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The Nerdbot

PostPosted: Thu Aug 19, 2010 3:38 pm


BluewolfofMibu
nerdbot: Which guild did you get it from? Cause we want to try to be as original as possible. though you may say that most of the other styles are from other guilds, that's because I was the one that created most of the styles FOR other guilds before opening this one.

Inuzuma: Omg...I want to approve this, but before that, a few things:

Focus Attack: What's the super armor? Does it block against one attack or sm?

Shoryuken and Shinryuken: Change it that you can add any element, cause you technically can use like a water uppercut

Shun Goku Satsu: I don't like it...the fact that it is unblockable is too much

Overall it is an awesome concept...but there is one thing though. Training...how does one train in the style? What is the proper way of training to reach each stage?



Village Rebellion (Naturo RP Guild)
PostPosted: Thu Aug 19, 2010 8:21 pm


BluewolfofMibu
nerdbot: Which guild did you get it from? Cause we want to try to be as original as possible. though you may say that most of the other styles are from other guilds, that's because I was the one that created most of the styles FOR other guilds before opening this one.

Inuzuma: Omg...I want to approve this, but before that, a few things:

Focus Attack: What's the super armor? Does it block against one attack or sm?

Shoryuken and Shinryuken: Change it that you can add any element, cause you technically can use like a water uppercut

Shun Goku Satsu: I don't like it...the fact that it is unblockable is too much

Overall it is an awesome concept...but there is one thing though. Training...how does one train in the style? What is the proper way of training to reach each stage?

k i fixed it and added a training stage to it

HadoKennie
Crew

Friendly Conversationalist


___youwillknownihilism

PostPosted: Thu Aug 19, 2010 8:49 pm


kayavient_thundergod
Name of Taijutsu Style Immovible sword and sheath Unstoppable hand and foot
Pic if you want one:
If it's a weapon style what is the intended weapon: Swords of any size and shape.
Description:
This style of fighting was born from pure tenacity and constant, unstoppable training by Cain Aburame. He was trained in both the flawlessly perfect and Infinite one sword styles, making him deadly in every thinkable way. Once he had gotten up to the chuunin level of each one, he began creating this, his own sword fighting. At each stage, the user will learn that being fast and strong is nothing without proper self-control. This lesson is also why the user must have a decfent amount of chakra control to learn this style.

Stage 1:
AS
The training involves wearing weights around the arms and legs during the duration of the training. These will be 45 pounds each, and the student must move around while wearing them. After this training the user should have gained strength and speed that would be unbearable to other untrained ninja of the same level, but they still aren't very strong.


No Techniques are learned yet.

Stage 2
Genin
The weights are now fifty pounds, but the initial training isn't used anymore. The user is now given a sword and taught the basics of attacking and defending. They will also be taught how to throw a katana with a small veil of chakra that would make penetration much easier, and helps to guide it. Having a seal with multiple swords would be a good idea for the practitioner.

Bullseye: A practitioner learning this technique will not only be able to throw katana, but shuriken, kunai, and senbon with equal ease. The technique is passive, allowing you to constantly be better at aiming your projectiles.

FCJ ((Full chakra Jacket)) Projectiles: This technique will require you infuse a blade with chakra and then throw it, allowing the chakra to make the blade much more deadly, and giving it a boost to penetration of objects. This katan would now easily go right through a tree.

Sho: A simple thrust that sends a short burst of chakra forth from the blade. This burst would even knock a chuunin off his feet if they defend the attack. Genin will be tossed back five feet. THe thrust could only move about two feet from the user, as it is a defensive move.
Sosho: A double sho attack that thrusts in twice instead of once.


Stage three:
Chuunin
The user will now be given the sheith of his sword in addition to it and taught the core differences between evasion, attack, and defense. Cains words to go with these lessons are: "When you defend something, don't let your enemy touch it. When you evade, don't let them touch you. When you attack, let them be cut!" This in mind, the ses strikes are often quick and deadly in order to scleanly between attack and defense. The wiehgts are bumped up to fity five pounds. The strength is now much higher than iit should be, the user easily able to create a fissure in a tree with a single punch or quick, and slice through it just as easy. They also train for better aim. Note that the training for strength and speed, aim, and techniques most be done seperately. The only required training for this though is the strength and speed part, as this is what will fuel the evasion defense and offense.

Veil: This technique requires you use the sheath with both hands, meaning you would have to sheath the blade in order to properly use it. With chakra, the user creates a sheild inf ront of them by pushing out with the sheath. This attackis effective against C rank techniques and lower, and will fade away after being hit by one. It renders projectiles and most taijutsu in effecitive. (Stage three and above could break through it.)

Wave-to-dash: After performing Veil, the user quickly unsheaths the blade which sends the chakra from the sheild out in a wave that dashes outward towards the enemy, knocking them off their feet and opening them for a second attack. It is a useful counter attack, but it has a range of only ten meters before it is less than a refreshing breeze to the opponent.

High Roller: This is a diffucult technique to master because of the focus and timing. The user will dash back to dodged an attack and then push forward before the user has time to recover from it and slices upwards in an attempt to not only deal a deadly blow, but get the enemy off his feet.

Stage four:
Jounin/Special jounin
No the practitioner should be easily one of the most deadly of his village. Instead of a sheath, the practitioner can fight with both swords as well as throwing them with the accuracy of a kunai. The wieghts are now 60 ounds, and the practioner should have the strength after wards to knock down a tree with ease, and slice it in four peices within three seconds. It is nessacery to own a scroll with a multitude of blades for this level though. For most, this is as far as you will go though...

Saw: Chakra is infused in the blade when it is through much like viel. Instead, the blade will spin like a shuriken once thrown, and the effects are obvious. Possible decapitation, disembowlment, loss of limbs. It his, however, easy to doge.

