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Fist of the Bro Star

Shirtless Seraph

PostPosted: Sun Mar 13, 2011 4:32 am


All of the universal hand-to-hand styles your character can learn.  
PostPosted: Sun Mar 13, 2011 4:33 am


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STRONG, FLEXIBLE, UNPREDICTABLE

Capoeira is an artful style that uses strange, unpredictable moves to outmaneuver and destroy an opponent. It primary focus is on kicks, to which the style uses handstands and full body swings to bring out its full power.

▰ ▰ ▰ STAGE ONE
The first stage deals with learning the basics of capoeira. This will first include mastering the fighting stance, which is always kept low to avoid a larger strike zone. They alternate sweeping their legs behind their body while lightly hopping on the balls of their feet to get into a certain rhythm, as well as keep their arms forward and spread out. Since the arms are not used for striking in this style, they instead are used to balance the fighter's constantly shifting body, as well as attempt to keep the opponent's eyes concentrated on their more noticeable arms than their feet. Training wise a capoeira student will go through a lot of cardio-exercises and running, as this style's powerful movements tend to be quite exhausting for beginners. They will also learn how to properly deliver the basic kicks such as front kick, charging side kick, hook kick, and crescent kicks.

Trimoon
Rank: D
Description: A speedy combination where the figher uses a barrage of three sweeping continuous crescent kicks to batter an opponent's head and upper body. Even a single kick has the power to push an opponent's body at least a few inches off of the ground to leave the opponent helpless against the next attack. Sharp claws or toenails on the foot will also give these kicks a cutting edge, and could potentially slice open an opponent's face and throat if hit.

Lunging Hammer
Rank: D
Description: The most advanced and powerful of the fighter's single-striking kicks, in this technique the user bends low to the ground and spins while they swing their back leg up at an opponent's head. The blow will land primarily with the hardest part of the human foot, the heel, as well as the underside of the foot. A direct blow will knock out weaker opponents, and at least stun, disarm, or knock over anybody else. The incredible range and power of this kick make it the sniper rifle of all Capoeira techniques.


▰ ▰ ▰ STAGE TWO
This stage is where the styles strength truly plays out, the ground. From a crouching position on the ground a Capoiera fighter is just as deadly as he was standing up, if not more so. Further cardio, flexibility, and abdominal exercises are used here for training, as they will help with generate fast kicks and recoveries.

Phase Shift
Rank: E
Description: Through low sweeping crawls and fast maneuvering the user finds an opening in an opponent's legs and quickly shifts through it. The movement may not be much, but it is fast and it puts the user at point blank range to the opponent's backside, leaving their opponent open to attack.

Sidewinder
Rank: E
Description: A fast maneuvering technique where the fighter keeps low to the ground and sweeps side to side and rushes towards a target by moving at constantly shifting 45 degree angle turns. Excellent for dodging projectile attacks while closing the distance to an opponent.

Scissor strike
Rank: D
Description: From a low position to the ground the user strikes out with both legs to grab and trip an opponent's legs, bringing them to ground fast. The technique can also be used to hold an opponent's legs while the user strikes or breaks them, but their original purpose is bring their opponent down to their level.

V-Spin
Rank: D
Description: A ground attack where the user points their legs up and wide apart in V-shape, and then with their hands pushing them off of the ground they swing their legs around their body multiple times. This is effective for striking downed opponents, and keeping them on the ground. It is also useful for disarming and striking multiple opponents with melee weapons, as one leg kicks the weapon out of their hands while the other strikes at their body.

Rocket Recovery
Rank: C
Description: From an on the ground position the user kicks off with their hands and points their feet out at an opponent to dropkick them in the gut, potenially breaking several ribs. This can be used to avoid a low strike while attacking an opponent as well. Whether this hits or misses, the user returns to their standing position.

▰ ▰ ▰ STAGE THREE
Next fighters will learn the handstands of Capoeira, which they are so recognized for. Training is very diverse but important in this stage. A strong abdomen is needed, as well as a firm grip of upper body strength and balance to hold and move the body. Trees are often used to help with this part of training, as they can use the tall bark to slowly lean against during handstands to balance themselves, as well as perform hundreds of situps as they hang down from the tree branches.

Plane Shift
Rank: E
Description: A fast escaping or shifting movement used by performing a low head-stand cartwheel. It is perfect for escaping a strike to the head, or to try and catch an opponent off-balance.

Flash Kick
Rank: D
Description: In this attack the user swings down into a one-armed hand stand and swings their foot with their body to strike at an opponent's face. It is a simple single-strike attack, but because the movement is so fast and unpredictable victims often say that it was as if the fighter's face had instantly become replaced with their foot.

Leg Storm
Rank: C
Description: From a two armed hand-stand the user twirls their body around 360 degrees several times with their legs extended. The raw power from this attack will blast anybody within radius several feet back and though it alone is not a kill shot it can deal tremendous damage to multiple opponents at the same time. Unless berzerker class, the user must remain stationary in their handstand while performing the attack, making it more of a defensive weapon.

Python Throw
Rank: B
Description: This is a deadly charging takedown move where the user flips forward onto a handstand and then wraps and locks his legs around an opponent's head. Once landed there is little the opponent can do as the user swings his body around theirs, coiling around it like a snake, and then uses tremendous power to spin and throw an opponent's head down into the ground where it will skid for several feet. Unless they have some kind of special defense to protect themselves, this attack will instantly break an opponent's neck.

▰ ▰ ▰ STAGE FOUR
After mastering the ground, Capoeira will finally complete its unpredictability and power by mastering the air. Training is done through various extreme stretching exercises to increase flexibility, as well as performing techniques in foot deep water to build leg strength to reach heights for the jumping techniques. By being able to strike from the ground to the air, the user becomes even harder to predict.

Rising Current
Rank: D
Description: A quick close quarters move where the user strikes to knee their their opponent in the stomach and then continue to kick an opponent's face with the same leg and send them into the air. This kick is able to retain its strong hits without recoiling by transferring the user's upper body weight down into their leg after the knee strike. Because they have to lean so far back to transfer this power, the user will usually softly land with their back on the ground after the second hit. This is also useful for surprising opponents, as they will not be expecting the second kick so soon and even if they dodge the knee they most likely will collide with the secondary kick.

Flash Uppercut
Rank: C
Description: From a standing position the user performs a no handstand back flip (front flip if opponent is behind) and attempts to uppercut their opponent with both legs. Is particularly an excellent counter for a close-range upper torso strike as it allows the user to quickly dodge under the attack while striking out with the legs at the same time. Speed is on par with the Flash Kick, giving the technique its name.

Sky Hammer
Rank: A
Description: From a standing position the user generates energy in their legs and kicks off of both legs. Then they bring them together in the air, and drop them down on an opponent with immense force. The power alone is enough to crush in heads, break defenses, break collar bones, or get through just about anything in the user's way.

▰ ▰ ▰ STAGE FIVE
Absolute perfection of the style is attained through this last stage. Final techniques require intense knowledge and practice of all previous lessons taught to the user. Most of the techniques seem to defy physics of the human body, truly living up to the style's legendary unpredictability. Beware though, as most of them are very difficult to control and strain the user's muscles beyond what would normally be allowed.

Mesmerizing Tempo
Rank: B
Description: This is a hypnotic technique where the fighter uses his capoeira movements to put his opponent in a trance. No attacks can be used in the same post as this technique is used, but on the next post the opponent will lose themselves in a dazed state with the user's moves, allowing the user to easily land a direct blow with another capoeira technique. It must be a capoeira move to ensure a direct hit, as breaking the style to use any other moves will likewise break the opponent's trance. Any interruption in the user's movements while this technique is being used will also break the opponent out of the trance.

Heavy Rain
Rank: A
Description: In a handstand position the user rushes forward on their hands and pounds their opponent with a long series of overhead kicks, each of which can easily break through metal, even steel if given the chance. Once one kick connects it is difficult for an opponent to break away from the flow as the kicks appear to be striking at a speed on par with a machine gun.

Heaven Spear
Rank: S
Description: Most powerful single-strike attack in Capoeira. It is something similar to a drop-kick, where the user suddenly rushes an opponent at blurring speed and then jumps into the air feet first to their target with both legs bent in towards the torso. Then the user strikes out with one leg, converting all of the power in both of the opponent's legs and body into a single point on the striking foot, giving it tremendous power.

▰ ▰ ▰ BERZERKER ONLY

Earth Greeting
Requisites: Phase Shift
Rank: E
Description: Using a movement similar to the Phase Shift technique, the user uses low and fast crawls and sweeps to find an opening in the opponent's legs. Instead of moving through this opening, however, the user grabs the opponent's legs and with a sharp tug sends them to the ground. Doesn't damage opponent but being on the ground they will have a much harder time defending against attacks, especially from the capoeira style.

Reaching for Heaven, Falling to Hell
Requires: Flash Uppercut
Rank: D
Description: User performs a flashy no handstand backflip (similar to the flash uppercut) that attempts to uppercut an opponent with both legs. Even if this misses though, the user kicks their legs out again as they fall back down to kick in their opponent's shins, putting them through immense pain while also bringing them to their ground. This can also be linked with Flash Uppercut, should the skill miss.

Crow's Offensive
Requires: Rocket Recovery
Rank: C
Description: User grabs the opponent's shoulders and then performs a handstand above them. Then the allow themselves to fall over before suddenly turning in the air and kicking the opponent to the side of their head from behind. If this is blocked, then the user can kick them again with their other leg, blasting them away and breaking whatever limb they used to block. This move is particularly effective when the opponent tries to block a user's Rocket Recovery, as it allows the user to easily link this attack by getting easy access to their opponent's shoulders.

Passing Goodbye
Rank: C
Description: As the user passes by an opponent's side he strikes the side of their leg with a quick and powerful stomp. This will break the opponent's leg instantly, and because it is done as such a close range it is nearly impossible to dodge in time or predict unless they were staring down at the user's feet.

Entwined Submission
Prerequisites: Phase Shift
Rank: B
Description: After using Phase Shift to get behind an opponent the user shoots their legs up around the arms of their opponent and pulls them to the ground while sitting up. This will make the opponent land in a strong submission hole where the user's legs are pinning the opponent's arms to the ground and the user is sitting up inbetween their legs, unable to be kicked by the opponent. From here the user is free to attack the enemy with their arms while they are helplessly pinned to the ground. Only an opponent of great strength superior to the user can push themselves out of this hold (2 ranks higher).

Leg Tempest
Prerequisites: Leg Storm
Rank: A
Description: User charges their legs with energy and then spins around on their head (or handstand). With their legs kicked out the energy built up creates an instant tornado around the user. Everything in the area will be drawn towards the tornado and once close enough they will lift off of the ground and become part of the tornado. Opponents trapped inside will be spun around up to the top of the tornado, being battered by everything else that is drawn into the tornado as well. Once the opponent is shot out of the top of the tornado they continue to spin uncontrolably until crashing headfirst into the ground, dealing massive damage. Can also be performed in mid-air, and the tornado can absorb up to two C-ranked attacks (or one B-rank). Tornado lasts up to a post after the user stops spinning their legs.

Wild Tempest
Rank: S
Prerequisites: Leg Storm, Leg Tempest
Description: User performs the same motions as in the Leg Tempest to create a tornado to draw things in, but then the user causes the tornado to explode outwards rather than stay in one place, dealing B-rank damage from the debris and cutting wind to anything it touches, as well as blasting away everything around the user. The massive wind washes like a wave over the entire area, making it difficult to dodge. This costs no energy.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Sun Mar 13, 2011 4:35 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰
POWERFUL, FAST, FIERCE

The Raging Fist was developed for Berserkers, by a Berserker, although it has been learned by others. It is a style that bases itself around the strength of the berserker though. It’s mainly made of Strong Punches and Grapples, but incorporates little kicking. It’s known for launching enemies, breaking armor, and it’s easiness to learn and master.

