Jujitsu
Balance, Force, Leverage

Considered the parent to other grappling styles such as Hapkido, Judo, or Aikido, Jujitsu 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 nullifier to other martial art styles should the user master it properly.
Stage 1
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.
Trip
Description: A rather simple and childish move, the user times himself with an opponent's leg movement and simply sticks out their foot at the right angle to trip an opponent and make them fall face-first into the ground. The art in it comes from its speed and fluid motion, which blend together to make the move nearly impossible to see by an opponent, especially one that's distracted.
Phantom Feint
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. 3 post cool-down.
Hip Throw
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 pivet to position themselves in just the right place. Performed correctly the hip throw can deliver up to 1k pounds of force.
Human Pretzel
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.
Snap Throw
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.
Take to the Air
Description: The user grabs an opponent and pulls them past their body. As they pass the user sweeps their legs and lets go, making their opponent sail through the air for a brief moment before crashing face first into the ground.
Reverse Shoulder Grab
Description: This attack works great when used against a charging opponent. The user deflects the opponent's momentum and uses it to instead increase their own speed to spin quickly around the opponent so that they're facing its back, Then the user simply reaches out and firmly grabs the opponent's shoulders. What happens is, like being tripped, the upper body stays still while their lower keeps going, causing the opponent to trip themselves and fall to the ground on their backs.
Stage 2
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 Jujitsu 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.
Vertigo Throw
Description: A simple throw that has the convenience to be used on enemies punching at the user from the sides as well as the front. The user raises a hand up in time to catch the wrist of the punch and moves it slightly upward so that the punch doesn't connect. Then they pull the punch into the new direction in order to build up the opponent's momentum so that they are too off balance to kick as the user pivots and bends over as they continue to pull the opponent towards them. The opponent is thus forced to trip over the user's shoulders from which the user flips them onto the ground. Despite how it may sound the opponent will only suffer some minor scrapes and bruises, but they do suffer from dizziness for 3 posts afterwards on account of their flip and fall.
Intercepting Spear
Description: This is used to defend against a kick. The user grabs the kick with an inward sweeping grab of the corresponding arm, and then deflects its momentum before they'd be hit, throwing the opponent off balance, while they spin around the leg and into the opponent, from which they strike up at the opponent's chin with the palm of their other hand. They hold the head back there after the strike, and the opponent falls backward onto the ground. This attack also works well against thrusting weapons, hence the name.
Pure Aerial Throw
Description: 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.
Sacrifice Throw
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. 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
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 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
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 3
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
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 the ground, or they can shift past their opponent and swing the arm down. The pain thus causes the person to instinctively flip onto the ground rather than let their arm break out of its socket.
Violent Vibration Combo
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.
Phantom Double-Feint
Description: Same thing as the single feint only the user shifts once more to either get behind the opponent, or fake them out when the opponent turns to try and see them. Has a 5-post cool down during which Phantom Feint also cannot be used.
Full Moon Takedown
Description: User grabs opponent's shoulders with both hands and flips them several times in mid-air. The users hands almost appear to multiply as they sustain the opponent in the air and in this constantly flipping circle, the likes of which is so controlled and so fast that the opponent's colors blend together into a full eclipse, giving the technique its name. The pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold if they are the same rank or lower than the user. For a finisher, the user finally lets the opponent flip head first into the ground and follows their own momentum to flip with the opponent and slam their leg into the opponent's throat, chest, or face for a powerful finishing kick, the likes of which are also usually followed up by stomping on the kicked area as the user lands back on their feet. Even if an opponent finds a way to stop their spin, the following kick from the user will almost certainly reach them amidst the struggle. Requires both hands.
Digit Dislocation
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.
Anaconda Bite
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 and 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.
Brain Scramble
Description: User stomps or otherwise puts their foot or hand on an opponent's head and then their limb seems to vibrate from how fast and powerful the user moves it. Even a small tornado of wind can be seen wrapping around their limb. Really the user is throwing the opponent's brain around so quickly and with such close proximity that their brain bounces around their skull like a pinball, causing an instant concussion and even possible death if they're not treated for their several concussions.
Pain Chain
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.
Graceful Whirlwind
Description: User grabs either the opponent's throat or collar of their shirt and spins them horizontally off of their feet so quickly that the pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold. To the outside eye, all they would see is a blurred form of the opponent and a sudden twister that seems to be formed from the user. Its ends when the user finally slams their opponent's head into the ground, which can easily break the necks of even those trained to handle head trauma. Can be done with just one hand if Adept.
Stage 4
The final stage of Juijitsu 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
Requires: long pants
Description: An ancient jujitsu technique that tricks the opponent into thinking the user disappears by having the user stay in the opponent's 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
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
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 let's go afterwards they would have already been thrown multiple times.
