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PostPosted: Thu Sep 04, 2014 11:28 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ KOPESH

Dance of the Crescent Moon

An arakh is a curved blade on a long handle, similar to a hand-held scythe. The tip of the arrakh doubles back and forms a vicious hook. The fighting style relies a lot on getting within the guard of an opponent and lopping off various limbs. An arakh will not do good against longer blades in terms of straight up clashing, as it is not made for defense. Students of this style often find staying on the offense is best, as the blade does not provide a very good defense. Regardless, the arrakh is able to cause serious damage if it can be wielded properly. There are very few times an arakh is used in a thrust. Most of the attacks are slashes or grabs. It is not uncommon to see students use more than one arakh when fighting.

• Curved Catch D
The Curved Catch happens when an opponent attempts to thrust their weapon out to the user, no matter if it is the initiation of a combo, within one, or the end. The user will allow the blade to pass through the curve of their arakh and dodge it themselves. With a quick twist of their arm and wrist the arakh will catch on two sides of the blade, wrenching it out of the opponent's hand.

• Pointed Crescent Grab D
The user will either jump right by an opponent or slide/run low towards their target. They will use the wicked curve of the arakh to either hook the leg of an opponent and yank it up or use the tip to dig into the opponent and yank them to the ground. There is usually an immediate follow up to this attack.

• Spinning Dodge C
One of the highlights of the Arakh style is how easily the users seem to slip by attacks. This is done by a moving pivot past the attack of an enemy. The user will always move to the outside of the attack, and grab the arm/leg by the joint. This way the opponent can't attack again nor get away. An attack can be followed up with this immediately.

• Crescent Slash C
If the user dips under an attack or finds themselves beneath the opponent's guard they will push off the floor with all their might and aim the tip of the blade up to the chin of the opponent in a rising slash. Even if the tip does not catch the opponent the curve of the blade is large enough to cause a deep cut on the chest all the way up.

• Falling Crescent C
If they are above the opponent via a jump or level difference they will bring down the arakh with a fearsome amount of momentum. The Arrakh can very easily split the head of anyone it catches. The best thing about the blade is that the arrakh is a difficult weapon to block because of the immense curve. A block may still let the blade slip past if the opponent doesn't block the tip.

• Grinding Reach Around B
Once a blade is caught on the curve of the arakh the user will quickly step forward and grind their weapon against the enemies, until they have essentially trapped it from moving. With a quick thrust they will send the arakh forward in an attempt to reach behind the opponent and yank backward, hopefully taking a limb with them or in the least causing a serious gash.

• Crescent Blows A
Crescent blows is a series of strikes done after the user dodges a strike of some sorts. They will begin to pivot and close the distance, striking out with the curved portion of their arakh. The aim is to catch their target on the outside of the arrakh and slice deeply. If that is not possible the arakh can still be used in a number of ways. The tip can be used to easily pierce and tear. Once the first blow is completed the user will pivot once more and try again to either lop off a limb/head or cause long and deep cuts. These cuts are fluid and without pause since the outside of the blade does not cause any catching.

• Headhunter's Cyclone A
This technique is done after moving past/avoiding a blow. The user will begin to pivot and slash out with their arakh, aiming to take off the head of the opponent. As they pick up speed they begin to add in jump, rolls, twists, and turns all around the opponent. Each maneuver is accompanied by a very quick slash of the arrakh. This combo continues until the opponent can break it with their own counter or getting away legitimately.

• Double Edge S
This technique is named thusly for the damage that is also dealt to the user. They purposely allow a hit to use them, and when the hit lands the latch onto the opponent's wrist or arm, holding them in place. They will then hook their arakh onto a limb of the enemy and yank backward, severing the limb. The hit isn't normally a superficial blow, but something that would actually cause the sword to momentarily get stuck.

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PostPosted: Thu Sep 04, 2014 11:30 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ BLAD ED KNUCKLE

SIX VALLEYS OF DEATH

Knuckled Knife fighting is not often referred to as a weapon style, mostly because it involves many attacks that use the full body of the user. In essence, it is a boxing style mixed in with the wielding of bladed knuckle. Most attacks are combinations of punches and slices due to the different part of the bladed knuckle. There is the knuckle brace part which adds blunt damage and the actual blade, which can be used for stabs and thrusts. It is a versatile fighting style than can even be enhanced by energy.