▰ ▰ ▰ STAGE ONE
As a beginner, one must bring about a personal stance. Usually whatever the student is comfortable with. From there, they must begin training. They must lift weights, in both their arms, and their thighs as the beginning movements and training is the foundation for the rest of their training.

Wavering Fist- E
The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.

Iron Trap- D
The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).

▰ ▰ ▰ STAGE TWO
At this point, the student is made to punch a tree as much as possible in 30 second bursts. When they can strike 100 times, they will begin to train with weights as they attempt this training. This begins to form bone upon the student’s knuckles.

Epic Elbow-D
The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.

Violent Fist- C

The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.

Hammer Fist- D

The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.

Arcing Uppercut-D
The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.

▰ ▰ ▰ STAGE THREE
The student learns little the next few stages. But they train their bodies adversely. They learn things for a more defensive stance, and countering at this stage. To train for this stage, the student must train their chins, and forearms for countering by striking them against a surface, usually a tree. This is painful, but it makes the bones stronger.

Bone Block-B
A student, will block an attack with his shins/forearms by: If facing an armed opponent, instead of blocking the blade, they will catch the opponent at the forearm, hurting the opponent. It’s essentially the same if blocking an unarmed foe.

Over Hand Crush – D
The student will clasp their hands together, and bring them down upon their opponents head. A simple, and powerful technique as it can send opponents through the floor of a building.

▰ ▰ ▰ STAGE FOUR
The Student now learns the true meaning of pain. Again, they will not learn much. This time, they will strengthen their legs for the kicks they will learn by running far distances, and doing squats with weights on their backs. After they can do 10 repetitions of 10, they will begin the learning.

Spartan- D
The student will bring their leg up horizontally to their chest, and will put it to an enemy, sending them back. Although the student may modify this to get away from the opponent by jumping off of the opponent, sending both their separate ways.

The Hi-Jack –C
The student, quickly spins, bringing their leg up, and kicking the opponent in the face. Although this is a lethal move, it can easily be turned around by a creative force sending you flying instead.

▰ ▰ ▰ STAGE FIVE
The student is now a Master. In the last bit of training, he is taught how to affect the area around them with their strength, such as causing craters, breaking walls with single strikes, or even breaking armor. For this, they must be able to endure. To test the endurance, they are made to lift more weights then ever before, and afterwards, are made hang from a tree until they can no longer feel their arms. They must last 3 days in this position.

The Heroic Fist – A
This technique, is one of the most difficult to master, as it can be used for destroying armors, walls, machines, and other various breakable objects. The used begins with a running start, jumping, and bringing the fist down upon the intended target. It’s famous for its looks as well as its power.

The Ice Breaker - A
The user, as if a sumo, puts both hands on their knees, spreading their legs out wide, and lifting both sides one by on up, and bringing them down, crushing anything under them. This technique can break floors and cause small aftershocks to go through the ground, causing enemies to stumble.

▰ ▰ ▰ BERZERKER ONLY
The Berserker is taught to tap into their anger. Unlike the previous skills, these are meant for Berserkers. They teach how to truly tap into the anger of a berserker. Most are improved version of previous attacks.

The Crevice Creator – A
The user, in an metal form, can lift both hands high, bringing them back down to the Earth, creating a large crevice in front of them. Sometimes this crevice can swallow enemies. Although they have no way of closing these crevices.

Titan’s Fist –B
An improved version of wavering fist, Titan’s Fist taps in on the berserker’s rage usually breaking through the armor of the opponent.

Vice Crush-A
An improved version of Iron Trap, this version is meant to tap into the berserkers rage, crushing armor and the like into dust. If performed on a bone, it will most likely break it.

The Flying Guillotine - B

The user hits the opponent in the front of the throat with the back of the forearm, wrapping their arm around the person’s throat, then leaping into the air, and dropping back down to the Earth. This often will cause opponents to become disoriented, as they will land hard on their heads. The user can easily roll away afterwards.


created by The Urban Superstition
 
PostPosted: Sun Mar 13, 2011 4:37 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰
BRUTAL, ENTERTAINING, STRONG

Before the development of weapons, prehistoric man grappled to settle their differences. Since then it developed as a sport, and then finally progressed into entertainment. However, it still exists in some forms today as both a strong and brutal fighting art.

▰ ▰ ▰ STAGE ONE
Here is where the user learns the basics. Usually done with a partner or dummy the user will practice various basic strikes and principles. Training is done by through stretching, practice, and building upper body strength. It'll help with the throws later on.

Chest Slap
Rank: E
A very basic attack where the user brings their hand back and slaps their opponent's chest. Normally this doesn't do much damage, but it does cause a lot of pain, especially with repeated hits. And it can be performed easily when the user is exhausted, and thus great for keeping their opponent back while they try to catch their breath or regain some energy.

Drop Kick
Rank: D
User jumps up and kicks their opponent with both legs, generating a massive amount of power capable of knocking just about any sizeable opponent to the ground. However, because it kicks with both legs the user will usually fall to the ground as well. If performed from a run this attack deals C-rank damage.

Grip of Paralysis
Rank: C
This is the basic skill absolutely necessary for all wrestling techniques. It trains the user to inject a wave of paralysis through the opponent's body via their own energy, immobilizing them during the user's attack. It was around this skill that the entire style of wrestling was created around. However, in a way it works much like the hypnotic tempo of the Capoeira style, in that the skill only works for wrestling techniques only and only the grab attacks at that. Once the user deviates away from the style then the paralysis of this skill wears off instantaneously. This skill is passive once learned.

Disruptful Spirit
Rank: C
The counter to the Grip of Paralysis, this skill allows the user the disrupt the Grip of Paralysis so that they may break away from another wrestler's attack. Note that just because you can move doesn't mean you'll be able to instantly break away from the attack. This skill can only disrupt the Grip of Paralysis on attacks that are lower rank than the user. This skill is passive once learned.

Elbow Drop
Rank: C
The user drops down on their opponent, striking with their elbow. This can cause solarplexes, ribs, or even skulls to break depending on how high the user can get. For B-rank energy the user can even jump fifteen feet into the air to gain their own height before coming down on their opponent, though the damage done remains the same.

▰ ▰ ▰ STAGE TWO
In this stage the user begins will learn the locks and throws that come with wrestling. Some are meant to create extreme pain as well as immobilization for their enemies, making it particularly useful in combat. After this stage is learned then the only way to forcefully escape from any of these locks is for the victim to have a strength rating higher than the user. However, locks also don't use the Grip of Paralysis technique to immobilize their opponent while they hold the lock. Training is again usually done with a partner, and whatever upper body training the user didn't do in the first stage is definitely required here. Furthermore, endurance training starts to be introduced, as oftentimes locks become a battle over who has the most strength and who can hold out the longest. Aside from that, training is also done by lifting and throwing large human-shaped stone objects. The reason behind this is so that the user can get used to throwing people of different sizes and weights, and this kind of training will be prevalent throughout the style. Aside from that, a lot of upper body strength is required to master the throws, so push-ups and weight lifting is essential in training.

Arm/Ankle Lock
Rank: D
Once on the ground the user latches onto an opponent's arm or ankle and twists it. This can be used to cause enough pain to make their opponent give up, or if the opponent is unable to break the lock after two posts then the user can break the arm/ankle they're latching onto.

German Suplex
Rank: C
The user grabs their enemy from behind, wrapping their arms around their waist, and then bend backwards, pulling the opponent with them until either the back of their head and neck slam into ground. Also if the user wants they can release their opponent just before they hit the ground to instead fling them behind the user where they will skid for 5-10 ft before coming to a stop. This attack will usually knock any opponent out, even kill them if they're two ranks or lower than the user. This attack deals B-ranked damage if the opponent is slammed into a hard object as well, such as a steel chair or through a table.

▰ ▰ ▰ STAGE THREE
Perhaps the most creative of all the stages, the third stage deals primarily with area skills. To a wrestler, the ring is their life. The arena lives within them. For that reason they learn to channel their energy into optimizing their experience in the ring, making it fight for them. Among other things that are involved with this the user learn different drops and aerial assault moves. Training is all done within an official ring so that they can familiarize themselves with its exact layout. Fighting in an environment is much easier when you know exactly where everything is in contrast to the fighter.

Ring Creation
Rank: C
One of the few area spells in martial arts, a wrestler uses this skill to create a literal 20ftx20ft ring out of wherever they're standing. The idea is that the user's will and connection with the ring helps them to use their energy to naturally shape their environment with their energy to create this familiar arena. The materials the ring is made out of varies depending on the environment its used in. For example if used in a jungle then nearby tree vines could become the ropes of the ring, while using it at a volcano could cause rocks to lift three feet high out of the lava and serve as the floor.

Close-line
Rank: D
User extends their arm at height with an opponent's throat and rushes past or into them to strike their jugular with the inside of their elbow. This causes one rank higher damage if performed on a rebound such as after bouncing an opponent off the ropes of the ring. Berzerkers can use this attack on two people at the same time, either using one arm for each or by running through the first man to get to the second.

Body Slam
Rank: D
The user gets onto higher ground that overlooks their opponent and jumps down on top of them, using their extended body and full weight to cover the most area and flatten their opponent on the ground like a pancake.

Call of the Chairs
Rank: B
Requires Ring Creation
A rather comical but still very effective area attack where the user pumps up their arms and dispenses their energy to a crowd or imaginary crowd. Regardless of whether the crowd wants to or not they'll immediately pick up whatever is around them and toss it into the ring, preferably chucking the objects at the opponent. Even with a default of no real crowd, a maximum of 50 steel chairs will still magically fall from the sky onto their opponent, burying them in a small mountain of chairs. While this initial attack only causes C-ranked damage at most from the falling weapons, any attack the user does with the chairs/objects deals B-ranked damage. Magically called chairs last 10 posts before disappearing.

▰ ▰ ▰ STAGE FOUR
The fourth stage is all about team-work. Throughout the style users are encouraged to practice with a partner, and now that partner becomes their weapon. Training is done by wrestling your partner, this time for keeps. Whoever wins will become the leader of your partnership, the one who calls the shots for what moves they practice and when they need an assist the partner must answer. During this very important match it is key that wrestling is the only hand-to-hand style they use. Using skills from another fighting style will result in immediate disqualification. It can be difficult, but well worth it as performing wrestling skills that involve a partner are increased by one rank in power.

Toppling the King
Rank: C
User grabs their opponent's arm and leg, and then hoists them up on their shoulder(s) and drop them backwards for a spine-tingling slam. This is perfect for doubles, as the user grabs onto one set of arms and legs while the partner grabs the other, allowing them to pick up and slam their opponent with more force.

Tag-Team Match
Requires Ring Creation
Rank: A
A powerful area spell the wrestler can only use when faced against multiple opponents. The user's allies are sent to the outside of one corner of the ring, while the opponent's allies are sent to the outside of the opposite corner. As long as both fighters are inside the ring their allies cannot help them. The only way allies can be called in is by tagging their hands, in which case the wrestler switches places with their partner, though they are able to attack their opponent together during the one post where they switch after the tag is made.

▰ ▰ ▰ STAGE FIVE
Finally here is where the advanced skills are learned. These are both the most entertaining and the most powerful techniques of the style. Almost all of them require an immense amount of upper body strength so lots of weight lifting training is required. Other than that training is mostly pretty typical and basic. However, there is a requirement that to successfully learn this stage the user must create their own mask and give themselves a show-name. This is done to honor the other professional wrestlers out there in the world, as well as cast your real identity as a mystery so that you can perform in professional matches under secrecy. To lose your mask, whether it be in a match or otherwise, is the greatest sign of humiliation in this style.

