Strike Attacks

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Strike attacks are close-range techniques: you rush to your target and unleash a powerful melee sequence such as the Dragon Fist or the Meteor. Their damage scales with your Strike Damage (SKP) and they activate the moment you press the slot key, with no charging.

How strike attacks work

Main article: Techniques
  • You need Ki Control, at least 5% Power Release and an empty main hand. The Shining Sword Attack is the exception: it needs the Brave Sword in your hand.
  • When you use a strike attack, it looks for a target in front of you: your lock-on target first, then the last enemy you hit, otherwise the one closest to your crosshair, within a 6-block cone (12 blocks while flying). If it finds one, you appear right in front of it and the technique starts.
  • Otherwise you rush: for up to 2 seconds you fly forward at high speed with your aura on, or straight at your locked-on target if it is within 64 blocks. The technique starts as soon as you reach an enemy, and a higher Fly level makes the rush faster.
  • If the rush ends without reaching anyone, it's a miss: 40% of the Ki is refunded and the cooldown is halved.
  • The Dragon Fist, Deadly Dance, Deadly Dance (Vegetto), Super God Fist, Wolf Fang and Gum Punch don't rush: with nothing in reach they start right away and hit whatever they meet.
  • Two fighters rushing at each other start a strike clash, a timing duel decided like a beam clash.
  • Some story enemies rush at you with strike techniques too (see Sagas).
  • Only one strike attack can run at a time, and every strike starts a short shared cooldown (3 seconds by default), so owning several strikes doesn't let you chain them.
  • Strike attacks gain experience when they hit, which you spend on damage and cooldown upgrades (−2.5% cooldown per level, up to −50%).
Configured in: Combat ConfigstrikeGlobalCooldownTicks

Strike attacks taught by masters

Cooldowns are the defaults, before XP upgrades. The TP cost is paid once to unlock the technique. A server that already has a techniques.json keeps the cooldowns written in it, so it may still use older values until its owner edits them (see Skills Config).

Technique Taught by TP cost Damage multiplier Cooldown (seconds)
Meteor Frieza, Trunks, Cell 3,000 ×1.25 8
Wolf Fang Yamcha 3,500 ×1.25 7
Kaioken Attack King Kai 5,000 ×1.75 9
Dragon Fist Goku 6,000 ×2.5 16
Deadly Dance Krillin, Frieza, Cell 8,000 ×1.25 8
Shining Sword Attack Trunks 9,000 ×2.4 16
Super God Fist Goku 10,000 ×2.0 15
Deadly Dance (Vegetto) Vegeta 12,000 ×1.5 10
Spirit Breaking Cannon Vegeta 12,000 ×2.2 16.5
Oozaru Fist Goku 15,000 ×2.25 14
Death Chaser Frieza 15,000 ×2.4 16
Beam Sword Slash Goku 16,000 ×2.6 17.5
Spirit Breaker Vegeta 17,000 ×2.8 18.5
Gum Punch Majin Buu 4,000 ×1.5 13
Mystic Ball Attack Majin Buu 11,000 ×2.4 16
Darkness Eye Beam Piccolo 11,000 ×2.6 20.5
Android Combo Cell 14,000 ×2.4 19
Perfect Rush Cell 15,000 ×2.5 16.5
Some strike attacks belong to one race: any race can learn them from their master, but only that race can equip them in a technique slot or upgrade them. Gum Punch and the Mystic Ball Attack are for Majins, the Darkness Eye Beam for Namekians, the Android Combo for Androids (any character with the android upgrade) and Perfect Rush for Bio-Androids. See Techniques.
The Shining Sword Attack can only be used while holding the Brave Sword.

The Dragon Fist sends you charging forward behind a golden dragon shaped like Shenron: it bursts out in front of you with its jaws open, leaves a golden trail behind you, holds the enemies it catches and lunges at the end of the charge.