Double down: This is one of the most deadly techniques Cain came up with. From up above the target, the practitioner will use the two blades to come down over the oponent with bothe blades infused with a dense chakra that can saw through nearly anything organic, and most bladed weapons. The downsides are it's in accuracy, and that the blades are destroyed on impact with the ground.

Dancing Death: The practitioner will summon numerous blades and then begin to spin on his heels, tossing three blades at his enemy. If they are lucky enough to dodge the blades, they will have to block the spinning top of a man, who is holding a blade in each hand. The user can stop and reverse the spin's rotation on a dime, making it hard to predict. If the enemy tries to run the practitioner could easily throw the blade at them. This could go on for quite a while, seeing as how the user could just pick up his blades and then keep on going with this dance. Afterwards, the user will feel extremely dizzy, and slightly nauseated. (Then they can use drunken fist smile ) Efefective for three posts afterwards. ((Technique lasts five posts))

Hidden Stage (Must be taught by someone who knows it and as of now, no one does. Inevitably, the first will be Kay Aburame.)
Sannin/S level/Kage
Kay will have trained his body through doing push ups with 80 pound weights on, and other things of the sort. Even with the weights, he will be as fast and strong as a man using the third gate, and will have strength and stamina to go on in battle for years. His accuracy is to where he could hit a flyfrom two hundred meters away while dizzy without killing it.

Outrageous: This technique is just what the name says. The practitioner will summon all of his blades and throw them one at a time at his opponent while spinning in the air ((Simialar to rising twin dragons.)) The diference is that each of theses blades spin like saws or have the veil on them, making them outrageously hard to dodge or defend.

Not over: After using the previous technique, the victim will notice each blade, no matter if they hit or not, will be surrounding them in a vertical stance. The user will spin in a fashion similar to the Danceing Death technique on each blade, and the combo will gon on like normally, only now the combo will be even more deadly. ((Lasts five posts, dizzyness will continue for five posts))
PostPosted: Fri Aug 20, 2010 4:45 pm


BluewolfofMibu
nerdbot: Which guild did you get it from? Cause we want to try to be as original as possible. though you may say that most of the other styles are from other guilds, that's because I was the one that created most of the styles FOR other guilds before opening this one.

Inuzuma: Omg...I want to approve this, but before that, a few things:

Focus Attack: What's the super armor? Does it block against one attack or sm?

Shoryuken and Shinryuken: Change it that you can add any element, cause you technically can use like a water uppercut

Shun Goku Satsu: I don't like it...the fact that it is unblockable is too much

Overall it is an awesome concept...but there is one thing though. Training...how does one train in the style? What is the proper way of training to reach each stage?

oh yeah since you suggested the adding any element. should i also add the effects like fire burns the opponent and lightning shocks/stuns. idk what to add for wind water and earth any suggestions?

HadoKennie
Crew

Friendly Conversationalist


BluewolfofMibu

PostPosted: Mon Aug 30, 2010 2:36 pm


Nerdbot: Denied unless Lance overules it. After reading through it, the fact that you make an afterimage at genin level is to me a little too much. I mean, in the Mist swordstyle, which is one of the fastest styles, you don't make afterimages until the 7th stage.

Inuzuma: wind and water don't really have any effects, but the burns and shocks sound good. I like the meditation, but don't forget that the meditation and such simply teaches you the stage, the techniques are still needed to be taught with the appropriate amount of pots.

Kay: haven't gotten to yours, still reading
PostPosted: Mon Aug 30, 2010 2:46 pm


alright and by taught you mean like me teaching everybody else that wants to learn it right? how about i add 3 learning posts and 2 teaching posts

HadoKennie
Crew

Friendly Conversationalist


BluewolfofMibu

PostPosted: Mon Aug 30, 2010 2:55 pm


yeah sounds good ^^ approved
PostPosted: Mon Aug 30, 2010 3:06 pm


awesome thanks

HadoKennie
Crew

Friendly Conversationalist


The Nerdbot

PostPosted: Wed Sep 01, 2010 6:30 pm


new and approved style.

Name of Taijutsu Style: Mirror Image Taijutsu
Pic if you want one:
If it's a weapon style what is the intended weapon: N/A
Description: This Style is Not often Mastered as it makes use of alot of chakra during battles. Only a few have been said to be able to master this Style and even they have had much trouble in doing Same. The style creates an After image of the user and when you begin attacking the after image will again attack for you allowing you to deal more damage whilst attack in combos and making Combos allot harder to dodge. Although the after image will only mirror you not what your holding. It is essentially a genjutsu inside a taijutsu.

Training Methods: Training is usually done With concentration towards Chakra Control, Using the tree training method and Walking upon water method to train the body into constant chakra usage.

Stage One (Genin)
Being able to create a feint after image witch will only add a slight amount of power to your attack. This does not create a whole after image of the user, but rather after images of body parts, such as arms, legs, and faces.

Stage Two (Chuunin/ Genin if Taijutsu Specialist)
The user has basic control over the after image creation. And can create 2 or 3 per battle using the abilities to fool the opponent and deal mass damage if the opponent is not careful. After images, however, are faded and are not physical.

Stage Three (Chuunin)
The user is finally able to use this style comfortably being able to create maybe 4 or 5 after images at a time. The Chakra is now being controlled well making after images easy to create. Images are now psychical, being able to touch and attack opponent.

Stage Four (Jounin/Chuunin if Taijutsu Specialist)
The user could now beat a Lower level Taijutsu user with ease, And beat a genin with no taijutsu experience in a matter of seconds. The user has great control of the abilities and may be able to create many after images, up to 7.

Stage Five (Jounin)
The After Images When created can be maintained for a long time now. Same as Stage 4, but less chakra to control. The after images could now move on their own, for before, they could only moved where the user moved before.

Stage Six (Anbu/Sannin)
By now the User can create multiple images and shows amazing speed and power in the after images and allowing 8 or 9 after images to be held for most of the battle but not all. This stage is usually reached a jounin level and even then is still hard to maintain.