Spear!
Rank: C
User charges their legs with energy and then blast off in an incredible burst of speed to slam their shoulder into an opponent's stomach and tackling them to the ground, usually knocking the wind out of them as well. While a simple technique, its power lies in its speed which can allow them to cover a great distance in under a second. Three post recharge time. Can only be used for offense, never to get away. Can only move in one direction, otherwise the attack is canceled, though most opponents are sent to the ground before they even know what hit them.

Choke Slam!
Rank: B
User grabs their opponent's throat and lifts them into the air while continuing to choke them. This gives the opponent a sense of being hanged, and is extremely painful as well as terrifying. Then the user slams them on their backs, causing more pain and dizziness for three posts from the lack of oxygen mixed with a slight concussion. Berzerkers can use this skill with only one hand.

Power Bomb!
Rank: A
User picks up their opponent with Herculian strength and flips them over so that their legs are over the user's shoulders, facing the user. Then the user drops uses the same strength to whiplash them down to the ground, the user usually falling on their behinds in the process to pull them down for a second longer and thus build up more speed before their opponent's sudden impact with the floor. This attack can very easily kill an opponent, and what it doesn't kill it knocks out.

▰ ▰ ▰ BERZERKER ONLY

Sledgehammer
Rank: D
User brings both of their fists together and hold them over their head as they leap forward and bring them down on a single opponent's skull or back. Like the Drop Kick this move uses a powerful blow that although not as damaging as other attacks, can successfully knock nearly any opponent to the ground in a heartbeat.

Cage Creation
Rank: B
Requires: Stage 3 and Ring Creation
Description: User creates their normal Ring in this skill, but with one added feature. The wrestler's energy extends up around the ring to create a cage of energy up to fifteen feet high. Like any metal cage match the cage can be climbed by grabbing onto the links and it has a little bounce to it. The cage however cannot be broken by anything less than an S-rank powered attack. This is great to locking an opponent inside, as the only escape is a small closed door in the corner. For A-rank energy the user can make the cage barbed, giving it cutting and shredding damage against whoever may stumble into it.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Sun Mar 13, 2011 4:40 am


User Image


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰
STRENGTH, ENDURANCE, TOUGHNESS

Arguably the physically toughest and strongest martial art, the Muay Thai martial art has made itself known in fighting rings across the world for their deadly reach combined with devastating attacks using the knees and elbows. Though they are taught blocks, most Muay Thai masters rarely even need to block as their endurance and pain relieving training deadens the nerves and strengthens the bones, making them both resistant to pain and knockouts. With an unbelievably powerful body and attack style, mastery can potentially create an unstoppable one-man army.

▰ ▰ ▰ STAGE ONE
The first stage doesn't concentrate on the knees and elbows, as it is known for, but rather the basic tools through which the elbows and knees are used. First the user learns the basic kicks, blocks, grabs, and punches usually learned through simple practice against strong, sturdy targets so that they may begin deadening the nerves and strengthening the bones in their lower shins. They also practice jumping around on tires and really anything bouncy to develop a set rhythm to their movements as well as bounce around in a crouched position for several hours to build leg strength. By the end of the stage users will be able to jump significantly higher than the average individual, and this skill will increase as the user goes through the ranks and trains their body to their utmost potential.

Clench
Rank: E
Description: The clench is a grabbing move used in close quarters where the user wraps his arms around his opponent's neck and brings them in close. Much like the saying "leading the bull by the horns" the user can force his opponent into whichever direction he wants by pulling on their neck and head. Once an opponent is captured in it there is little they can do to escape since most retaliations will be quieted from the opponent being pushed off balance, or they will be too weak to stop the tough muay-thai fighter. It is from this position that the user can deliver multiple incredibly deadly knee strikes, which with their training can be performed easily in the close distance while delivering their full power.

Knight's Shield
Rank: D
Description: This is a defensive stance the fighter can use to both strengthen their footing and ease damage from incoming blows. This is done by raising one leg off the ground and bringing the elbow and forearm of the same side down to the raised knee to create something that looks similar to a shield in front of the user (see pic). By using the strongest bones in the body that they've been training, this defense can completely block D-rank and below attacks while also lowering the damage dealt from higher attacks by one rank. The user can't move while in the stance, and it only prevents damage from the user's front side, leaving the back and sides vulnerable.

Elephant Kick
Rank: D
Description: This kick is, simply enough, a strong roundhouse-like kick used from the back leg to fully extend and strike the head or torso of an opponent. There are two things that set this off from most kicks of its kind though, and the first is the part of the leg the kick uses to strike an opponent. Rather than using their foot, this kick strikes with the lower part of the user's shin. The hard bone creates more force and generates a more damaging impact. Also, unlike other kicks this one fully unloads the user's power. This is good for if it lands, as it will go through most defenses and even possibly break an arm that tries to stop it, but if it flat out misses then the force will follow the kick and spin the user completely around, making them turn their back to their opponent. Even if it is blocked this kick will send most people flying through a tree fifteen feet away, but missing often gives the opponent a split-second to strike at your back.

▰ ▰ ▰ STAGE TWO
The next stage gives the user the mark of a Muay Thai expert, the shins and knees. I say mark, because first they have to train their legs so hard that they change them permanently. Kicking a particular tree found in the country, either banana or bamboo trees for they have the desired flexibility, deadens the nerves in a user's shins and destroys the bone in them. Instead when the bone is reconstructed, it is made stronger and thicker to take more damage without breaking. A user must kick these trees over a thousand times a day to achieve this effect. Flexibility training is also used to better the user's physical condition, and by the end of this stage the user should be able to perform splits on a moment's notice.

Hanuman visits Lanka
Rank: C
Description: A powerful and fast attack where the user takes a high jump forward and strikes an opponent's head with the sharp tip of their knee. The crushing damage is tremendous and even if blocked the power can still send their opponent to the ground or stun them. This attack can also be used to attack opponents in mid-air, in which case the strike hits them in the solar-plexus.

Shin Stomping
Rank: E
Description: An easy way to block attempted kicks from opponents in close range. While the enemy attempts to bring their leg forward or up to kick, the user delivers a fast and painful strike down on the opponent's shins, stopping their attack before it can even begin.

Double Takedown
Rank: C
Description: The user charges forward at an enemy and then kicks off their feet to slam into an opponent with both of their knees. This can either send two opponents to the ground (one for each knee), or it can take out one large opponent, dealing massive damage along the way.

Tombstone Slam
Rank: C
Description: Once air born over an enemy the user can flip and pull their legs back tightly against their lower back. They then take a swift dive down on an enemy, using their two knees to slam down on an enemy like a tombstone. The strength can break through defenses and solid rock.

▰ ▰ ▰ STAGE THREE
The next greatest weapon to the Muay Thai fighter is concentrated on in this stage, the elbows. Some training to harden them like the shins is used, but it is not needed as much as the user strikes with the sharp point of the elbow instead of the blunt. By striking with the point the fighter turns his elbow into more of a cutting weapon, used to combine with blunt trauma and cut into the face of an opponent to draw blood at the same time. Precision and coordination training is used here to make the elbow blows more accurate and for them to find ways to work past an opponent's defenses and get in close for the elbow attacks. By the end of this stage a user should become so coordinated that he can run full speed through a crowded room and not hit anybody, as well as move through even the smallest of openings in his environment.

Spinning Elbow
Rank: D
Description: Used in close range when an enemy is trying to maneuver around the fighter, the user spins around and strikes the opponent's chest of face with their elbow. This deals a painful blow but more importantly it forces the opponent back in front of the user. This is especially handy when the user has an opponent in a corner.

Falling Dagger
Rank: C
Description: The user falls down on an opponent (by either jumping over them or through other means), and brings their over their head and down onto an opponent's skull. By hitting them with the sharp tip of their elbow all of their force becomes concentrated on a single spot. This power makes it easy to break through metal, let alone someone's skull, making it a very potent killing technique.

Flashing Dagger
Rank: B
Description: User focuses power onto their elbows, generating a foot long invisible energy blade out of their elbows. It can be sustained for a maximum of five posts, ten if the user is a berzerker class. Its nature of being unseen is the technique's greatest power, as even simple elbow strikes can cleave an opponent's head in two, and cut those who do not dodge it properly.

Lunging Blackout
Rank: A
Description: User uses massive power from his legs to blast himself through the air at bullet speed towards an opponent. Then he brings his elbow over his head and down onto an opponent's face or skull. Unlike the knee attacks, this lunge will not blast an opponent backwards, but it does generate power equal to or greater than the Falling Dagger technique as it generates all of the force onto the sharp point of the elbow. It is called the blackout because upon impact the force is said to cause anybody hit with it to lose consciousness for at least a moment, sending all opponents straight to the ground.

▰ ▰ ▰ STAGE FOUR
The style's legendary toughness is learned in this stage. Brutal training that comes close to pure masochism is used to deaden nerves in an opponent's body and strengthen their stance to keep them from being knocked over. Training where user's lift weights using only their teeth is also used to build jaw and neck muscles that will help the fighter resist knock outs. By the end of this stage a fighter will seem more like a machine than man, being able to take full body blows without so much as flinching, and being able to stay conscious no matter how hard he/she gets hit in the head. No skills to learn at this stage as it focuses entirely on physical conditioning.

Foot Brushes Face
Rank: B
Description: User thrusts their rear foot high and essentially stomps horizontally on an opponent's face. This attack comes out so quickly that at first it almost seems like a normal front kick, but its high aim and unexpected power can easily catch opponent's off guard. Even large and powerful opponents are often knocked on their backs with this quick and powerful kick.

Lunging Blackout
Rank: A
Description: User uses massive power from his legs to blast himself through the air at bullet speed towards an opponent. Then he brings his elbow over his head and down onto an opponent's face or skull. Unlike the knee attacks, this lunge will not blast an opponent backwards, but it does generate power equal to or greater than the Falling Dagger technique as it generates all of the force onto the sharp point of the elbow. It is called the blackout because upon impact the force is said to cause anybody hit with it to lose consciousness for at least a moment, sending all opponents straight to the ground.

Resist Knockout
Rank: A
Description: User tightens special muscles via influence of ki at the last possible moment before an incoming attack hits, which can save the user from a sudden knock-out. This can only be used once during a fight.


▰ ▰ ▰ STAGE FIVE
In the final stage the fighter learns to truly master all aspects of Muay Thai and fighting. The final stage is used to capitalize on any final techniques that other stages could not offer a user, as well as teach them how to intercept incoming attacks. Though Muay Thai is traditionally a striking style, it also has concepts that fit alongside jujitsu or aikido. Like them, the user learns various counter-attacks to intercept an incoming attack and then with the style's quick and powerful movements, break the bones of their attacker. Unlike aikido, Muay Thai is relentless in their attempts to severely damage their opponents. By the end of the stage, the user can instantly grab and break the bones of any opponent who attacks them head on. Unlike aikido, the Muay Thai art of counter-attacking only works from the front, and like most of the art it is very centered around plowing straight ahead through a herd of enemies. Also, at this level maximum height with the fighter's jumping techniques has been achieved, and even as a normal human they can easily jump over large cars.

Dancing on Flesh
Rank: E
Description: A fancy but effective move used to get over an opponent by stepping on them. The user does this by using their incredible jumping ability to hop onto their exposed knees and shoulders and then either jumping over them or up above them. This can be used in combination with the Tombstone Slam technique to boost its power to A-rank.

Instant Takedown
Rank: C
Description: User intercepts any physical attack coming at him from the front and breaks whatever limb he's being attacked with. 2 post cool down.

Ivory Hurricane
Rank: B
Description: This is a combination attack that links two elephant kick techniques together. In the case that one misses and the user is turned around, the user instead continues with that power and comes back around to strike at the opponent with a second elephant kick. This attack can also be used to first perform a low elephant kick to sweep an opponent's legs, and then come back around again to kick them square in the chest while they are still in mid-air.