• Energy Blade D
The user is able to run energy through their hands and onto their weapon in order to lengthen the blade. This technique is used with the other moves within this style. All techniques buffed with this are upped in strength by a rank. It lasts for 10 posts.

• Quick Jabs D
Quick Jabs are swift shots taken at the opponent with the knuckle bracer part of their weapon. These can be aimed at anywhere on the target's body and face. These hits land with blunt force, capable of easily bruising enemies.

• Hookshot C
A Hookshot is when the user punches with their full force in an arcing manner. The aim is to smash the knuckle bracer part of their weapon into the opponent, but if they miss the initial attack the blade can be used to slice as well.

• Jackhammer C
The user jumps above the enemy and slams their hands downward at the opponent. This is a double whammy technique in how it aims to use the blades as well as blunt damage from the bracer section of their weapon.

• Spinning Backslash C
The user pivots and swings their arm around, aiming to slash the opponent with their blade. This is good for if an opponent makes their way behind or to the side of the wielder.

• Jab and Grab B
The user will send out a quick jab with the knuckle bracer portion of their weapon and then quickly close the distance, locking their arms around one of the arm of the enemy. With their hand that is most near the target's back they will stab viciously down with the blade right into the shoulder/shoulder blade area.

• Rising Chin Smash to Body Slash B
The user will push off the ground and smash their knuckled knife into the chin of the opponent, causing them to stagger back. They will take a step forward and use their free hand to slash at their midsection before kicking them away.

• Body Drop Feint B
The user will swiftly and spontaneously drop under an attack and step forward, slamming one of the knuckle bracers into the torso of the opponent, aiming to break the ribs and then following up with a slash across their midsection. This is usually followed up by a gap creator such as rolling backward and kicking at the opponent's stomach.

• Rubberbanding A
The user will bait an attack from the opponent, leaning slightly forward. When an attack is launched they will lean back swiftly, just out of range of the blow. Once the danger of the attack has passed the user will rapidly launch themselves forward and either smash the knuckle bracer part of their weapon or stab/slash with their blade. This technique is generally done to either the face or the neck/throat of the enemy.

• Parry to Face Smash A
A move which requires precise hand placement and quick moves. The user will wait until the enemy strikes out, and they will knock their hand away with their weapon, easily breaking knuckles and causing them to drop any weapon they may hold. With a quick gap closer the user will slam their free hand straight into the face of the enemy, aiming to break the nose.

• Joint Snap A
This is done when the user is able to either parry or step past the guard with another move in this style. They will aim at a special joint on their opponent, such as the shoulder, wrist, ankle, knees, etc. With devastating force they will smash their knuckled kunai into this area, snapping the bone from the joint.

• Haymaking Bone Crusher Combo S
This combination is initiated via a haymaker. The user will put all their force behind a blow so strong it breaks bones on impact. The aim is normally to break the jaw of the opponent. Once the target is staggered the user will step forth and aim to smash another bone with their hits. Each time the opponent blocks they are potentially having their bones broken. On the last hit the user will slash twice, one with each blade as a finisher for the combo.

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A faint smile

Dedicated Friend

PostPosted: Thu Sep 04, 2014 11:31 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ CHAIN-SICKLE

KYOKETSU SHOGE

The Kyoketsu Shoge is a method of fighting based around a blade attached to a chain with a weight at the end. There are a numerous amount of variations to what the weapon is. It can range from a kusarigama, a sickle, a knife, to a larger sword as depicted above. This style can be used from a close range, where the blade is held in the hand, or mid range, where the blade is tossed out in conjunction with the weight and chain. Multiple enemies can be fought at once from multiple angles as well. It is versatile and very deadly when used in the right hands.

• Fulcrum Smash/Slash D
The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.

• Weight Smash D
The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.

• Chain Wrap D
The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.

• Chain Block C
The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.

• Whirlwind Strikes C
Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.

• Hooking Pull C
The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.

• Hanging Wrap B
This technique is generally done when the user is above the enemy or quickly rising. The user allows for a large amount of slack between their hands and wraps it around the opponent's neck, yanking them skyward. With enough force this could easily snap a neck.