Stage Seven (Kage/Sannin)
The User has now mastered the Style and Can Create After images at will and could easily go a whole battle using after images. These after images are as powerful as the user where as before they were not and user can delay the time or make the time it takes an after image to hit shorter. After images could move and attack, as if clones, though they only stay for 10 seconds if user decides to use them like this.

*Each after image must stay within 10 ft of the user, except for stage 7. Only stage 7 can use this taijutsu style for whole battle. Opponent cannot physically harm any after images, though a hit landed on the user dispels the images.

Regular Techniques: (no chakra required)
Side step - Dodging an attack but making your opponent think they hit you but really they hit the after image making a counter easy.
Stage 2 and up

Triple kick - Kick the opponent whilst sliding around the opponent the opponent if hit will be hit three times in different positions.
Stage 3 and up

Rising Punch - A punch that Rises up in succession.
Stage 3 and up

Counter Strike - While an opponent attacks, an after image counters, leaving your opponent open and giving you a chance to attack. Stage 4 and up

Multi Tap - Confusing the opponent by circling them with immense speed and leaving after images with him. Good for dodging. Stage 5 and up

Special Techniques (require chakra)

Delayed Punch- Attempting to punch opponent at close range and missing on purpose and then the delayed image will attack. Rank D

Block and Double Kick- attempting to block an opponents move with a kick which in turn allows the after images to kick the opponent twice.
Rank C

Rising repeated Punch - A rising punch with 3 after images each image going higher than the previous one allowing a punch to go about 30ft high.
Rank C

After Images Barrage - Numerous after images appear and attack the opponent all at once. Only land attacks on spots you actually manage to hit. Rank B

Descending Kicks - Jumping high then Descending down with multiple kicks downward on the opponent. Rank B

Multi tap pressure - Whilst running around the opponent vanishing in to attack and attacking pressure points at the Same Time. (not Chakra points Pressure Points are different) Rank A

Omni Combo - The user Concentrates hard them When the Opponent is in the midst of a jutsu creation the user vanishes and attack the opponent 13 times and with 13 after images creating a total of 169 Attacks which are incredible hard to dodge if the user is hit by one the combo continues this is the ultimate attack in this Style. Rank A
PostPosted: Sat Oct 02, 2010 8:04 pm


Speed Taijtusu
{ Under revision, but might never exist. }

Golden Spider of Kumo


Cobra_X
Crew

Aged Gaian

PostPosted: Tue Nov 16, 2010 7:16 pm


Hien (Swallow in Flight)

User Image

History and Development: Hien (Swallow in Flight), started out as a simple fencing technique created and passed down through the earlier generations of the Tsubame family. But as new members began joining into the family and training in the technique, the style evolved and slowly developed into what it is today. Family members can be as young as six years old when they start training in the family style and are drilled in the basic art of fencing on a daily basis.

This fencing style was name 'Hien' for several reasons. One was in association with the family name 'Tsubame' which can be translated as 'swallow'. It was also called Hien because of the way the style is taught in regards to a swallow in flight. Just like a swallow heading out on it's first flight, the first stage of this style contains moves that are simple and require less skill and movement but as one progresses along the style they achieve a higher level of agility, endurance, grace and skill like that of an experienced flying swallow. While flying, the weather can be unpredictable meaning that the swallow has to be prepared to go up against any type of weather. Base on that theory, the techniques within this style also varies depending on the need of the user and range from being really fluentent and swift or just plain simple yet tricky.

Hien's swallow style of fencing brings chakra control and swordmanship to it's highest level, to where the user's rapier becomes a tool of extension for their own chakra. Utilizing the basic stances of fencing, the Hien style expands these with chakra to extend, empower, and control ordinary footwork and bladework beyond the average warrior. As the style passes hands, it grows, forcing it to take new forms with every user. Through the use of the style, the blade often comes aglow with chakra extending the effect of the attack even beyond the range of the blade itself. expert practitioners have even been said to be able to enhance their blades to a fine enough point to pierce steel with a straight thrust. The movements of the style are graceful and smooth, often described as a dance around the opponent more then a form of combat, though those at the receiving end would never truly agree.


Weapon Associated with style: Rapier

Rules:

1. User must be Agile and is most effective with the 'Combo' Ninja Type.
2. User must have some sort of tie to the Tsubame family (family or highly regarded diciple)
3. Style can only work in regards with a rapier so at least one of the user's custom weapons have to be a rapier .



1st Flight (available at the rank of Genin)

Required Growth: The user has just begun training with the rapier and has yet develop the proper amount of skill and agility/footwork to wield it efficiently. In this stage, the user starts with the basic techniques of fencing while slowly building up their endurance and agility. (This level requires 7 posts of endurance/agility training to master... and 3 posts for each technique.)

Maneuver(s) Learned

En Garde (Stance) - The standard starting stance of any fencer, the En Garde stance is the perfect balance between defense and attack. when set, if the fencer holds this stance for a post, without making any other attack or using another maneuver, the next Taijutsu/Weapon attack used against them, of C-rank or lower, and even D-rank jutsu are easily dodged, deflected, or otherwise avoided due to the keen intellect and swift movement of the Hien style user.

Advance (Footwork) - Pushing forward with their back leg, the Hien style practitioner is able to amplify the action of their muscles with a burst of chakra, which propels them forward in a slight gliding movement, which can be rather disorienting when a classical 'step' is expected.

Beat (Bladework) - More of a provocation then anything else, the beat maneuver gives the appearance of whatever the user wishes. By making a light tap against the blade of an opponent, or even simply a feint attack to the air, the beat is meant to provoke an action in the enemy which can quickly be capitalized on by the Hien's quick motions.