Unstoppable Push
Rank: A
Requires: Hanuman Visits Lanka
Description: An advanced user blasts off their feet with extreme speed and unleashes a barrier of energy to push with the user as they use the Hanuman visits Lanka strike. It only lasts a second but it can push the user over a long distance due to its pure speed. Only an attack of at least B-rank can break through the energy barrier surrounding the user during the strike, and the strike can break through SS rank barriers.

▰ ▰ ▰ BERZERKER ONLY

Kao Loi
Rank: D, but B-rank power
Requires: Clench
Description: Once an opponent has been put in a clench the user jumps up and pulls their head down as they strike into it with a flying knee. The power alone will break noses, jaws, and will usually cause the opponent to black out. If the user wills it, this move can be done with enough power to kill (costs C-rank instead of D)

Reverse Elbow
Rank: D
Description: Another close range attack where the user spins around 360 degrees around their opponent's body and then slams their elbow into the back of the opponent's head. The spin is very fast and in close enough range can be used to deflect a frontal attack and push the opponent off balance for an instant hit. A blow from this skill will knock out opponents untrained or ill-equipped to handle head trauma, and will blur the vision of any others.
 
PostPosted: Sun Mar 13, 2011 4:42 am


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FAST, PRECISE, DEADLY

Dim Mak is an incredibly deadly, mysterious, and even forbidden martial art style. Translated as the "Touch of Death" most of its secrets have been lost forever due to master refusing to pass on the knowledge of such incredible techniques down to their students. However, some information has trickled down to the public. What is known about Dim Mak is that it works in the same way as acupuncture. Like acupuncture, Dim Mak utilizes a system of "chi" points that lie within the body of every being. Then by channeling these chi points in different sequences, the fighter causes multiple effects on their opponent. This is what makes the style so deadly. Unlike most other styles that hurt the outer tissue of the body, Dim Mak effects the internal where almost no amount of physical training can help them. From causing effects that paralyze, poison, or even just directly kill an opponent, it is no wonder why Dim Mak remains as the most legendary martial art.

▰ ▰ ▰ STAGE ONE
The first stage of Dim Mak isn't about attacking or even defending, but rather opening a new sense within the fighter, the ability to read chi. By being able to see chi within everybody around them the fighter learns where their chi points lie within their body, as well as other things such as their health/physical condition, emotions, and murderous intent. While for beginners this technique is actually very straining for them, and thus costs energy to use, by the time the style is mastered the ability to reach chi will become passive. All training in this stage is done internally, through several hours of meditation and by first recognizing their own flow of chi. It is only by recognizing their own flow that they can learn to apply it through their attacks, and with over 361 basic points in a single body there is much to discover.

Chi Sense
Rank: D
Description: This is required for all Dim Mak techniques. It allows the user to see the flow of chi within any surrounding enemies in an area, making hiding from them quite useless as they pop up in their vision just as easily as infrared. This vision will last for five posts at a time, and requires a cool down of one post after usage. Once Stage 4 is learned, the negative effects of this technique disappear and becomes a passive ability of the user.

Chi Block
Rank: D
Description: Similar yet opposite to the Chi Sense skill, being able to see others chi and their own gives them the same ability to hide their chi, preventing other Dim Mak users or those who can sense energy in general from detecting the user's energy. This lasts for five posts, and requires a cool down of 2 posts after usage.

▰ ▰ ▰ STAGE TWO
Next the users can finally start to learn how to attack with their new found sense, hitting specific chi points in their opponent's arms or legs to cause temporary paralyzation. Training is done through repetitive practice of the technique against random opponents or even one's self, and then is performed on human dummies of straw and wood. The reason is to make the movements of hitting the points quicker and to strengthen the fingers and weaker parts of the fist while they are at it so that a stronger signal can be created.

Sleep
Rank: C
Description: User grabs an opponent's shoulder and presses a chi point there that immediately makes them pass out, falling into a peaceful sleep.

Limb Immobility
Rank: C
Description: User grabs an incoming strike with one hand, or just grabs the limb in general, and then sharply strikes an opponent's chi point on said limb with two fingers. This sudden message delivered by the sharp strike, combined with the pressure being placed on the limb by the grab, cause it to become immobile for ten posts. It will continue to be paralyzed even out of combat.

Skill name: Spasm
Rank: B
Description: A technique used to disable and inflict pain to those who are more muscle then others. Building up negative chi in two fingers, by striking the body the chi will forcefully push into the body, causing the muscles to go into fits painfully and lock up, almost like a seizure. The area that was struck will continue to spasm and lock up for three posts, making it impossible to use that part or do anything related to it.

Memory Wipe
Rank: B
Description: By rapidly striking three chi points around the opponent's head or face, they temporarily paralyze a portion of the opponent's hippocampus, causing instant memory loss. As one could guess, this could lead to potentially deadly strike to an opponent, who will suddenly be standing around not knowing any of his/her techniques or even what they're doing there. Their memory will quickly return within a few hours, though parts of their lives up to an hour (depending on rank) will remain forgotten.

Potty break
Rank: D
Description: A rather humorous use of the style's abilities, the user forcefully opens their opponent's bowels with a simple squeeze of the shoulder, pat on the back, or strike to the lower abdomen. This will immediately make the opponent piss and/or crap themself depending on how hard they're hit.

▰ ▰ ▰ STAGE THREE
Besides just stopping communication to a limb or organ, other much more deadly and permanent effects can be inflicted on an opponent's body. This stage teaches users how to deal those lasting blows by showing them combinations of points that can be hit to inflict damage on a body that mimics poison. Again, training is performed through much practice and meditation.

Instant Bile
Rank: D
Description: After striking an opponent's lower stomach or back they send the user sends their chi into their victim's stomach. The agitation will instantly (as the name says) make the opponent vomit and cause temporary dizziness and fatigue after doing so. If performed with enough energy (B-rank cost) then the effect can be made to last longer and force the opponent to vomit several times instead of just once.

Acid Claw
Rank: B
Description: User imbues their fingertips and nails with a very sinister chi that will act like a strong acid if contact is made with flesh. Even a small scratch can cause a hole that will burrow through the opponent's other side. Lasts 5 posts. The chakra can also be fired within a close-range distance of ten feet, though this will cause the acid to leave the user's hand entirely.

▰ ▰ ▰ STAGE FOUR: BERZERKERS ONLY
In this stage the user learns the most infamous and well guarded techniques of not just this style, but all martial arts. These are the Death Strikes. Attacks can differ from delayed effects to painful effects to immediate effects, but almost all of them cause death to their victims. A different set of training is also used for the last two stages of this style, and that is the art of shooting the user's own chi. It is a trick many have sometimes seen, but by controlling the power of their chi a user can push their energy beyond the range of their arms and make it travel a considerable distance. What's more is that they can even make this energy become passive until it hits its mark. Users train this by setting a long row or hard objects, from planks of wood to blocks of ice. Then they begin trying to send out their energy by hitting the first object in line but aiming to break the objects they never touch. A master will be able to touch a block of ice at one end, but make the last ice block on the opposite end explode instead. A heightened sense of meditation is also used to gain insight to the hidden chi points that cause death in their victims, and it is only once they are able to see these points that a user becomes permanently placed in their chi sensing state.

Heart Explosion
Rank: A
Description: User curls the fingers of one hand into a claw and strikes the area of an opponent's heart. Energy bursts from each point on the user's fingers and palm, and the combined force causes the opponent's heart to literally explode from the power. Almost nothing can survive a direct blow from this attack, but because a direct blow is needed it is often difficult to pull off.

▰ ▰ ▰ STAGE FIVE: BERZERKERS ONLY
The final stage creates the full application of the "chi shooting" that the user started to learn in the previous stage. Here the user learns the most legendary of techniques, where users can knock out their opponents seemingly without touching them. A fighter who learns these techniques is truly a master of the Dim Mak, and should under no circumstances be treated lightly. Training is taken to extremes, and a user must sit and meditate on their own selves for three days and nights (real time). By discovering themselves they will come to understand their true power, and thus learn how to use it to its maximum potential with full control. During their meditation stage, they are put into a coma-like state, and thus are extremely vulnerable to outside influence and attack.

Gentle Shutdown
Rank: A
Description: User molds chi into their palms and then sends an invisible wave of energy towards an opponent. The energy washes over their body and causes them to instantly pass out. This technique requires two posts to mold up enough energy to use, and will only cause a knock out within 5 meters of the user and in only one direction. Anything outside of that range may make an opponent dizzy but that's about it.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Sat Apr 16, 2011 9:44 pm


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BALANCE, FORCE, LEVERAGE

Considered the parent to other grappling styles such as Hapkido, Judo, or Aikido, Jiujitsu has existed as a powerful and recognizable martial art for centuries. Though it is said to have originated in Japan, Jujitsu quickly spread since the time of its creation and now there is no real certainty as to its lineage. As a martial art jujitsu employs the philosophy of using an opponent's force against them, but in truth its power comes from its ability to defend and attack at the same time within close range. As such it is a powerful nullifies to other martial art styles should the user master it properly.

▰ ▰ ▰ STAGE ONE
The first stage only deals with the basics. Here instead of jumping straight into powerful locks or fancy throws the user simply learns how to move. If they can't master how to pull off the jujitsu moves correctly then they will surely fail at this stage. The training for this stage is strange. They invite others to attack them. By repeatedly having people throw strikes them the idea is that they'll learn how a person moves, observe the signs that tell them what kind of attack is coming, and then move before they can be hit. This is also to implore the main principle behind jujitsu, that is, moving around an opponent's strike to get them off balance, and stepping into an opponent to block or deflect an attack before it has enough space and time to build up speed and power.

Phantom Feint
Rank: E
Description: This is the most basic but necessary move to all Jujitsu masters. The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side.

Hip Throw
Rank: E
Description: This throw works just like a crowbar, where your leg is the lever and your hip is the fulcrum. The trick comes right after the user grabs the opponent's shoulders, in which they have to pivot to position themselves in just the right place. If you're just an inch off your thigh and hip can require over twice the energy (D-rank) to throw the opponent. Performed correctly the hip throw requires almost no energy, yet it can deliver up to 5k pounds of force for D-rank damage and a possible knockout.

Snap Throw
Rank: D
Requires: Phantom Feint
Description: Best when used in combination with Phantom Feint, but can also be done when you're simply facing an opponent's side. The user positions their leg behind the opponent while coiling their arm under their opponent's defenses to press on the middle of their chest. With a simple spin the user pulls their leg into the opponent to sweep them while the push flips the opponent and sends them head-first into the ground with impressive force.

▰ ▰ ▰ STAGE TWO
In this stage the user continues to learn more basic throws, but more importantly is introduced to the painful locks and chokes the style is famous for. As such these moves teach the user how to literally destroy an opponent's body piece by piece. Also, the user learns how to act aggressively to attack the opponent with their grabs rather than wait to use their weight against them. Thus from this point onward Jiujitsu techniques can be done by simply grabbing an opponent and pulling them to you, or otherwise grabbing their sleeve or shirt. Training is done by practice with another fighter. You HAVE to have somebody help you out because there is no real substitute for a live human body that produces the same amount of restraint and resistance necessary for the user to use the skills appropriately in battle. Also a fair amount of balance is needed, so the user can also train by rolling and learning how to break their own falls.

Sacrifice Throw
Rank: D
Description: The Sacrifice Throw is a simple lesson in conservation of energy. The harder the opponent attacks, the farther he gets thrown and the harder he's going to fall, so this skill does a rank more damage for every two ranks the opponent attacks it. The move itself works like a catapult, where the user grabs the shoulders of the opponent and places his foot on their center of gravity. The opponent's weight supplies the counterweight so as the user rolls onto his back and lets go of the shoulders, the opponent is flung over behind him.