• Spinning Bone Crusher B
The user holds their blade close to themselves and manipulates the chain to constantly send the weight flying through the air. It is used to create a torrent of attacks that continue until the user is interrupted. The weight, if it makes contact, will fracture bones on impact due to its speed.

• Torrential Weight Smasher S
The user will hold the chain from roughly a mid point, with enough slack between their hands to be used for blocking. Through a series of spins, twists, leaps, and other acrobatic maneuvers that would force the chain to spin they unleash a constant torrent of attacks with both the bladed end and the weight.

• Shredding/Smashing Spiral S
This combination is initiated when the user has managed to either stab a large portion of their blade into the enemy or wrap the weight and chain around a large portion of their body. If the blade was used to catch the enemy then they will begin to spin the weight at such a fast pace it seems like it is constantly smashing into the enemy. The weight's speed and mass is enough to inflict terrible contusions and easily break bones. If the weight and chain were used to wrap around the enemy the user will

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PostPosted: Thu Sep 04, 2014 11:32 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ DAGGER

DEVIL'S SUICIDE

It is generally understood that the longer your weapon, the safer you are as a bukijutsu master or just user. Normally, the closer you are to an opponent, the more danger you are in. However, there is a flip side to the argument: the closer you are, the more damage you can inflict. This is the bases for the Devil's Suicide: Get through the suicide zone then tear your enemy apart.

• Footwork E
The user lithely pivots around an opponent, stepping around and positioning themselves behind the enemy.

• Nudge D
The user takes the bottom of their dagger and smashes it into the body of the opponent. They usually aim for the ribs or stomach to stagger them, but a blow to the face would suffice.

• Devil Sweep C
The user sweeps their legs under the opponent to knock them into the air. They will swiftly rise and stab the opponent down into the ground.

• Devilish Lie C
The user will feint a thrust and flip their dagger so that the blade is flush against their forearm, the edge facing outward. They will drag their blade either from the hip to the shoulder or vice versa.

• Weaving Strikes C
Weaving Strikes is a series of continuous and fluid attacks that are all slashes. This is best done with two blades. The user flamboyantly flips and twists their blade(s), continuously swiping at the opponent. These can be done to any part of a body and can continue until it is countered or properly blocked. If there are two blades being used it is harder to stop this combo.

• Redoubted Twirl C
The user will twirl in a diagonal angle, stepping forward and using both of their blades to slash with the edge of their blade(s). They end up in the same position that they started off in, merely a step forward. This can be done from a rising or falling motion.

• Devil's Grasp B
The user will reach out and grab the hand of their opponent, twisting it behind their back and using their dagger to stab it and pin it against the opponent's back.

• Double Slash B
The user first drags their dagger(s) across the enemy's chest one direction, and then in a motion so fluid and swift it seems like the attacks happen at once, in the other direction to widen the wound.

• Devil Dance B
This technique is similar to Redoubted Twirl in the way that the user is spinning. This time they are aiming to stab their blade(s) tip(s) into the opponent and rip it out, causing a greater amount of damage. The user ends up in the same position they started in, merely a step forward.

• Devil's Judgment A
The user dives at the opponent and stabs their blades into their shoulders. They then roll over the enemy in one motion and land behind them. They grab the daggers and use them as handles to yank the opponent backward, bringing them down on their knee. They then rip the blades out of the opponent while kicking at the opponent.

• Triangulate A
This is a series of attacks that can easily ruin someone's day. The user first steps forward and thrusts their dagger(s) into the body of the target, quickly disengaging with a pivot around them to the left of them and slash across their back. With another pivot they slash once more before ending back at their starting point and finishing with a final thrust of their blade.

• Devil's Drop A
The user gets behind the opponent and stabs their dagger(s) into the body of the enemy and bends backward, lifting them in a german suplex and slamming them onto their head. Not only does this do the initial stab, but it also tears the dagger(s) out and can easily cause serious head trauma.

• Devil's Hellstorm S
The user will shove energy to their legs and in a burst of speed will practically teleport to the opponent. There is a split second that this technique can be successfully blocked. Each attack is a deep and horrid slash, jagged and uncontrolled. There is no order to these attacks, only a fierce hellstorm. Six slashes are done in total.

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