Technique(s) Learned

Lunge (Footwork)- Combining the art of the Advance with the placement of the blade, a Hien student is capable of propelling themselves forward in a double advance, while simultaneously lunging the tip of their blade forward. As the blade is lunged forward, chakra is also pushed through the arm, allowing the blade to pierce through solid objects with ease. Those trained as Medical-nin can even use this pointed attack, which, when striking the enemy's body, can hit pressure points, causing the area struck to be numb for two posts.

Coule (Bladework) - A technique which only works against another user when they are using a weapon, A Coule, or grazing, can be used to make an attack against the weapon itself, allowing the Hien practitioner to channel their chakra through their blade as they scrape down the side of their opponent's weapon. The friction between the blades and the chakra creates a pulse which sends the blade to the side, bringing the user's arm with it as it creates an opening for the Hien user to attack. (The Coule itself is an automatic success, but the following strike is not)



2nd Flight (available at the rank of Chuunin)

Required Growth: The user has master the basics of fencing and can now move on to more complicated movements. The user's endurance and agility is still not up to the point where it can handle more difficult moves. (This level requires 10 posts of endurance/agility training to master...and 5 posts for each technique.)

Maneuver(s) Learned

Parry (Bladework) - A basic, yet incredibly useful skill, a parry, when performed successfully will allow the user to deflect any incoming weapon-based attack against them, the sudden movement of the blade, either by sweeping or beating against the opponent's blade, pushes the attack out of the user's away. (This functions as a guaranteed evasion of an incoming C-ranked or lower weapon-based attack which can only be used once every 5 posts.)

In Quartata (Footwork) - In conjunction with the above, the In Quartata is made with a quarter turn to the inside of your opponent, allowing the user to spin around the attack to place themselves at the enemy's flank. The user spins with a chakra enhanced movement, which exposes their back for only a split second before giving them a immediate attack against the user's right or left side, depending on which way they decide to move. (This movement can only be used in conjunction with a parry and shares it's cooldown)


Technique(s) Learned

Fleche Appel (Footwork) - A strange, but useful tactic, on the successful use of an In Quartata, the user may choose to, instead of making a standard attack, the user will channel additional chakra through their feet (a D-rank amount) as they stomp on the opponent's foot. If the attack connects, the user's movement speed is reduced by 25% for 2 posts.

Riposte (Bladework) - Usable only after a successful parry, a user channels chakra through their arm to make an enhanced attack against their opponent. Channeling the necessary chakra (a C-rank amount), the energy travels through the user's arm and out into the weapon, propelling it forward at twice the speed of a normal attack with 1.5 times the thrust and piercing power. (This attack can only be used once every 5 rounds, sharing it's cooldown with parry, and must be taken instead of an In Quartata movement.)

Remise (Bladework) - On any Riposte, with an additional D-ranks worth of chakra, even on a miss, the riposte's attack will hit. The premise comes in the extra boost of chakra unexpectedly lengthening the blade's range by adding an additional two inches of chakra off the tip of the blade, also creating a chakra tail, which can also do damage on the attack. (This is only a guaranteed against opponents your rank or lower and cannot be used to hit vital/fatal parts of the body reliably.)



3rd Flight (available at the rank of Special Jounin)

Required Growth: The user has reached an appropriate level where they now understand the fundamentals of fencing and have a high enough endurance/agility to perform more longer and complicated maneuvers. (This level requires 12 posts of endurance/agility training to master... and each technique requires 5 posts to learn)

Maneuver(s) Learned

Perceptive En Garde (Stance) - The advanced version of the standard starting stance of any fencer, Perceptive En Garde takes the En Garde to the next level, as the user has become much more in tune with reading his opponents movements. When set, if the fencer holds this stance for a post, without making any other attack or using another maneuver, the next Taijutsu/Weapon attack used against them of A-rank or lower, and even B-rank jutsu are easily dodged, deflected, or otherwise avoided due to the keen intellect and swift movement of the Hien style user.

Passata-sotto (Footwork) - An evasive action, only usable after a successful Perceptive En Garde, the user as part of their dodge, drops down to one hand, dodging under a taijutsu attack, while simultaneously giving them a clear line of sight to attack the lower torso/leg. a successful hit should serve to cripple the opponent and slow them down significantly. The user then nimbly brings themselves back to their feet off to the user's side. (Ether left or right, depending on the way they dodged initially)

Opposition Parry (Bladework) - the advanced version of the standard parry, when performed successfully will allow the user to deflect any incoming weapon-based attack against them with a sudden movement of the blade, either by sweeping or beating against the opponent's blade, pushing the attack out of the user's away. (This functions as a guaranteed evasion of an incoming B-ranked or lower weapon-based attack which can only be used once every 5 posts.)


Technique(s) Learned

Advance Lunge (Footwork) - The advanced form of the already impressive Hien double advance (Lunge), the user simultaneously lunges the tip of their blade forward, extending their chakra through the blade. This attack not only pierces through solid objects like they were non-existent, but it also destabilizes them, extending the chakra off the blade and through barriers, cracking/destabilizing them, causing them to shatter to pieces. Those trained as Medical-nin can even use this pointed attack, which, when striking the enemy's body, can hit pressure points, causing the area struck to be paralyzed for two posts. (This technique costs a B-rank of chakra and destroys any A-ranked barrier or below, even those created by ninjutsu.)

Counter Parry Derobement (Bladework) - A circular parry disarming tactic, the Counter Parry Derobement is only usable after a successful Coule. With an added C-rank of chakra channeled into the opponent's weapon through the extended contact with Rapier's edge , the user's hand is disabled, enabling the user to maneuver their blade in such a way to break the opponent's grip on their current weapon and disarm them. (This technique will only work on opponents your rank and below... and can only be used once per combat.)