Guillotine Choke
Rank: C
Description: A very powerful strangulation technique best used against an opponent that is either trying to shoot (that is the physical attack, not gun shooting) or tackle the user, or otherwise has bent down, but can also be used in the air or on the ground. The user places his armpit on the back of the opponent's head and wraps his arm around their throat to squeeze it against their bicep and forearm. At the same time the user user wraps his other arm around to hold the opponent's arm back at the shoulder and also provide support as the hand of the choking arm latches onto the user's other arm, making the choke virtually unbreakable from the opponent's stance. Then the user only has to simply pull up on the choke, causing the opponent to black out after only a few seconds.

Arm Break
Rank: C
Description: User grabs onto both arms of their opponent, or their sleeves, and pulls as they push their foot into the opponent's midsection to pull them down, but not necessarily to the ground. Instead the user's back rolls onto the ground first and from there they pivot to the opponent's side so they can pull their other leg onto the opponent's head and throw them to ground instantly from there. Then with one leg holding the opponent's midsection down and the other holding the head and locking the arm, the user uses his arms to bend the arm of whichever side of the opponent they're on. By bending the elbow across the hips you're subjecting the weak joint to the leverage of two strong forces, the pull of your thighs on the opponent's shoulder, and your hands on his wrist. With even just a little effort the user can destroy the elbow, effectively breaking the arm.

▰ ▰ ▰ STAGE THREE
This stage focuses more on combinations and violent strikes to take down an opponent. In it the user learns how to set an opponent up by giving them a very quick but almost harmless strike to push them off balance. This in turn becomes the perfect setup for many of the throws the style uses. Speed and strike training is thus needed so the user can land a strike quickly, or otherwise move across a great distance in an instant.

Wrist Throw
Rank: D
Description: This is used as a counter for a punch, but can also be used once simply grabbing an opponent's wrist. After delivering a quick strike to either push the opponent off balance or promote them to strike, the user takes a half-step forward to meet and grab the oncoming attack before it can build up any speed or strength, making the opponent's strike useless. From here the user can either pull the grabbed arm over the opponent's head while the other hand pushes down on their face to ultimately throw them backwards onto ground, or they can shift past their opponent and swing the arm down. The pain thus causes the person to flip onto the ground rather than let their arm break out of its socket.

Violent Vibration Combo
Rank: C
Description: A fast charging technique where the user brings both hands up to their face like they're about to swing down with a katana, and then blast forward to strike down on an opponent's head. The user creates a soundwave of vibration from his hands to rattle the brain of the opponent, and because it is a vibration it can pass through just about any kind of head armor the opponent might be wearing. Hitting the head with the right hand vibration first before quickly following with the left, the user makes the opponent's head get battered bouncing around inside their own armor. While using this technique on an unarmored opponent can just as well cause them a lot of pain and dizziness, using it against an armored opponent in this sense will leave them unconscious.

▰ ▰ ▰ STAGE FOUR
The style becomes even more deadly as the user is introduced to the more advanced grappling art of dislocation. Here the user will study the joints of the human body so that they can pinpoint exactly where to pull or strike in order to dislocate an opponent's limbs. Likewise they also learn how to pop them back into place if needed, so any partners they're training with don't suffer life-long injuries. In this stage the user employs the Training takes a less physical approach into studying books on human anatomy and testing the amount of pressure it takes to perform some dislocating attacks.

Digit Dislocation
Rank: D
Description: A notoriously sadistic move where the user grabs either the hand or finger of their opponent, and then by raising it up and snapping it down, dislocates the hand from the wrist or otherwise breaks the finger. While this would be painful enough, the sadistic part comes from the user's tendency to hang onto the hand or finger once the damage is done, and then continue to move it around, causing tear-jerking pain and agony to the victim.

Pure Aerial Throw
Rank: C
Description: This move only works on fighters Expert rank or above or fighters who have at least rank 9 speed. The user fires a number of quick strikes at an opponent, that they are actually expecting to dodge. The strikes are not meant to hit, but rather guide the opponent into making themselves fall through their own instinctual reflexes.

Anaconda Bite
Rank B
Description: Used when an opponent throws a punch, the user shifts their position and shoots their same arm of the corresponding side out. Then as their arms are about to collide the user snakes their arm around their opponent's to both lock it up and pull the arm into their armpit, which they squeeze down to imprison the arm. The user's same arm grabs into the opponent's shoulder, completely disabling the arm from moving. Then all in one violent motion the user pulls his arm back, moving down the opponent's arm, dislocating every joint in it down to the fingers. The victim will be pushed into a violent fit of agony from the pain and will be unable to move their destroyed arm.

Human Pretzel
Rank: B
Description: A rather comical but efficient suppressing technique where the user quickly folds and opponent's body into a painful and awkward position from which they cannot free themselves without outside help. Only works on either unconscious opponents or fighters two ranks or under the user.

▰ ▰ ▰ STAGE FIVE
The final stage of Jiujitsu marks the growth into a true master. Incredible and seemingly inhuman techniques are used that baffle the mind, and yet the user can often pull them off so effortlessly they no longer seem human at all. As a grappling master the user can thus grab and easily dislocate most limbs it can grab, making most attackers think twice before stepping within range of the user's reach. Training is taken to extremes and while it is left up to the user it must require them to rise to great levels of balance, speed, and strength.

Phantom Step
Rank: C
Description: An ancient jiujitsu technique that tricks the opponent into thinking the user disappears by having the user stay in the opponents blind spot. The user wears long pants to hide his knee movement and make an illusion of his center of gravity, when an opponent strikes they will be just a few inches off. He then enters the opponent's blind angles and makes use of the opponent's slightest movement to throw him. While the opponent thinks the user is gone and tries to retreat the user can surprise the opponent with a surprise attack. Lasts 2 posts, and has a 3 post cooldown.

Dark Whirlwind
Rank: A
Requires: Guillotine Choke
Description: Can also be used during a Guillotine Choke already in progress, but usually the user strikes the opponent to force their head down and then instantly capture them in a Guillotine Choke. Using a quick and sudden spin the opponent's neck either breaks or they are simply made to pass out before the user spins them around through the air for up to 3 rotations before slamming their head into the ground.

Counter Grab: Infinite Regenerating Circle
Rank: S
Description: This is a really fast attack that is used as a counter-measure to being grabbed in the wrist, using this grab as a way to repeatedly throw the enemy headfirst into the surrounding environment so fast that the opponent's brain doesn't have enough time to recover from the shock of the throws. Even when the opponent instinctively lets go afterwards, they would have already been thrown multiple times.

▰ ▰ ▰ BERZERKER ONLY

Pain Chain
Rank: A
Requires: Human Pretzel
Description: Same thing as the Human Pretzel technique but this time the user locks multiple enemies together in a bundle of limbs. Same limits as the Human Pretzel apply, and escaping is impossible from within.
 
PostPosted: Sat Aug 20, 2011 6:15 pm


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The Wing Chun is vastly different from most taijutsu styles already known. Many styles focus on either hard hits or fast attacks. Punches thrown in other styles come from the shoulder and are usually coupled with large movements and forward thrusts. Kicks are the same, often utilizing the entire body for power. Wing Chun teaches the user not to throw their body, and focus on learning how to create strong attacks without ever leaving stance. Wing Chun will overwhelm an opponent with their precise speed attacks and body strength.

Wing Chun techniques are uncommitted. This means that if the technique fails to connect, the practitioner's position or balance is less affected. If the attack fails, the practitioner is able to "flow" easily into a follow-up attack. All Wing Chun techniques permit this. Any punches or kicks can be strung together to form a "chain" of attacks. According to Wing Chun theory, these attacks, in contrast to one big attack, break down the opponent gradually causing internal damage.

▰ ▰ ▰ STAGE ONE: SEED
At this stage the user is just learning how to focus on their stance. Wing Chun stances are compared to bamboo; firm but flexible, rooted but yielding. The stance that most users favor is high and narrow stance with the elbows kept close to the body. Within the stance, arms are positioned across the vitals of the centerline. Shifting or turning within a stance is carried out variantly on the heels, balls, or middle of the foot depending on lineage. All attacks and counter-attacks are initiated from this firm, stable base. Wing Chun rarely compromises structure for more powerful attacks because this is believed to create defensive openings which may be exploited. They are just learning how to fight in this stance, and learning to hit without leaving their stance.

The punch is the most basic and fundamental in Wing Chun and is usually thrown with the elbow down and in front of the body. Depending on the lineage, the fist is held anywhere from vertical to horizontal (palm side up). The contact points also vary from the top two knuckles, to the middle two knuckles, to the bottom three knuckles. In some lineages of Wing Chun, the fist is swiveled at the wrist on point of impact so that the bottom three knuckles are thrust forward adding power to the punch while it is at maximum extension.

The punches may be thrown in quick succession in a "straight blast" or "chain punching". When executed correctly, it can be used as a disorienting finisher. When executing the punch, you must relax and not use your shoulders. If your shoulders gets tired from using the punch, you did something wrong. The punch comes from the body and not the arm. Unlike most other punches in martial art, Wing Chun punches with the body. The user is working on 'Directness'. At this stage the user is not good at combining their attacks.

• Snap Punch E
The user will shoot one of their fists out from the initial stance. It is a quick snap, fast and precise. Because the user does not 'load' their arm by rolling the shoulder back most opponents will not initially see such an attack coming. The arm is brought back up to the initial position and not the face, making these attacks incredibly easy to chain attack with.

• Snap Kick E
The user will deliver a quick snap kick to the opponent's body, immediately returning their foot to the resting position. The kick is always delivered with the hardest part of the foot; the heel.

• Nail D
This is a countering attack. The user must wait until the opponent strikes at them. With either their leg or fist they will punch at the joint of whatever it is they are attacking with. If the opponent attacks with a fist they will strike the wrist. If the opponent attacks with a kick they will strike the ankle.

• Reverse Elbow D
This is a counter-attacking method. The user will wait for the opponent to attack. They will pivot at the last moment and dodge the blow. The user will remain in their stance once more and launch their elbow back at the opponent before shifting their stance once more and facing their opponent.

▰ ▰ ▰ STAGE TWO: SEEKING THE BRIDGE
The second form, Chum Kiu, focuses on coordinated movement of body mass and entry techniques to "bridge the gap" between practitioner and opponent and move in to disrupt their structure and balance. Close-range attacks using the elbows and knees are also developed here. It also teaches methods of recovering position and centerline when in a compromised position where Siu Nim Tao structure has been lost. For some branches bodyweight in striking is a central theme, whether it be from pivoting (rotational) or stepping (translational). The user works on 'Protection' in this stage. All techniques before are now able to be chained together in combo attacks.

• Roll D
This is a combination of attacks. The user first waits for the opponent to strike out at them. They will roll one shoulder back and shift their stance, making the initial attack miss. Because they have not left stance, they can close the distance with a simple forward step and deliver a sharp blow to the opponent's face/body. The Roll maneuver becomes a basis for many other techniques to come.

• Nail and Hammer D
This technique is a block and counter setup. When an opponent attacks the user will use one hand to block the attack by redirecting it, normally down or away from their own body. They will quickly step forward and deliver a sharp blow to the opponent's now open body/face.

• Forward Flurry Push D
This is the real first combination of attacks that the user will begin to use. After dodging/blocking/redirecting an attack, they will step in close to their enemy and begin a furious assault of attacks. Because Wing Chun users punches are from the elbows it is generally hard for an enemy to react. This is the first time the user will use a 'Flurry' combo. Each attack will flow into the next, meaning there is no pause.