The Mystic Ball Attack is a bouncing attack that Kid Buu also uses against you in the Buu Saga. A kick launches the target into the air, then you curl up into a pink ball and slam into it six times from different directions, rise above it and dive down to stomp it into the ground. It lasts about 5 seconds: the kick deals 17% of its damage, each bounce 8% and the final stomp 35%. World bosses and giant multi-part enemies can't be carried, so they are pinned in place instead.

Combo strikes

Six strike attacks are long scripted combos: the Darkness Eye Beam, Death Chaser, Android Combo, Perfect Rush, Spirit Breaker and Beam Sword Slash. You are invulnerable while the combo plays, and only a stun or a knockdown can interrupt it. Only the finishing blow can kill: the earlier hits never take the target below 1 health.

  • Darkness Eye Beam (about 5 seconds): you dash in, backhand the target, grab and choke it, throw it, stretch an arm to grab it again, swing it overhead, roar and fire eye beams that end in an explosion. The eye beams and the explosion add 0.5× your Ki Damage.
  • Death Chaser (about 3.5 seconds): you power up, dash in, land a hook and a straight, vanish, launch the target with a knee, vanish above it, hammer it to the ground and dive onto it with a stomp.
  • Android Combo (about 4 seconds): a dash, a palm strike, a hook and a haymaker, then you chase the target, knee it, hit it with jabs and launch it with an uppercut, and finish with a ki bomb charged at its chest and thrown. The ki bomb adds 0.5× your Ki Damage.
  • Perfect Rush (about 4.5 seconds): you power up, dash in, land a hook, a backhand and an elbow, launch the target with a knee, leap after it, hit it with a jab and a straight, dash up above it and hammer it into a crash.
  • Spirit Breaker (about 7.5 seconds): a dash, a gut punch and an uppercut, then you vanish, unleash a flurry and a big punch that blows the target away, ram it, slam it, hit it with a burst of flame and finish with an axe kick.
  • Beam Sword Slash (about 5.5 seconds): a dash, a kick, a knee, a punch and a launch, then you vanish above the target and hammer it down, form a ki blade in your aura colour, extend it in a thrust that skewers the target, sweep it and finish with a final slash.

Some story bosses use these combos against you: Perfect Cell and Super Perfect Cell use Perfect Rush, Vegeta (Daima, Super Saiyan 3) uses the Spirit Breaker, and Vegetto and Vegetto (Super Saiyan) use the Beam Sword Slash.

Cinematic camera

When you use a strike attack on a target, the camera moves to a third-person angle that films you and your victim, then returns to your normal view when the technique ends. A player you hit sees the same shot. While it plays you can't look around with the mouse or toggle lock-on; your lock-on target comes back afterwards. There is no option to turn it off.

Every strike attack on this page uses it except the Oozaru Slam, Gum Punch, Blue Hurricane, Dimensional Fist and Dimensional Slash. Boss combos and grabs against a player use it too: the Spirit Breaking Cannon, Super God Fist, Deadly Dance (Vegetto), Meteor Burst, Mystic Ball Attack, Beam Sword Slash, Perfect Rush and Spirit Breaker of the story bosses, the grab and the Meteor Burst of the Turles world boss, and the Demon Grab of Gomah.

Strike attacks not taught by default

No master offers these in the default lists. Server owners can add them to a master's list, and admins can grant them with /dmztech add.

Technique TP cost Damage multiplier Cooldown (seconds) How to get it
Meteor Burst 24,000 ×2.6 30 15% drop from the Turles world boss. A 10-second combo that mixes strikes, a slam and ki blasts.
Oozaru Slam 4,000 ×1.5 9 Granted while in Great Ape (Oozaru) form.

The mod also includes these strike attacks: Blue Hurricane, Grab Throw, Meteor Combo, Dimensional Fist and Dimensional Slash. The Grab Throw seizes the target, swings it around four times over about two and a half seconds and then throws it. The Dimensional Slash carves a crescent into the terrain it hits.