Compound Riposte (Bladework) - Through an impressive display of fast and confusing feints and taunts, the user is able to slowly build up chakra through their weapon and suddenly discharge it an empowered slice or pierce. This attack is incredibly dangerous and accurate and the user is able to channel an element under their control through the blade in an explosive amount of energy. This elemental explosion counts as an A-ranked jutsu used at close range and can counteract/negate equal ranked jutsu and below of the element weak to the element channeled through the blade. (Costs an A-rank of chakra, only usable once every 5 posts)



4th Flight (available at the rank of Jounin)

Description: The user has finally reach a point in their training where they now know basically everything their is to the concept of fencing and how to apply it properly in regards to this style. The user has also reached a high enough endurance/agility level to perform much more skillful techniques. (This level requires 15 posts of endurance/agility training to master... and requires 7 additional posts to learn any technique)

Maneuver(s) Learned

Absolute En Garde (Stance) - Usable only once per combat, this stance when used, like all of the previous En garde maneuvers, requires one full post of concentration and observation in which the user does nothing else. Then, using their keen mind and well developed instincts and reflexes, the user is able to supernaturally dodge any Taijutsu/Weapon based attack and any and all A-ranked jutsu or below. Often times against jutsu, it means properly analyzing the jutsu's make-up, allowing the user to channel their chakra to disrupt or create an opening in the element with which they can slip into and avoid the attack.

In Quartata Riposte (Foot/Blade work) - On any successful parry, (standard, opposition, or derobement), the user pushes chakra through their legs and feet leading them into an advanced In Quartata, which carries them swiftly to the other side of the opponent (the opposing flank), where they can make an immediate attack. this attack then has impressive momentum behind it, allowing them to pierce through nearly anything, even steel with the extended point of their blade, which glows in chakra. Needless to say, this could also seriously damage any part of the body it pierces and cause near-fatal damage.


Technique(s) Learned

Swallow's Rush (Foot/Bladework) - The final maneuver and greatest achievement of any Hien practitioner, this attack not only advances the opponent, but also applies an extreme amount of force behind their attack. With their blade stabbing in and out in a flurry of swift piercing and feints, the user practically glides across the ground, seemingly attacking the opponent from multiple points in front of them. This merciless attack combines a series of ten advancing piercing strikes, finished with one final attack, which is lead into with the option of performing an In Quartata, or Passata-sotto prior to it's execution. The attack can then channel any element the user controls through their blade with a final attack which utterly destroys all barriers and makes an explosive attack outward from the blade with the concentrated power of an S-ranked maneuver. (This attack costs an S-ranked amount of chakra to use, and after it's use, the user is incapable of using ninjutsu for 2 posts, and is slowed by 50% for the next two posts as well)
 
PostPosted: Sat Dec 04, 2010 8:37 am


Name of Taijutsu Style:
Jambe de Sang [Blood Leg Style]
Intended weapon:
Legs
Description:
It is designed to free the use of one's hands and prevent them from being damaged during a battle. As a result, practitioners tend to drop into certain stances in which their upper-body portions are most relaxed, such as placing their hands inside their pockets or crossing their arms together across their chest and only puts them into action whenever the event requires them to do certain maneuvers such as handstands, which aren't prohibited.

As a fighting style, the style boasts a wide and impressive array of kicks, coupled with super acrobatic skill making it a very versatile fighting technique, allowing the user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks with his other crewmates respective strengths for devastating team combinations. Most of the attack names are French words referring to various dishes.

Stage 1: Hors d'œuvre [Appetizers]
[Academy Student]
Description:
- The beginning stage of the blood Leg style. This stage focus on agility training and leg maneuverability, an important component in th
Training Method:
One must possess agility and reflexes. Thus, the ideal training method is to skip through a terrain bare-footed, the harsher the terrain, the better. This will hones your feet’s senses to keep the connection with the ground as minimal as possible.
Techniques:
Suberu [Slide]
- Through training, one can now move through the battlefield as if they were sliding, allowing for much quicker evasive maneuvers, and counter-attacks.
Hazumu [Bounce]
- Due to training one’s feet in harsh conditions, one can now set foot upon even the most unlikely of places, such as an enemy’s head.
Ichi Ni [one two]
- A simple, but effective two step technique. Before an attack connects, a quick Suberu allows one to slide back, completely avoiding the attack. Then, seizing the opportunity, another Suberu slides one back towards the opponent, before a quick and unexpected counter-attack impact upon the opponent.


Stage 2: Plat Principal [Main Dish]
[Genin]
Description:
- Now that the user's leg formations are focused on, he/she focuses on attacking, defending, and counter attacking.
Training Method:
One must possess coordination. Thus, the ideal training method is repeated kicks, performed simultaneously after the other, to some kind of object, usually a tree. This will create a mental connection between you and your feet.
Techniques:
Collier [Neck]
-The user jumps high into the air and lands a powerful kick to the opponent's neck.
Épaule [Shoulder]
-The user jumps into the air then brings his/her heel down on the opponent's shoulder.
Tendron [Collar]
-A straight on side kick targeting the middle area of the opponent's collar bone.
Flanchet [Stomach/Belly]
-A simple kick to the opponent's stomach.
Slice Shoot [Sliced Shoot]
-A disarming attack where the user runs forward, jumps into the air and kicks the opponent's hand to do damage and knock a weapon from their hand.
Yeux [Eye]
-A straight on kick to the opponent's eyes.
Nez [Nose]
-A straight on kick to the opponent's nose.
Joue [Cheek]
-A straight-on kick to the opponent's cheek.
Bouche [Mouth]
-A straight on kick to the opponent's upper jaw, this attack targets the roof of their mouth, and thus can only be used when the opponents mouth is open.
Dents [Teeth]
-A straight on kick to the opponent's teeth, Sanji hits both the upper and lower sets of teeth at the same time, and thus he can only use his attack when the opponent's mouth is closed.
Menton [Chin]
-A straight on kick to the opponent's lower jaw/chin.