▰ ▰ ▰ STAGE THREE: DARTING FINGERS
The third form, Biu Jee, is composed of extreme short-range and extreme long-range techniques, low kicks and sweeps, and "emergency techniques" to counter-attack when structure and centerline have been seriously compromised, such as when the practitioner is seriously injured. As well as pivoting and stepping, developed in Chum Kiu, a third degree of freedom involving more upper body and stretching is developed for more power. Such movements include very close range elbow strikes and finger thrusts to the throat. The user is working on 'Strength and Impact'.

• Rising Elbow C
Once an opponent launches an attack the user will block it with their forearm. They will step forward and close the gap, launching up their elbow to catch the opponent under the chin.

• Throat Shot C
After an opponent strikes out at the user they will shift their stance and sidestep the attack, moving to the inside of the opponents guard. Their hand will shoot out and smash into the opponent's throat.

• Sweeping Leg Drop C
The user will wait until the opponent comes forward to attack. Normally enemies strike on a forward step, which is what the user must watch out for. They will drop low, swiping one leg at the opponent's forward one, knocking them off their feet. The user will then rapidly rise and use that same leg to kick them down into the ground.

• Rising Knee C
The user will first block an attack and step into the guard of an opponent. They will raise their knee and strike at the opponent's diaphragm, causing them to stagger backward.

• Solar Plexus Crush C
The user will begin the combination of attacks by first redirecting an attack and beginning a combination of Flurry Strikes. After a few rounds of striking and stepping they will suddenly finish the combo by thrusting their elbow straight at the opponent's solar plexus. The sudden fourth step and strike to such a sensitive spot has the ability to completely knock the wind out of someone and send them to the floor.

▰ ▰ ▰ STAGE FOUR: ADVANCE
Now that the Wing Chun student has mastered the basic concepts of Wing Chun (Directness, Protection, Strength and Impact) they are able to piece everything together and work at the Advance stage. This entails constantly pushing forward to the enemy. The true goal of Wing Chun is to keep the enemy on the defensive. In this stage the student will learn how to do so.

• Trapping Hands C
The Wing Chun student will wait until the opponent strikes at them before initiating an attack. They will intercept a blow by grabbing the joint (wrist/ankle) and will shove that limb against the opponent's body. With their free hand/leg they will continuously pound on them until they wish to disengage.

• Fury Flurry C
The Fury Flurry is perhaps the most famous of all Wing Chun techniques. It is a barrage of strikes that most people refer to as the 'Random Fist' because of how sporadic the strikes seem. This technique combines all aspects of Wing Chun and utilizes them all. It is initiated first by the user deflecting a blow, and then immediately closing in the gap. Afterward, every limb is used to lash out at the opponent. Contrary to popular belief, each strike is aimed at a nerve point on the body. One strike may aim for the solar plexus, the other for the ribs, the other for the side of the femur, etc. The end of the combo is always finished with an elbow straight to the diaphragm.

• Chi Sao C - Passive
Chi Sao is more of a state of being than a specific attack. The user will attach a part of themselves to the opponent; leg, arm, hand, etc. From there they will be able to react almost instantly to the movements their opponent makes. For example, if they are sticking to the target with their leg and they go to kick, the user can instantly counter. If they are using their arm then the user is able to rapidly block and stop an attack before it is carried through. Breaking free of Chi Sao is ver difficult for the user will constantly keep pushing themselves and mirroring the motions of the person they are sticking to. This also allows the user to keep up a constant wave of attacks which can be anything they have learned so long as they can keep contact with the opponent.

• Smashing Flurry B
This is used when the opponent is already on the ground and the user is still standing. The user positions themselves behind the user’s head and chain-punches their face and stomach repeatedly until their blood becomes the dirt beneath their head. Once the first punch connects it is very difficult to escape because the punches come too quickly for the opponent to recover from the strike, as is the purpose of chain-punching, and if they try to shift away the user simply shifts along with them while never ceasing their punching.

▰ ▰ ▰ STAGE FIVE: EMPTY HAND
Now that the user has mastered the basics and Advance, they move onto the Empty Hand. These attacks are all performed with an open palm, which spreads the strength and impact around rather than hitting with a smaller target such as fists or heels. This style is legendary for its build upon 'Protection', turning simple deflects into devastating counter strikes.

• Arrow Palm B
The user will wait for an opponent to strike out before pivoting and shifting their stance around the attack and to the outside of the opponent's guard. With one hand they will latch onto the joint (wrist/ankle) and use their palm to slam against the major limb joint (elbow/knee). This technique has been known to break bones.

• Rising Palm B
The user will first enter the guard of an opponent by slipping past an attack via deflection. With their initial forward step they will bend slightly on one leg and then rise, launching their palm skyward. Their palm primarily should aim for the nose of the opponent, but may also hit the chin or neck.

• Empty Palm B - Passive
This technique is generally only ever used when the student is in danger or is harmed. They will focus all of their attention on deflecting attacks and not advancing. Whenever a strike comes in they will swat at the joint of the limb that is used. Continuous blocks in this manner can easily fracture/break bones.

▰ ▰ ▰ STAGE FIVE: EMPTY HAND
The last stage of the Wing Chun focuses completely on devastating the opponent. All of the attacks aim for areas that will have debilitating effects. Every skill set in Wing Chun is utilized and combined to provide explosive results.

• Stunning Flurry A
The Stunning Flurry technique is one that has the capability to completely change the tides of a battle. The user will lead first by stepping straight into the opponent's guard and leading with a terrifyingly fast lead hit straight to the sternum. If the blow is landed the opponent is stunned, and the Flurry hits begin. Each hit can be any combination of attacks (empty palm, knee, elbow, etc) as long as each are able to flow easily and continuously into the other.

• Devastator S
The Devastator is a combination of attacks that leave the opponent completely battered. The first attack is performed after slapping away an enemy's attack. The user will pivot and deliver a punishing backhand to the ear of the opponent, disorientating them. The next thing they will do is unleash a lightning quick jab to the throat. The student will then slam their hand just where the opponent's liver is. The fourth strike is for them to either kick or knee the patella. The fifth is to strike the diaphragm and the final attack will send the last devastating blow straight to the solar plexus.
 

Fist of the Bro Star

Shirtless Seraph


XxBlack_FlashxX

Shirtless Werewolf

PostPosted: Thu Jul 25, 2013 7:08 pm


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BOXING
[CQC. Rapid Offense. Combinations.]

xxxxxHISTORY
This is a "rough 'em up" style that is more or less a reformed style of brawling. Been around as long as mankind can remember. No one man or being can be named for bringing about such a style into the world. It sort of just came into the world and evolved over time to become what it is today. Hardcore, literal hand-to-hand combat.

xxxxxDESCRIPTION
This style is based around using attacks all delivered by the fists. However there is much more to it than simply smacking your knuckles into the face of another. Various techniques are used in order to dodge, move, block, and attack. Some of the times, so swiftly, it seems - or truly is - as if these can be happening all about the same time. This is a style of creativity more than anything for it only maintains a few ways of truly attacking...most brutal strategy game you'll ever play.


xxxxxSTAGE 1: Movement - Footwork
Simple really. The boxer learns how to take a generic stance against his opponent. Properly placing his feet beneath him and staying upon his toes. In doing so they properly learn to move about without tripping themselves up. They'd literally have to be tripped somehow in order to lose balance.
Techniques
Side-Step E
Just as simple as how it sounds. The practitioner picks up how to swiftly sidestep to avoid an attack. Though it does not have to truly be done to the side alone and can be take into any eight directions of the eight trigrams configuration, even forward. In doing so the speed of the movement is slight greater (in a sense equivalent to +0.5Spd. Not even a whole stat).
Null D
Learning to maintain near perfect balance allows the boxer to maintain steadiness. This technique allows him to take on the blow of an attack, equivalent to their strength or below, and continue to stand with being "rocked" of balance.


xxxxxSTAGE 2: Punching
This is where the user learns to throw a solid punch. They learn the four basic strikes within the boxing arsenal: Jab, Straight, Hook, & Uppercut. Training with weights within the hands is normal for a boxer to hasten his strikes to look like a blur for those below his speed level or without heightened reflexes.
Techniques
Double Jab D
With whatever hands in lead, closest to the opponent, the boxer will throw two swift jabs. The jabs being so fast, to the normal eye, it would seem as if the boxer merely threw a single punch at his opponent. Even if the first is blocked a second punch is still deployed.
One, Two D
The boxer will toss out a jab first, either as a faint or to stun the opponent, and then right behind it will come soaring a straight with enough to force to break bones.
Double Hook E
Similar to the Double Jab, but a bit slower considering the jab is a boxer's fastest strike. This is done with a single hand as well. A hook is thrown for the torso of the opponent at a normal rate of speed. It is intend to make the opponent flinch, block, etc.; react in a way to leave their face open, although the strike can land and still follow up with the second hook. Now the second hook is devastatingly faster than the first. Regardless of who its thrown at all they'll see is a blur.


xxxxxSTAGE 3: Movement - Dodging
In this stage of training the boxer starts to learn how to dodge what's thrown at him. The basis of ducking and dodging is a concept that is picked up easily and allows for the boxer to perform the most minute of dodges, most attacks narrowly escaped by the slightest of movement.
Techniques
Duck E
Nothing more simple than learning how to duck. Same as the Side-Step the speed about such a basic movement is even a tad bit more than usual. This, however - and like many other techniques - will soon find themselves necessary for others.
Sway E
Simple as the Duck and Side-Step, as well as allowing for slightly a bit more agility like the others do, simply swaying to and fro, left and right tends to leave the boxer finding such a dodge very helpful.
Bob & Weave D
If the opponent flies at the boxer with a series of ferocious combinations of attacks they will find it counteracted by a series consecutive dodges no matter how close together the two are. This can only be done, however, if the speed of the two are equivalent or the boxer "outranks" the opponent in speed. As well this can only be done against physical attacks such as other combat styles, weaponry, and magic which takes physical forms(i.e. Elemental magic).


xxxxxSTAGE 4: Placing It All Together - Combinations and Counterattacks
Exactly what it sounds like. In this stage the user will begin to put what he has learned into a compilation. This will allow for them new movements and combinations and such which they would have never had believed to be possible by simply stringing together the "basics".
Techniques
Surprise! - Rising Uppercut C
The boxer will Duck beneath an oncoming attack. After the Duck is performed they use their, now compact form, to spring them up into an uppercut. Being they just dodge this would normally seem very unexpected. If the uppercut connects with the target, whether torso or head, bones will be broken and organs surely ruptured.
Surprise! - Disemboweling Hook C
Close to exactly the same as the Rising Uppercut. But now it is the hook's turn to be thrown. As soon as the boxer ducks they will send a hook flying for the side of the opponent's torso, considering they are fighting another man - feel free to use creativity. If the hook connects the target can expect to have their rib cage shattered.
Endless Onslaught C
This technique fires off a seemingly endless amount of attacks for the opponent but, for any watching, is truly rather brief. If a punch is landed up to fifteen more punches are thrown right behind it. This is done in a mere matter of seconds while the opponent suffers through an onslaught of attacks. Depending on the strength difference of the two fighters this could lead to some severe injuries for the opponent or be not more than taps. (If the opponent is one Rank bellow the boxer this will cause internal bleeding. Two Ranks it will break bones. At three it will rupture various organs, nothing lethal - just painful - and shatter bones. Equivalent Rank will do basic bruising and damage. One above they will feel the attacks' pain. Two, they feel it but aren't even affected. Three, still caught within the onslaught, but nothing will be done to them.)
Gone B
This technique is a technique in which the boxer will seemingly disappear from sight simply by the execution of the technique. In a mixture of all three basic techniques - Side-Step, Duck, and Sway - the boxer will essential perform a seemingly different move all together for they are done nearly simultaneously. Whilst swaying to the outside of an attack, like a punch/stab/etc., they will also step forward and duck. At such close intervals(for it is a CQC style) the boxer will disappear out the line of sight. The step taken can either propel them as far as behind the opponent or right at there side. This technique can only be used for a dodge but does boost the rate of speed +1.
Shoryuken! - Killer Rising Uppercut (Berzerkers Only) A
The technique will go about the same way as before. But now there is a more devastating, crucial element. The uppercut is backed by nothing but energy that literally launches them into the air. The burst of energy provides for a burst in strength and speed(+1 Each) that will probably shatter the skull and cause organs to explode depending upon the area of the strike.


xxxxxSTAGE 5: Ultimate Defense
In boxing attacking is virtually the only thing there is. Counterattacking is usually the best defense to a good offense and spotting openings and so on and so forth. Rarely a boxer is pushed to the point they need to take up an actual blocking defense but when they are they do not really block at all. They take the impact correctly.
Techniques
Just Roll With It B
Regardless of where they are struck the boxer will twist either one way or the other and simply allow the kinetic energy behind an attack to continue flowing as well as allowing the physical attack to virtually slip off of him. This does not completely prevent an attack at all. Just weakens it (-1Str.)
Philly Shell (Berzerker Only) S
This technique is a crucial to those who can utilize it. By taking a specific stance in boxing, known as the Philly Shell, the boxer actual plants his feet firmly upon the ground. The same twist and turn method is used as before. But now the boxer coats himself in his own energy. This allows the act to just slip past him without any damage. This can only be done for a small amount of time, however(2 Posts. Can only use once within combat.).



