Some keyblades allow the user to perform different techniques that the wielder themselves wouldn't normally know. That moveset is listed below as a reference guide.
Cross Slash: Three powerful slashes that writes a seal on the opponent, making each hit take off double the damage as the one before it. Breaks through heavy armor, shields, and medium powered chakra barriers. Final slash sends opponent soaring away.
Blade Beam: User charges their blade with energy before slashing and sending a small wave of energy at the opponent. If it connects, will spread out and envelope the opponent again, causing a small explosion that knocks them into the air, prone for another attack. (Cannot dodge if speed is below S)
Energy Rain: Can dodge an opponents strike and instantly counter with a fast kick, launching user upwards. While up, can use weapon to cast several small orbs of energy into and around the foe to cause a mid sized explosion.
Jecht Shot: Uses a blitzball to perform two rebounding kicks off of opponent, gaining power with each strike before unleashing an energy infused kick that sends the opponent hurtling away. (Undodgeable if speed is less than S)
Fated Circle: A ring of energy surrounds the user and draws in nearby enemies in a 10 meter radius before the user pulls the trigger to cause a small outward explosion that does damage and pushes the enemy far away. Useable in the air.
Blasting Zone: User coats blade in pure energy to give it a 20 foot reach. Draws in enemies within a 10 meter range and slashes them with energy, letting several pillared explosions hit them several times before blowing them away with a final shot.
Fulminating Darkness: The user coats their hands in dark chakra before releasing it as an explosive stream towards the enemy. Does continual darkness damage to the foe and blinds them for 1 post.
Octoslash: Eight consecutive slashes that are unblockable and extremely difficult to dodge. Will leave the opponent prone if it hits, allowing for an extra attack.
Meteor: The user calls forth a planet destroying meteor. (Takes two post to arrive.) If the opponent has not defeated the caster by the third post (from the caster) after activation, the meteor will strike and the foe will instantly lose the battle. (A dice roll must be used, however. If the foe rolls 6, they survive.)
Last Stand: The user transports themselves and their opponent to an EX space. The battle will continue for 6 more post and at the end of each post, a dice roll must be rolled. Whom ever wins the most dice rolls wins the match. If it is a draw, whom ever has the highest total during dice rolls will win the match.
Ultima: The user makes holy/light magic surround the target, draining them of their chakra. This attack compounds the opponents remaining chakra with all of the casters remaining chakra to cause a powerful holy explosion that cannot be blocked or dodged. Strength depends on remaining chakra of you and foe.
Salvation: Creates a field of light in a 50 foot radius that halts projectiles, jutsu and energy based attacks up to S-Rank. Offensively, blast several pillars of light into the air that does continual light damage, blinds the foe for 2 post and heals user and all allies physically and spiritually.