Stage 3: Plats Combo [Combo Dishes]
[Chuunin]
Description:
- The user, learning the basics of kicking, now uses his agility, chakra, and legs strength to create combinations attacks.
Training Method:
One must learn how to rely on quick thinking and their legs to move for them. So, the user continues to practice their kicking strength, as well as critical thinking, and overall physical body training.
Techniques:
Quasi [Rump]
-The user flips over into a double-handed handstand, spins around and kicks the opponent. This attack is usually followed by Queue.
Queue [Tail]
-Commonly used as a combo attack with Quasi, the user continues spinning with the momentum from Quasi and swings his other leg around to kick the opponent's tail bone.
Cuisseau [Thigh]
-The user sends a hard kick to the opponent's thigh. This can be used to attack or block an incoming kick. Usually used before or with in combination with Jarret.
Jarret [Shin]
-The user sends a hard kick to the opponent's shin. This can be used to attack or block an incoming kick. Usually used after or with in combination with Cuisseau.
Côtelette [Rib Meat]
-Dropping down into a one-handed handstand position, the user kicks the opponent hard in the ribs.
Sélle [Lower Back Meat]
-Commonly used as a combo attack with Côtelette, using the momentum from the Côtelette attack, the user (still in a handstand) spins around in the opposite direction to deliver a fast kick to the opponent's lower back region.
Longé [Loin]
-A sweeping kick, usually performed from the back targeting the opponent's back, very useful for sending an opponent flying in preparation for another kick.
Bouquetiere Shot [Mixed Vegetables Shot]
-Often used as the final blow in a series of attacks, the user lands on his hands underneath an opponent's chin, then uses both hands to spring upwards to deliver a blow to the opponent's chin with both feet.
Pāteī Tēburu Kikku Kōsu [Party Table Kick Course]
-An attack for fighting against large groups, the user jumps into the air and lands on the head of one of the opponents in a hand stand. He then spins around rapidly to deliver a savage kick to the face of anyone within range. After he runs out of targets, he dismounts and kicks the person he was spinning on.
Yeux, Nez, Joue, Bouche, Dents et Menton Combo [Eyes, Nose, Cheek, Mouth, Teeth, and Chin Combo]
-the user delivers a barrage of kicks to every single section of the opponent's face. This is one of the key combos used in this style.


Stage 4: Repas Complet [Full Course Meal]
[Special Jounin]
Description:
- At this stage, the opponent requires no further provocation to attack. However, the ability to overwhelm them with speed and agility still exists, and has been enhanced at this stage. Now, one is capable of unleashing a barrage of attacks towards the opponent, overwhelming them not by sheer power, but by sheer speed.
Training Method:
One must further enhance one’s speed. Thus, the ideal training method is to add weights to one’s limbs while performing the training method. This will cause one’s legs to gain a god-like striking speed.
Techniques:
Totsuzen no Ame [sudden rain]
- Jumping well above the opponent, a series of straight kicks aimed downwards is performed with such speed that they appear like a rain of feet threatening to crush the opponent under heel, quite literally. Though not all of the feet are real, the sheer number and direction is enough to cause panic and distress, as well as enormous pain
Shishinabe Shoot [Boar Hot Pot Shoot]
-The user attacks with a powerful flying sidekick, he also uses this attack to break down walls.
Deuxième Haché [Second-Rate Mincemeat]
-The user does a running jump and kicks with both legs into an opponent's stomach.
Extra Haché [Highest-Rate Mincemeat]
-A barrage of hard kicks launched at multiple directions, this move must be performed at close range. Due to the monstrous force that the user can deliver while administering his kicks, this is considered one of the strongest attacks in the whole style
Santen Découpage [Three Point Cut]
-The user throws three powerful near-simultaneous roundhouse kicks with one leg to the opponent's throat, chest and stomach, striking them with the entire length of his leg
Collier Frit [Fried Neck]
- A powerful kick to the neck, the user leans forwards and launches his foot up into his opponent's throat.
Concassé [Crush]
- Another finisher, the user leaps high into the air and starts flipping over rapidly to gain speed, then he brings the heel of his foot down on the opponent's head.
Resepushon [Reception]
- the user lifts one of his legs up high and hooks his foot around the opponent's neck, then uses that leg to smash the opponent's face into the ground hard.
Anchimanā Kikku Kōsu [Anti-Manner Kick Course]
- The user gathers all the power he can muster and delivers a massive vertical kick by lifting one of his legs a full 180 degrees in the air. This attack is usually aimed at the very center of the opponent's torso (front or back) and is almost always enough to defeat any opponent with one shot. For much taller and gigantic targets, the user usually jumps to the desired height to execute the move.



Stage 5: Diable Jambe [Devil's Leg]
[Special Jounin]
Description:
- Diable Jambe is a stage where the user uses air friction to set his leg on fire, adding extreme heat to the impact of his kicks. In this form, the user, due to the high temperature, has more speed, more strength, and the ability to burn his opponents. While like this, he can light his opponent on fire. This stage has been shown to have adverse effects, if Sanji uses it for too long or too frequently he could cause serious injury to his body.
Training Method:
The user must learn how to harness the air around them to create enough friction for the technique. Therefore, after practicing their kicks and agility enough, they work on using chakra to condense the air around them.
Techniques:
Diable Jambe [Devil's Leg]
- In this technique, the user spins rapidly, causing his legs to heat up so much that they turn red.
Flambage Shot [Flaming Shot]
- In the air (sometimes several feet from the ground), the user kicks the side of an opponent's head with his foot (or the middle of their torso) and Diable Jambe's heat greatly increases the power, usually with explosive effect. The target is usually kicked downwards, causing them to come crashing into the ground.
Extra Haché [Highest-Rate Mincemeat]
- the user leaps into the air and launches a fierce barrage of flaming kicks, the light from the attack and the speed at which it is delivered makes it look like one big fire blast.
Venaison Shoot [Venison Shoot]
-The user, spinning horizontally in the air, kicks the opponent repeatedly in the chest and belly, finishing the attack with a powerful axe kick on the head with the speed, heat and strength of the Diable Jambe mode.


