks as they come. That is to say, that if your opponent uses a triple combo, if you are going to counter the combo, you must start at the first attack and work your way down. This may sound retarded, but here’s the deal. If your opponent is pummeling you with a barrage of attacks, by the second or third attack you aren’t going to be like “My strategy is working.” it would be more like a rag doll getting sat on by Buu. So if you’re going to Counter a combo, you must start at the beginning, and see if you can withstand the entire beating.
Dodges
A Dodge allows you to completely evade an attack. You will always have one Dodge available during battle, unless otherwise stated. In addition to the given Dodge, you will also gain a Dodge to utilize for every 15% your Speed is higher than your opponents’. BUT, if your Speed is at least DOUBLE your opponents’, your opponent is NOT allowed to dodge. You can not Dodge a Counter.
Combos
A Combo allows you to perform multiple attacks in a single turn, making it a very powerful tool. For each Combo used you get to add a single attack to your action. Combos are governed by your Intelligence. If your Intelligence is more or less equal within +5/-5% your opponents’ you gain one Combo for the battle, for every 10% your Intelligence surpasses your opponent you gain a Combo. ALSO, if your Intelligence is lower than your opponents, but BOTH your Stamina AND Speed are each higher than your opponents’, you gain THREE Combos for the battle.
Critical Strikes
A Critical Strike does TWICE the damage normally served. You do not begin with any Critical Strikes, however, for every 20% your Stamina is larger than your opponents, you gain one for use during the battle. If your Stamina is more or less equal within +5/-5% your opponents’ you gain one Critical Strike for the battle. ALSO, if your Kai is lower than your opponents, but BOTH your Intelligence AND Speed are each higher than your opponents’, you gain THREE Critical Strikes for the battle.
Large Battles
The more people in the battle, the more experience you receive. And of course, there is always a bonus for the higher you place in battle. You may participate in either a four, five or six person battle depending on how many Statuses are available to you.
Team Battles
There is a team battle option. Instead of it being considered a whole different animal, now it only affects how you place at the end of the battle. Consider team battles identical to Large Battles as far as statuses are concerned. The only exception is this, when you die, place does not matter. What really matters is what team won, and were you still conscious at the end of the battle. If you opt for a team battle, team mates may not kill each other unless stated otherwise.
Multiple people may claim the same amount of rewards.
If your team won the battle and you were still conscious at the end, you gain rewards equal to first place.
If your team won but you were KOed or worse, you gain rewards equal to second place.
If your team lost but you personally KOed an opponent, you gain rewards equal to second-to-last place.
If your team lost and you didn’t personally KO an opponent, you gain rewards equal to last place.
Earnings
The chart below lists how many points you can earn in a battle. You can only battle once a day, unless you have a rejuvenation tank. Senzu beans can only be used once in battle. Only a Senzu bean can revive you from your KOed state, unless stated otherwise. The Senzu Bean must be taken within TWO rounds of being KOed. If a person does not say anything for 10 minutes after it becomes his turn, then he automatically get's last place. In addition, if you leave the fight once it has started, and you have not been KOed then you automatically get last place. The percents that follow below are to only be used if your KI is over 50,000. You get that much percent of your KI.
Bonuses
DB Inferno has introduced a battle bonus element to our gameplay. Depending on how well you perform under certain circumstances, you may be eligible to receive a battle bonus. Referees and staff will decide which bonuses will be received and who will receive them, if any at all.
Bloodlust: Kill 3 or more people and spare no one.
Untouchable: Wins the battle without taking a single hit.
Goliath: Win a battle against someone at least thrice your Power Level.
Sensei: Allowing someone considerably weaker to win, so as to help them get stronger.
Big Swinger: One hit KO.
Close Call: Battle comes down to who gets the last swing first.
Martyr: Jumping in front of a blast that was originally directed at someone else to save them.
Simplicity: Win using only novice level attacks.(Does not apply if you only know novice level attacks)
Head Strong: Win without the use of combos, dodges, counters, etc.
Primitive: Win without the use of non-weapon items.
Brawn: Win without the use of armor. Does not apply to androids.
Silver-tongued: Excellent use of RP.