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Physical Attacks


Starting attacks

Punch - 1d3 - 1d5 if you're an echidna.

Kick - 1d4.

Jump Attack - 1d5 - 1d6 if you're a hedgehog - mechanical or normal one.


Punch Techniques
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Punch Combo - 2d3 - 2d4 if you're an echidna. --- 10rings/50skill

Super Punch Combo - 3d3 - 3d4 if you're an echidna/Punch Combo required --- 30rings/100skill

Mega Punch Combo - 3d5 - 3d6 if you're an echidna/Super Punch Combo required --- 50rings/150skill

Omega Punch Combo - 3d8 - 3d9 if you're an echidna/Mega Punch Combo required --- 100rings/250skill

Ultima Punch Combo - 5d7 - 5d8 if you're an echidna/Must learn in special quest --- 150rings/250skill/Lv15

Fire Punch Combo - 4d4/Warrior gloves needed to learn --- 50rings/100skill

Fists of Mars - 6d6/Uses 4SP/Must learn in special quest --- 75 rings/150 skill/Level 15

Touch of Death - If a critical is rolled, opponent is defeated. If not, attack misses/Must learn in special quest --- 50rings/150skill/Lv15

Piercing Jab - 1d15/Unaffected by defense, barriers, and invincibility/Must learn in special quest --- 100rings/200skill

Pummel Fury- 1d?/? is equal to your level --- 50rings/80skill

Pummel Blitz- 2d?/? is equal to your level/Don't apply attack stat/Pummel fury is required --- 60rings/90skill

Pummel Rage -- 2d?/? is 3x your base attack stat(EXE: +3, +4, etc. base attack is attack stat before super)/Don't apply attack stat/Must learn in special quest --- 70rings/100skill

Crash - 6d5/echidnas only/Uses 3SP/Can only be used on robots --- 100rings/100skill/Level 13

Slam - 1d21/If 20 or more, target is stunned and cannot attack on his or her next turn/Must learn in special quest --- 100skill

Knockout Hook - 1d80/Must know all punch techniques to use/If an 80 is rolled, target is instantly 'killed'/Uses 25SP/Must learn in special quest --- 200rings/300skill/Level 25


Misc. Attacks
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Tail Attack - 1d10/Creatures with one or more tails only --- 25rings/75 skill

Tail Slash - 2d9/Creatures with one or more tails only/Tail Attack required --- 40rings/90skill

Break Dance 3d7/Tail Attack required/Must have Rhythem badge to learn/Can be done every turn --- 70rings/100 skill

Spin Dash - 1d8 --- 30rings/50skill

Advanced Spin Dash - 1d16/Spin Dash required --- 70rings/80skill

Back Slide - 1d10 --- 30rings/60skill

Jump Slash - 2d7/Hedgehogs only --- 30rings/80skill

Light Speed Dash -1d26/Uses 3SP/Light Speed Shoes required --- 80rings/100skill

Light Attack-1d40/Uses 8SP/If you miss, you lose 20HP/Light Speed Dash required --- 150rings/300skill/Level 24

Defense Curl - Used on the opponents turn, just like Chaos Control/If the opponents attack on you is a hit, the opponent takes the same damage you would have taken/Can be used once per battle/Hedgehogs only --- 20rings/50skill

Iron Grip - Renders the opponent unable to use physical attacks/Every turn the opponent have to roll 1d10. If 6 or higher they escape/Robots only --- 45rings/65skill

Multi Egg Attack - 7d5/Takes a turn to charge/Uses 2SP/Don't apply defense during charge/Must learn in special quest --- 200skill


Kick Techniques
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Side Kick - 1d12 --- 50rings/50skill

Kick Combo - 2d5 --- 30rings/50skill

Super Kick Combo - 3d5 --- 75rings/100skill

Hurricane Kick Combo - 4d5 --- 100rings/100skill

Lightning Kick Combo-5d5 --- 125rings/150skill

Bike Combo Attack - 6d5/Uses 3SP/Must know all kick attacks/Bike required to learn --- 150rings/150skill/Level 12


Athletic Attacks
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Bounce Attack - 1d18 --- 70rings/40skill

Homing Attack - 1d13/Automatically hits/Robo Hedgehogs and Hedgehogs only --- 60rings/20skill

Homing Attack Advance - 1d18, or 1d10 to 2 enemies/Automatically hits/Hedgehogs and Robo Hedgehogs only/Homing Attack required --- 90rings/50skill/Level 9

Somersault - 1d13/Can be used to evade an attack once per battle --- 60rings/30skill

Somersault Advance - 1d15, also roll what you would roll for kick/Can be used to evade an attack once per battle/Replaces Somersault if you have it --- 80rings/40skill

Fire Somersault - 1d22, also roll what you would for kick/Can be used to evade an attack once per battle/Replaces somersault or somersault advance if you have it/Fire Ring required --- 80rings/30skill

After Image - Agility must be 30 or higher/Evades physical attacks/Can be used once per battle --- 30rings/50skill


Weapon Techniques

Bladed Weapons
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Blade of Fury--5d?/? is what the bladed weapon you are using normally would roll/Costs SP equal to the dice-sides you get to roll (EXE: Katana would roll 5d16, and would use up 16 SP) --- 125rings/100skill

Swift Wind Slash - 2d14/Uses 2SP --- 110rings/110skill/Level 13

Breaker - 2d18/Takes one turn to charge/Cannot be blocked or evaded/Ignores invincibility and barriers/Uses 9SP --- 130rings/140skill/Level 14

Angel Slayer - Roll accuracy and damage as normal, WITHOUT stating that you are using Angel Slayer (Just tell your opponent that you are striking him or her with a normal weapon attack). If you do more damage than 2, you get to roll again. (NOW you declare that you are using Angel Slayer, and you also deduct 25 from your SP-level) If you score 4 or higher this time, the damage you do is doubled, and you should now start consulting the below list:


*All attacks in this combo - except the 'Thirty-sixth Hit' - can be evaded (not blocked), using After Image, Chaos Control, etc. If the target should choose to evade, you will AUTOMATICALLY skip to the next stage of the combo.Remember that you have to roll accuracy everytime you try to hit someone with one of the combo's attacks. Should you miss, or roll lower than what is stated, the combo ends, and your turn will end as well.

First hit: 2+ = Add your attack stats, target takes the damage done. Defense stands. Roll again. Second hit: 4+ = Add your attack stats. Target takes the damage done, times 2. Defense stands. Roll again. Third hit: Auto-hit. Target takes 1d20 damage. Defense stands. Roll accuracy again. Fourth hit: 9+ = Multiply your dice-score with 3. Defense stands. Roll again. Fifth hit: 11+ = Add your attack stats to the damage done. This hit ignores defense, barriers, and everything else. Sixth hit: Automatically hits if the Fifth one did. Damages target for 2d17. Ignores defense, barriers, and everything else. 'Twelvth hit': Roll damage like normal, and add your attack stats. You can now choose between adding an additional d27 damage, or let the result stand. If you let it stand, it will ignore the target's defense. 'Thirty-sixth hit': Automaticall hits if the 'twelvth hit' scored home. Does ?d?/? is what the weapon normally would roll, times 3.(EXE: A katana would would roll 3d48) Defense stands. --- 200rings/300skill/Level 25



Guns
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Crack Shot - 5d5/This attack never misses, and critical is possible/Can only be used once per battle --- 100rings/100skill


Hammers
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Hammer Combo - 2d12 --- 100rings/100skill