Notes:
- User does not have to individually learn all the attacks from each stage. He/she must only learn that stage, and the attacks are auto learned. This applies to all stages except Diamble Jambe
- Diamble Jambe cost B-rank chakra per turn it is activated. Can only be activated for 5 posts, and has a 10 post cooldown.
- None of the attacks use chakra, save for Diamble Jambe
 

The Nerdbot


Crimsondot

PostPosted: Sat Dec 18, 2010 10:14 am


Name of Taijutsu Style: Malice Fist
Pic if you want one:
User Image

Description: This style is based off of using one’s chakra to create a unique but limited type of chakra, known as Kuro Kotogara. Unlike other forms of chakra, used for elemental attacks or disruptive illusions, Kuro Kotogara is used for enhancing physical attacks to supplement for strength that the user may or may not have. It works by enhancing the force behind attacks. It can only usually be used with limbs, but the style has a couple of exceptions to this rule, mainly with blunt smashing weapons, like quarterstaffs or maces, and individual user may discover ways to user other weapons in this manner with Kuro Kotogara. It cannot be used in combination with a slashing weapon like a sword or dagger. Kuro Kotogara is formed with a combination of chakra, and the user’s malicious intent and negative emotions mixed in.

Stage One
Academy student
This is the first stage of Malice fist, and by far the quickest to learn. It focuses on gathering negative emotion and harnessing it. In this style, the main building block of the style is learned, Kuro-ken, which is basic usage of Kuro Kotogara.
Maneuvers
Kuro-Ken
E rank:
The user gathers Kuro Kotogara around their hands, making them glow bright purple. This puts extra force behind their blows, and can cause normal hits from Academy students to be able to smash wood panels. This is the first stage of Kuro-Ken, and is the weakest form, but needed for several of the style’s techniques. This must be learned before any or variations of Kuro-ken can.

Three hit combo:
One of the most basic fighting techniques, meant to be used in conjunction with Kuro-ken. The user performs three quick jabs to the upper body of the foe. While weak normally, the optional use of Kuro-ken can make this attack hurt a little. This attack can be comboed with pretty much anything.

Two hit Combo:
Another basic fighting technique intended to be used together with Kuro-ken, where in the user takes a step towards the foe, and performs a powerful punch with one hand at their gut, not lunging, just a punch with the elbow bended and point downwards. Once the foe is stunned, an uppercut with the other hand is initiated. This can do substantial damage with Kuro-ken active, and can be used as a rather effective combo starter.

Stage Two
Genin
Stage two is where the user begins to focus less on relying on Kuro-ken, and starts to improve physically. The user must train for at least 5 posts straining themselves to their physical limits without rest. This causes them to feel angry, but with nobody to take it out on but themselves, causing more negative emotion and malicious energy, causing for more powerful Kuro Kotogara, and the cost of a less bubbly personality. This is the stage where endurance, strength, and speed start to become important, as the Kuro Kotogara techniques that follow will actually hurt the user if they cannot handle the strain.


Basic Techniques

Chin smash:
The user gets in close, and hits their foe with a palm strike uppercut. At this current stage, it can only create a wildly sore jaw, but at higher ranks, can easily break the jawbone of an unfortunate opponent.

Rock Smash:
This is a basic Karate chop, and with Kuro Ken, can break rocks. Otherwise, it causes much pain.

Stage Three
Chuunin

This is the stage where the style becomes a very deadly asset, and the user trains their body and mind to something almost demonic, creating a very dull outlook on life when using the style, signs of the Kuro Kotogara being embraced. Kuro ken has become much more advanced, and the user can perform much more brutal techniques. This style also looks into ways the user can manipulate Kuro-Ken.
Basic Techniques

Improved Kuro-Ken:
This is the most useful stage of Kuro-Ken, also sometimes known as Pure Kuro-Ken. The user gathers indigo aura all around their forearms and lower legs, creating gauntlet looking shapes. This attack can enhance strength to the level of smashing rock, and can extend the aura up to a foot, giving an extra punch. Every post after 5 posts, the user takes an extra C rank chakra. It takes 3 posts to recharge after ending.

Drop the bottle:
A technique in which the user picks up the foe, holds them high over their head, and throws them into the ground. With Kuro-ken, this attack can become quite devastating and a potential finisher, causing the foe to leave a crater in the ground after they have been thrown.

Super Speedy:
This technique uses chakra, and the user pours Kuro Kotogara into their legs, making them 1 rank higher in speed for 2 posts.

Kuro Climb:
A chakra using technique where the user extends Kuro Kotogara from their arms up to 3 feet, and it pulls them up a wall.

Stage Four
Jounin

This is the first stage where the user completely forgets the other parts of the style, and just focuses on enhancing their Kuro-Ken to a point where it can become all that a fighter needs to rely on. At this stage, techniques are not completely forgotten, however, and a few attacks at this stage in the style are still present. The user does not bother much with strength or speed training, only the occasional endurance training.

Hyper Kuro-Ken:
At this point, the Kuro Kotogara looks just like Improved Kuro-Ken, but with much more Chakra added to it, for more effect. This attack allows for users to punch holes in steel after about 5 blows, and the can extend the attack to up to 3 feet. Last for three posts, and costs one A rank chakra every post after. Recharge is 6 posts. After this is done, the user experiences heavy muscle pain. Using it twice in a battle is a very stupid idea.

Flaming Stranglehold:
To use this, the user must be used Improved Kuro Ken or higher. The user slides towards their foe, and then grabs the neck or face, holding them in place. They then pour large amount of Kuro Kotogara through their hands, causing much pain to the foe, and a horrible burning sensation, until they let go. The user cannot hold this for more than one post, however. After it is done, the user has horrible burns on his hands.

