Drive

Overview
Drive is a  Godly  Chikara that is able to manipulate any type of energy. The energy that is currently being used is manifested as a blue wispy anomaly that the user can manipulate at will. The energy that Drive stores can be used to boost the user's physical capabilities, perform ranged attacks, allow flight. However, long term use of Drive can damage the heart, muscles, and eyes severely.

Change Form
Pressing B while Overcharged  will cause the Holder to enter one of various forms based on their energy level. Changing to the following forms will apply certain effects:

First Form | Rave Drive [Zessan Zenshin]
Increases maximum  Energy  to  200 , default attack damage by  2 , ability damage by  1 , and walk speed by  +5% .

Energy Siphon
 Energy  is constantly flowing into the holder's body. If the holder stands still, energy is gained at a significantly faster rate. Standing still and holding (C) will charge at an even faster speed. Holding (C) while your Energy is at maximum capacity will cause an Overcharged  effect on the Holder. Overcharged  raises  Energy  above the normal limit by  15 . The Overcharged  effect will last  20  seconds before decaying until returning to the normal  Energy  limit. Additionally,  Energy  that cannot be depleted will instead use health with the same cost.

Normal  Energy  limit is set to  150 .

The Holder cannot move or use abilities while charging manually (Holding C).

Ethereal Flow
 Energy  is continually flowing through the Holder's body, creating an armor-like aura around them and reducing all incoming damage by  15% .

 Energy  decay is not affected by Ethereal Flow.

Kinetic Suspension (X)
Manipulates the kinetic  Energy  around the Holder and allows walking on air.

Drains  2 Energy  per second.

ODO-NATA [Forward] (WWQ)
Charges  Energy  into the holder's arm and fist, then thrusting forward, dealing  10-25  damage.

ONO-NATA consumes  10 Energy .

Punch (SDQ)>(SDWQ)>(SASQ)
Launches  3  punches for each keystroke entry, dealing  3  damage for each punch.

Kick (WWDQ)
Launches  3  small kicks that deal  3  damage each.

Rising Lotus (SSDQ)
Performs and energized uppercut, dealing  4  damage, flying upward and knocking up a target, making them Airborne; typically to start an air combo.

Rising Lotus consumes  15 Energy .

Falling Lotus (SDWDQ)
Kicks downward, dealing  10  damage. If the target hits the ground after being struck by Falling Lotus, they will take an extra  5  damage and become Stunned for  0.50  seconds and Exhausted for  2  seconds. Additionally, the impact will create a shockwave that Slows other players in its range by  30% .

Falling Lotus consumes  15 Energy .

Punch and Kick Combos do not consume  Energy .

Energy Dash
Dashes the Holder relative to where they are facing.

[Forward] (SDWQ)

Dashes forward  8  studs

[Backward] (SSSQ)

Dashes backward  3  studs

[Left] (SADQ)

Dashes to the left  6  studs

[Right] (SDDQ)

Dashes to the left  6  studs

Energy Dash use  8 Energy  per ability.

Energy Blast (ASDWQ)
Charges  Energy  into the Holder's palm for  1  seconds and fires in their facing direction, dealing  15  damage over  2  seconds.

Energy Blast consumes  20 Energy 

Sekainoowari (SSADSSQ)
Channels a massive amount of  Energy  into a small space for  3  seconds then fires an orb towards the cursor which will explode after  4  seconds, dealing  30  damage.

Sekainoowari consumes  50 Energy .