[ Style created by --XxBlack_FlashxX-- ]
PostPosted: Thu Sep 04, 2014 11:33 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ BAK MEI

While the female body is not as strong as that of a male, the female has several attributes that make this style of fighting made specifically for their body type, or those like it. If focuses on using the naturally shorter body as well as the flexibility and lightness of the frame. This style also does most of it's damage through kicks and pressure points.


▰ ▰ ▰ STAGE ONE: GRASS STALK
The user is only a beginner at using her body the way it is meant to be. The user can bend her body a good bit, but this advantage is not so great as to completely compensate for the lack of brute strength. However, they will get more bang for their buck than ninja that do not use this style.

• Split E
The user is able to do a split without much preparation. This is great for dodging attacks that are aimed at the user's legs while in midair, or at the upper body while on the ground. This also gives the user the ability to hit the opponent from a lower angle. Can also be used as a kick.

• Twisting Dodge E
While in the air, the user will twist and contort her body to avoid projectiles while in mid-air. These twists are at a higher reflex speed than regular dodging because of how nimble the user is.

• Roundhouse D
Because of the flexibility of the hips a woman has, she is able to pivot on one foot and deliver a quick snap of her foot at the opponent's head, stunning or disorienting the target if it lands.

• Leg Blocks D
The user can bring her legs up at good speed to block attacks, such as blocking a kick. this works great against low physical strikes.

• Light Feet E - Passive
The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.

• Karate Chop D
The user is able to chop her hand at joints of the opponent at decent speed, with her hand absorbing the shock of the blow to prevent damage to the hand while maximizing damage.

• ECT C
The user uses her flexibility to get through weak blocks or when at close range under a target's guard. The user then strikes a blow to the target's Eyes, Crotch, or Throat to stun the opponent or maim him/her.

• Ear Clap C
The user claps two hands against the ears of the target hard. The target will not be able to hear anything but high pitched ringing for 5 posts. The target will also be in a lot of pain for 2 posts.

• Ankle Snap C
This technique is a counter. The user has blocked an opponent's kick with her arms and has a hold on the foot of the user. She then twists the foot violently like a steering wheel, which has a high chance of spraining the ankle.

• Chest Pressure Points C
This technique focuses on applying pressure in two places. The first is just beneath the collar bone near the shoulder. This will keep the target from being able to push. The other is the solar plexus, which is found just below the sternum. Striking this area with a solid blow will stun the opponent so that they cannot breathe for one post as well as not be able to react at a reduced -1 rank in speed.

• Leg Pressure Point C
This technique's targets are the Achilles heel and the kneecap. For the heel, the user tries to slice the big tendon on the back of your foot or at least bash it. If cut, the target's leg will be useless until it is completely healed. If bashed with decent force, ninja up to a rank above the user will not be able to run at run for 1 post. If the target deals a solid blow to the side of the knee or the back, then the tendons in the knee will tear and that leg will be useless until it is completely healed.

▰ ▰ ▰ STAGE TWO: BAMBOO STALK
The user has mastered the art of bending her body, which is easily achievable with hard work. Blows that cause the joints of the body to bend at awkward angles do not affect the user, such as dislocated shoulders, twisted ankles, etc. However, the elbow and knee can still be broken if forced in the opposite direction.

• Always on the Offensive E- Passive
The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.

• Hand Trap D
The user sees a punch coming or successfully blocks one. She then grabs the wrist and bends it down against the underside of the arm which causes great pain and would allow the user to break the wrist if the target struggles.

• Spin Kick D
While the user is in the air or doing a handstand, she can spin and deliver nimble kicks with decent damage.

• Shock Absorber C
When the user takes a blow to the head or the lower torso, she is able to relax her muscles and distribute the blow throughout her body, which lessens the amount of damage taken by 1 rank

• Axe Kick C
The user lifts her leg straight up, and brings it down in a powerful kick on the opponent. This requires a great amount of flexibility that mainly only women have.

• Hurricane Kick C
By spinning and leaping on the ball of the foot, the user is able to kick with decent power and speed with a wide range of motion and rapid succession of the kicks.

• Arm Pressure Points B
The user grabs on opposite sides of the elbow on the elbow and applies sharp pressure. The target will drop whatever it is holding, and be in immense pain. The target will not be able to use that arm for 1 post, hold something for 2, and use it fully again for 3. In the lower armpit near the back is a pressure point that makes any target up to a rank higher than the user drop whatever they are holding and not be able to swing a weapon with the same speed and strength they were before.

• Back Pressure Points B
The targets for this are the neck and spine.
If the user can get close enough to jab the opponent with fingers or a kunai, she jabs hard right under the meaty muscle between the shoulder and neck. There are several points along the back, but mainly just under the shoulder blades 1 inch from the spine. Sharp pressure here will keep the arms from working for one post, and being stabbed here will result in the respective arm being unable to move even after the blade is removed.

• Head Pressure Points A
Temple: About an inch past the eyebrows is the Temple, which is the most dangerous pressure point on the body. If the blow is struck not only does the target lose eyesight for a post they also take full passive removals in terms of Strength, Speed, and Perception bonuses. Just under the ear against the base of it is a pressure point. When jabbed with a finger with a lot of force, the target will not be able to talk for one post, and will only be able to hear high-pitched ringing for 2 posts. If these points are hit again they could easily knock a person unconscious and unhinge the jaw respectively.

Deil Grist made it, A faint smile tweaked it.

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Thu Sep 04, 2014 11:33 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ WOLF FANG FIST


The Wolf Fang Fist is a style based on using energy to power the body and rapid attacks. There are no defense moves and this style is not made for countering. Energy is not used as a palpable attack but instead it is used to enhance the body, similar to the Strong Fist Style. Unlike that style the energy surges do not stay for a number of posts, merely for that single attack. Like a few other styles these moves can be chained together which is where the strength lays.

• Claw C
The user slashes with their hands in the form of claws, imitating a wolf. The speed of this attack is 1 rank faster than the user.

• Howling Thrust C
The user thrusts their open palm outward, smashing it into their opponent. This can be done with one or two hands. The strength of this attack is 1 rank stronger than the user.

• Straight Fang C
The user thrusts out their leg right in front of them. The strength of this attack is 1 rank stronger than the user.

• Hunting Claw B
The user pivots on one foot and swings the other around, aiming to connect with the opponent's face or neck. The strength of this attack is 1 rank stronger than the user.

• Howling Fang B
The user launches their elbow backward and slams it into the opponent. The speed of this attack is 1 rank faster than the user.

• Predatory Pounce B
The user jumps into the air and either uses their hands as claws to slash down or their feet to axe kick someone. The speed of this attack is 1 rank faster than the user.

• Launching Fang A
The user either sends a foot skyward to the chin of an opponent or uses an open palm to launch the opponent into the sky. The speed of this attack is 1 rank faster than the user.

• Howling p***s Breaker S
The user launches their knee with such power it has been known to crush every genital an opponent owns. Every. Genital. They. Own. Obviously a very debilitating attack. The speed and strength are 1 rank higher than the user's.

Made by A faint smile. Lol
PostPosted: Thu Sep 04, 2014 11:34 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰WAY OF THE SISSY SLAP
Men over the centuries have long since feared one thing above all other: the temper of women. It has been said in a dozen different ways; hell hath no fury like a woman scorned for example. The stinging slaps of these women have been felt through time, and even till this day they threaten the manliness of all around them. A keen observer noted the shame on the faces of these men after the slaps have been felt, and decided to hash a bunch of the 'techniques' they had witnessed into an actual style. It has been formed and reformed over and over again until it is now a fully fledged style.

▰ ▰ ▰ STAGE ONE: STINGING FINGERS
The first stage teaches the user how best to utilize the slaps and at what angles they should do it at. Their slaps are not yet powerful enough to break or even fracture bone but they sting like hell. A full on slap from the user at this point can easily bruise someone.

• Take out the trash! Slap C
The user generally gets a running start and pulls their arm back fully. Their arm slingshots around in an arc and they make contact with just their fingers. While this does not have the normal knock back damage it stings like a biyatch.

• You never do anything! Low Kick C
The user aims low for the shins and ankles of an opponent with a sharp swinging kick. This is good for making an opponent's leg seriously hurt. Unlike most of the other techniques this does not have launching capabilities.

• Tell me I'm pretty! Cuff B
The user swings their hand around and smacks the opponent with the palm of their hand in one direction and then immediately backhand the opponent with the same hand from the other side. This has the ability to send an opponent 5 meters away from where they were hit.

• You were late for dinner again! Smack A
This done generally from a standing point. The user spins on one foot and generates enough force to deliver a smack so powerful it is capable of lifting a full grown man off his feet. It can send an opponent back 10 meters.

▰ ▰ ▰ STAGE ONE: ITCHING HAND
At this stage the user begins to use more of their hand to deliver painful smacks. Their attacks are able to cause deep bruising and some techniques can even fracture bones.

• You never notice my hair! Buffet C
The user runs at an opponent and uses their hands to slap at them four times in rapid succession. They aim for the same point over and over to further the damage.

• Are you even listening?! Clout C
This is a technique designed to disorientate an opponent. The user cups their hand and smashes it against the ear of the target. This causes the opponent to lose their balance and even makes their vision blurry for a post.

• You smell like beer! Swat B
The user spins three times in rapid succession, each time slamming their palm into the enemy. On the fourth strike they squat while spinning and the shoot skyward with a rising open hand smack. This will launch an opponent into the air.

• Is that lipstick on your collar?! Wallop A
The user initiates this by first kicking at the opponent's feet or shins. They immediately follow up with a rising open palm smack aimed at the chin or the side of the face of the opponent. A spin is performed and they backhand the opponent at a falling diagonal angle, aiming to smash them into the floor.


▰ ▰ ▰ STAGE ONE: BURNING PALM

• Does this dress make me look fat?! Whack C
The user reaches out with one hand and smacks them first with the palm and then with the back of the hand. They immediately reach out with the other and deliver the same sort of double strike blow.

• Don't roll your eyes at me! Spank C
The user kicks twice at the opponent's shins and then spins, raising their leg to deliver a harsh roundhouse to their midsection.