Twin Arm smash:
This simple attack causes the user to lean forward, punching the foe with both hands, and with Kuro Ken, can send a foe flying, and even without, this jutsu can break bones and elemental barriers of D rank and Lower.

Stage Five
Sannin

At this stage, everything else is thrown out the window. The user wants to focus the pure power of Kuro-ken, even losing their personality in the pursuit of power. There are no techniques at this stage, besides the final form of Kuro-Ken.

Super Intense Kuro-Ken:
The final Kuro-Ken, in which the user pours Kuro Kotogara all over their arms and legs in an ornate matter, so it looks sort of like the Nibi’s flame in design. The user can punch through steel in one blow, and can move extremely fast, 2 ranks higher. They cannot user cannot multiply their speed with ninja types or any other way in this state. They can extend the energy up to 5 feet. After 5 posts of this super intense onslaught, the user goes into a coma for 15 posts.
PostPosted: Sun Dec 26, 2010 4:21 pm


Honshi Art
Death from afar



___Description:
For hundreds of years people have been using all sorts of weapons to gain the upper hand on their opponent, however, every generation one weapon seems to stick out like a sore thumb. At one point in history, the ability to attack an opponent from afar meant certain victory; the weapons that would perform this tasks would sometime later be known as projectiles.
It may seem simple, aim and toss, but the ability to use these methods while in combat, and with extreme precision is in fact extremely complicated.
These projectile weapons would eventually be utilized by shinobi, modified with their own special abilities and unique contribution of chakra, making them ever more deadly.

___Notes:
• Projectiles used must be of light or medium weight.

___S t a g e O n e [1]
Dart
Simple :: Rank E
Although it seems somewhat idiotic, this technique can prove useful in a pinch. The user will take their projectile, hold it in a different position than normal, and let it loose as though it were thrown with normal focus and aim.

___S t a g e T w o [2]
Pair
Simple :: Rank D
The user will begin by placing two of their projectiles between their fingers, then wave their hand outward, releasing their grip on both; ultimately resulting in a trick shot with their normal focus and aim.

Three of a Kind
Simple :: Rank D
The user will begin by placing three of their projectiles between their fingers, they will then swing their arm outward, releasing their grip on the weaponry. The result is a triple shot with the user's normal focus and aim.

Twin Aces
Complex :: Rank D
The user will begin by placing two of their projectiles between their fingers, followed by a quick insertion of chakra to their hand. They will then wave out their hand, releasing their grip on both projectiles, resulting in a trick shot with their normal focus and aim, additionally, the injected chakra will wrap the flung projectiles, increasing their speed.

Calling Cord
Complex :: Rank D
Very similar to the shinobi method of puppet control, this technique is performed by attaching lines of chakra to up to five projectiles and then releasing and retracting them. However, unlike the puppet strings, these lines of chakra can be cut, and are not very maneuverable.

___S t a g e T h r e e [3]
Trick Full House
Complex :: Rank C
The user will begin by placing four of their projectiles between their fingers, and a single in their grip, they will follow by encrusting their hand with chakra, and then place it to their forehead as they gather focus. At the users discretion, the projectiles will be flung with increased focus and aim, upon impact with any surface, all five projectiles will erupt causing a yard diameter explosion and moderate damage.

Retracting Line
Complex :: Rank C
An addition to the technique [ Calling Cord ].
By forcing an additional surge of chakra into the strings wrapped around the projectiles, the user is able to briefly control the length, and movement of the strings. Thus, allowing for a much more diverse angle of attacking or retracting.

___S t a g e F o u r [4]
Manipulating Line
Complex :: Rank B
An addition to the technique [ Calling Cord ].
By laying a good amount of additional chakra into the strings wrapped around the projectiles, the user is able to fully control the length, direction, and movement of the strings. Thus, allowing for incredibly diverse attacks from all angles.

Hidden Stash
Complex :: Rank B
A special technique favored by shinobi who often use their weaponry in barrage formations. After bringing out a small scroll, the user will perform the needed handsigns, then press one hand against the open paper. The user's hand will seep through the paper as if it were water, then retract with the desired amount of projectiles. Because the user must continue to reach into the scroll, this technique is typically only used when they are completely out of ammunition.
Additionally- each scroll contains only 20 kunai, 25 shuriken, and 30 senbon.
• Can only activate one scroll per battle.
• Scroll only works one way (Can only draw projectiles from it, you cannot place more inside of it).

» Scroll Projection
Complex :: Rank D
A rather useful technique that can only be performed after releasing the effects of [ Hidden Stash].
The user will turn the scroll so that the draw point is facing their target, they will then press their palm against the back of the paper and surge chakra through their flattened hand. As the chakra moves through their hand, the user will cause the projectile contents of the scroll to fly out in the aimed direction.
• Obtained when [ Hidden Stash ] is learned.

___S t a g e F i v e [5]
Bent Arsenal
Simple :: Rank A
The user will begin by drawing the desired amount of projectiles into their hand. They will then skillfully toss each projectile, one-by-one, at their target. However, there is a twist... a literal one! Each projectile is flung in such a way that they will arch at a certain point, causing most shinobi to evade right into the projectile's path.

Secret Stash
Complex :: Rank A
This is nothing more than an addition to the technique [ Hidden Stash ].
Instead of only being able to use one scroll per battle, the practitioner can now use three.

___S t a g e S i x [6]
Explosive Arsenal
Complex :: Rank S
The user will begin by drawing a projectile into their hand, they will then inject it with a good amount of chakra. At the whim of the user, they will fling the weapon at an incredible speed- the projectile itself leaving an afterimage trail.
At any point during its travel, the user can snap, causing the enhanced projectile to explode. A five yard radial blast, dealing roughly the same damage as a [ B Rank ] fireball Ninjutsu.

___youwillknownihilism

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