• My cooking tastes like WHAT?! Bash B
The user jumps at the opponent after a low kick and unleashes a fury of open palm smacks over and over. The goal with the jump is to wrap their legs around the opponent and hopefully knock them to the floor. If not the user is still locked in place and able to deliver powerful stinging smacks of doom.

• What do you mean I sound like your mother?! Sock A
The user thrusts their palm forward and essentially shoves the opponent backward for 25 feet. They leap after them and unleash a torrent of slaps and kicks to the opponent while they are in the air. The last hit is always the user once more thrusting their open palm to direct the opponent to the ground.

• You don't even appreciate me! Crack S
This technique is considered the creme de la creme of the Sissy Slaps style. The user starts off with a devastating low kick to the opponent's groin. They then bend very low to the ground and shoot skyward, smashing their open palm into the chin of the target. This sends both the user and the target into the air. Once in the air the user wraps their legs and essentially straddles the opponent. They begin to smash their hands into the opponent, aiming for the face. If they can't hit the face they can still hit all over the place. Each hit causes them to fall faster and faster until they about to hit the ground. Just at the end the user unwraps their legs and delivers one last smack the sends the opponent slamming into the ground. Because of the position it is impossible for the user to escape unscathed. In most cases they have sprained their wrists and broken their fingers.

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PostPosted: Sun Sep 07, 2014 1:41 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ EYE FOR AN EYE

This style isn't for the faint of heart or the weak-chin types who always seek to dodge their opponent's attacks. You have to give a bit of yourself to take a bit from your opponent. Eye for an eye fighters willingly accept a blow and make their opponent pay for it with even more pain. The name is slightly misleading, because the user will rarely take on a full hit. Instead they dodge just enough to mostly shirk the blow, but still accept the pain that comes along with a hit. Once they've minimized the damage, the fighter will latch onto the poor b*****d who tried to hurt them. From that point, they can beat the crap out of them in any way they see fit.

• Rude Introduction D
This can only be used when someone tries a frontal assault, whether it's a kick or punch doesn't matter. The fighter will let the hit make contact but will turn their body to lessen the blow. They then slide forward and smash their elbow into the target's face.

• Super Mega Brofist of Doom D-S
In the event someone is attempting to punch the fighter hey can choose to match the strength/energy charge of it and slam their own fist right into their target's. This will cause the affect of the power punch to rebound on its user. The fighter will still suffer damage, but it will be reduced and not as severe as the other.

• Between the Lines C
In the event someone is attempting to kick the fighter from the side (roundhouse, spin kicks, etc) the fighter can chose to catch the kick on his own terms. They will cushion the blow by willingly sliding with it and grab the target's ankle with one hand. Pressing firmly with their fingers they launch their other leg out and kick the victim firmly between the legs. This has been known to drop men with just this hit.

• Violent Oppression C
The user has to specifically be attacked with a thrust or a punch from someone else.Twisting their body, they will minimize how much of their body is hit, turning what could have been a heavy hit into more of a scrape or being impaled into just a cut. They will wrap their hands around the wrist of the victim and press sharply. If that person is holding a weapon they will be forced to drop it. The next step is to take a step forward and swipe the target's leg out from under them, causing them to fall on their stomach. While they are falling the fighter pivots behind them, still firmly holding the wrist of the opponent. From this point, they can suppress the victim by placing a knee or foot on their back to keep them down. To inflict further damage, the wrist, elbow, or shoulder can be broken simply by further twisting and pushing up on the arm/wrist.

• Face Time B
This can only happen when an opponent punches, thrust attacks, or tries to grapple. After minimizing the hit by maneuvering, the fighter will first knock away the arms of the target with either a hit or standard pushing (for one armed attacks or two, respectively). Next they will step forward and grab the crown of the target's head and pull down. As they do this, the fighter will push off of the ground and drive their knee right into the face of the victim. The next step is to disengage and shove the poor b*****d sharply into the ground, face first.

• You're locked in here with ME B
This can only be used when an opponent has grabbed on to the fighter. Before the move is carried out they will hold the target firmly with the hand closest to where they are being held. From here, they can deliver any number of hits from that position. They can easily break the arm they are holding with their knee, punch them in the head or chest, or even kick at them. The fighter can also jump and perform an arm bar with their legs on their neck and chest to keep the victim hard in place. This will of course knock them to the floor if that is the course taken.

• Lasting Limp B
This can only be done when the opponent kicks at the fighter. They will hold their ground, regardless if the kick is meant to send them flying via energy, and latch onto the leg of their target. The fighter will them drive their elbow straight down and into the knee cap of the victim, breaking it. They'll then pivot and straight toss the poor b*****d away from them.

• Stand Your Ground A
This can only be used when someone is charging or trying to tackle the figher. They'll plant themselves firmly by spreading their legs and covering their body with energy. That energy will extend outward and act as the cushion between the fighter and their victim. Once the person has firmly made contact, Stand Your Ground lowers the strength of the attack's damage as well as completely denies them the chance to knock the fighter off their feet. Then, they will grab the opponent by the waist and lift them into the air. Using the force that they intercepted with their energy, the fighter will slam them head first right into the ground.

• Redecorating A
This can only be used when an opponent has either tried to punch or thrust attack the fighter in some way. They will maneuver themselves in such a way via footwork so that they minimize the damage. From there they will yank the target in by pulling on their arm. Rearing backward and then rubberbanding forward, the fighter will slam their head against the victim's. This is of course energy charged and protects the user from knocking themselves out cold. Unfortunately for the victim, it can easily render them unconscious. It also has the ability to break a nose and make the victim fairly unrecognizable until recovery.

• Return to Sender S
Returning to Sender is an incredibly dangerous move for both parties. The fighter has to take a full hit, but they are coated with energy which reduces the damage by a single rank. In the exact instant that they are hit all they need to do is make contact with the target. The force of the attack is doubled and sent right back at the victim. This still means the fighter takes what can be a serious blow

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PostPosted: Tue Aug 25, 2015 12:49 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ HARMONIOUS SPIRIT

A I K I D O

The greatest forces one encounters are those that oppose them. With this philosophy the Harmonious Spirit style was conceived. Every single fighter, no matter their style, has their own particular flow. By reading their movements and grasping how their actions are performed, a student of Aikido can position their own body and react to counter or deflect an attack with ease and speed. On its own this style is not incredibly powerful. There are no attacks that will blow up a thread or nuke someone, but when used to reject an opponents attack it becomes incredibly potent.

▰ ▰ ▰ STAGE ONE

• Harmonious Spirit C, Passive at Expert
Users of this style know this to be the true signature technique of it. Harmonious Spirit entails the user first observing their opponent and then matching themselves to their movements. So long as they are within the same speed class there is no difference between the two of them. The user will mimic their actions, mirroring their every footstep until it appears they are almost predicting the future. The opponent is unable to get the upper hand even if they have a bonus that states they are better than everyone else at a particular fighting method. While this is active, the user is on constant equal footing if the terms are met.

• Deny C
Once an opponent has made their intentions clear and strikes in any way that puts a hand of theirs in range of the user this technique can be used. The user will step to the outside of the attack, generally a thrust or vertical slash, and firmly grasp their target's wrist tightly while turning it in an outer direction, squeezing on the ulnar nerve in the wrist. They will slide the length of their arm and grasp the elbow of their target. By pulling on the wrist nerve and pushing forcefully on the elbow they will force the target's arm down, painfully applying pressure along the joints of their arm. From here it would be very simple to break the arm, dislocate the shoulder, or even force an opponent to drop their weapon. It has to happen swiftly else anyone with an equal or higher strength will be able to stop the user from breaking their arm.

• Learning Experience C
While being attacked the user shall look for an opening, generally the hand of their target that is either dominant or wielding a weapon. Similar to Deny, they must first dodge an attack, this time towards the inside. Grasping the target's wrist they twist it fast and sharp internally until the target's shoulder can no longer turn. From this vantage point the user has many choices. They can grasp the same pained shoulder of the arm they are twisting and force an opponent to the ground face first. They could strike at them or direct their body around by force.

• Wiser Choice C
This is one of the few techniques in Aikido that is best done before an opponent strikes out. It is used in anticipation of an ability. By reading a charged situation and acting first, the user slides forth and grasps the wrist of the target, pushing past them and twisting the arm in the process. They will pull that wrist backward and up, forcing great pain in the shoulder and elbow joint by pushing it to its limits. The rising motion accompanied by it generally forces the target to bend over or even fall to their knees in hopes of alleviating the pressure.

▰ ▰ ▰ STAGE TWO

• Removal of Chance B
A student of Aikido can choose to deescalate a situation before it happens, or allow their target a single change to attack them. After moving along the outside of an attack and sliding their body the length of the opponent's arm the user will quickly latch on to their forearm with one hand. By rapidly pressing their palm against the place just before the elbow of their target they can easily snap the joint.

• Missed Opportunity B
This ability is available only when another opponent has initiated a grasp or attempts to grab the user. The student will always seek to only have their arm grabbed if force, never another body part. With the opponent holding the outer forearm/wrist, the user will move their body outward until they are side by side with the opponent, simultaneously lifting their arm. Stepping through the arc of arms they will force the opponent's arm to be up behind their head, painfully pulled back. Then, the user will push their own grasp of that arm forward by the elbow and down, tossing the opponent completely over and forcing them to the ground.

• Taking Away B
This ability is best used as a direct response to an overhead attack by an opponent. In the event someone was wielding any weapon they will be forced to drop it should this maneuver go through. When the opponent attacks overhead the user will step forth and in to their comfort zone, leaving little space between them. Using both hands they will first halt the initial strike by meeting them with equal force at the elbow, locking it. Then they move away and grab the wrist from underneath and turn, other hand pushing downward on the target's shoulder. Locking them in place with their knee on the ground the user will bent the target's arm at the elbow, slide their wrist beneath them and force their hand to open. In this position it is impossible to make a fist with that hand due to the pressure of the user pushing down on the elbow, which the forearm down on the wrist.

• Refusal to Participate B
If the user is ever standing face to face with their opponent and has been apprehended via the arm this is when this can be used. They will move off-line and away from the attack, twisting around til they are side by side with their opponent. The entire time they have placed one hand over their opponent's, clutching very tightly . Taking a step back and forcing their attacker to look at them, they shall have their opponents wrist forced back so that their fingers are pointing at their own face. Then while pushing forward, they make their target's arm bend backward and whip them around, effectively tossing them like a rag doll.

• Graciously Denied B
Heated moments are often what causes a battle to spark. Enraged opponents who do not think clear often leave their body open for attacks. When an opponent charges at the user, they will grab their wrist and then place their hand on the opposite shoulder, twisting around and throwing the opponent harshly to the ground via the hip. With high strengths and high speeds coming in to play people can easily be severely damaged by this ability especially when a follow through is used.

▰ ▰ ▰ STAGE THREE

• Last Warning A
After having gotten in to an opponent's guard just as their body was about to connect with the user is when this move is used. The student will grasp the target's arm and turn their back to the opponent and crouch with their legs spread for leverage, hips lower in height than their target. In one fluid motion they bend forward and wrench on the opponent's arm, dislocating it that instant. The opponent is forced to flip over the user's body and then is slammed on the ground face up. From this position any number of follow up attacks may be used.

• Crushing Silence S
This is done after latching onto an opponent's wrist regardless of what the initial attack was supposed to be. There are any number of ways to do it, though two primary methods. If from a stand still point the user must pull the opponent towards them as they twirl, forcing them to twist with them. Then they will pull them towards an epic clothes line that slams them on to the ground. This will crush the larynx of their target. With enough force added on to them it can effectively destroy their throat and render them unable to draw breath, which will lead to suffocation if not immediately treated. If the opponent is actually running at the user all they must do is grab their wrist and force it away while pushing their own body forward and clothes lining from that side. Either way it can effectively end a fight, all that it needs is the momentum to do so.

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