Graceful Death
Description: A frightening technique in which after grabbing their opponent's hand or wrist, the user jumps high into the air and flips forward several times, pulling their opponent along for the ride. The flips come so quickly and the pressure placed on the opponent is so great from being pulled through the air that they cannot move. The user gains height with each flip until finally they stop when they pull the opponent up and stomp on their face with one foot, the force of which is also so great that they are both sent straight down to the ground. The user's foot remains on their face until after they hit the ground, so the opponent's head gets crushed between the ground and the user's foot. This attack can be extremely deadly if the user wishes it, and deep cracks are left in the ground after the terrible impact.
Balance, Force, Leverage

Considered the parent to other grappling styles such as Hapkido, Judo, or Aikido, Jujitsu 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 nullifier to other martial art styles should the user master it properly.
Stage 1
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.
Trip
Description: A rather simple and childish move, the user times himself with an opponent's leg movement and simply sticks out their foot at the right angle to trip an opponent and make them fall face-first into the ground. The art in it comes from its speed and fluid motion, which blend together to make the move nearly impossible to see by an opponent, especially one that's distracted.
Phantom Feint
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. 3 post cool-down.
Hip Throw
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 pivet to position themselves in just the right place. Performed correctly the hip throw can deliver up to 1k pounds of force.
Human Pretzel
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.
Snap Throw
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.
Take to the Air
Description: The user grabs an opponent and pulls them past their body. As they pass the user sweeps their legs and lets go, making their opponent sail through the air for a brief moment before crashing face first into the ground.
Reverse Shoulder Grab
Description: This attack works great when used against a charging opponent. The user deflects the opponent's momentum and uses it to instead increase their own speed to spin quickly around the opponent so that they're facing its back, Then the user simply reaches out and firmly grabs the opponent's shoulders. What happens is, like being tripped, the upper body stays still while their lower keeps going, causing the opponent to trip themselves and fall to the ground on their backs.
Stage 2
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 Jujitsu 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.
Vertigo Throw
Description: A simple throw that has the convenience to be used on enemies punching at the user from the sides as well as the front. The user raises a hand up in time to catch the wrist of the punch and moves it slightly upward so that the punch doesn't connect. Then they pull the punch into the new direction in order to build up the opponent's momentum so that they are too off balance to kick as the user pivots and bends over as they continue to pull the opponent towards them. The opponent is thus forced to trip over the user's shoulders from which the user flips them onto the ground. Despite how it may sound the opponent will only suffer some minor scrapes and bruises, but they do suffer from dizziness for 3 posts afterwards on account of their flip and fall.
Intercepting Spear
Description: This is used to defend against a kick. The user grabs the kick with an inward sweeping grab of the corresponding arm, and then deflects its momentum before they'd be hit, throwing the opponent off balance, while they spin around the leg and into the opponent, from which they strike up at the opponent's chin with the palm of their other hand. They hold the head back there after the strike, and the opponent falls backward onto the ground. This attack also works well against thrusting weapons, hence the name.
Pure Aerial Throw
Description: 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.
Sacrifice Throw
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. 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
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 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
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 3
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
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 the ground, or they can shift past their opponent and swing the arm down. The pain thus causes the person to instinctively flip onto the ground rather than let their arm break out of its socket.
Violent Vibration Combo
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.
Phantom Double-Feint
Description: Same thing as the single feint only the user shifts once more to either get behind the opponent, or fake them out when the opponent turns to try and see them. Has a 5-post cool down during which Phantom Feint also cannot be used.
Full Moon Takedown
Description: User grabs opponent's shoulders with both hands and flips them several times in mid-air. The users hands almost appear to multiply as they sustain the opponent in the air and in this constantly flipping circle, the likes of which is so controlled and so fast that the opponent's colors blend together into a full eclipse, giving the technique its name. The pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold if they are the same rank or lower than the user. For a finisher, the user finally lets the opponent flip head first into the ground and follows their own momentum to flip with the opponent and slam their leg into the opponent's throat, chest, or face for a powerful finishing kick, the likes of which are also usually followed up by stomping on the kicked area as the user lands back on their feet. Even if an opponent finds a way to stop their spin, the following kick from the user will almost certainly reach them amidst the struggle. Requires both hands.
Digit Dislocation
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.
Anaconda Bite
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 and 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.
Brain Scramble
Description: User stomps or otherwise puts their foot or hand on an opponent's head and then their limb seems to vibrate from how fast and powerful the user moves it. Even a small tornado of wind can be seen wrapping around their limb. Really the user is throwing the opponent's brain around so quickly and with such close proximity that their brain bounces around their skull like a pinball, causing an instant concussion and even possible death if they're not treated for their several concussions.
Pain Chain
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.
Graceful Whirlwind
Description: User grabs either the opponent's throat or collar of their shirt and spins them horizontally off of their feet so quickly that the pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold. To the outside eye, all they would see is a blurred form of the opponent and a sudden twister that seems to be formed from the user. Its ends when the user finally slams their opponent's head into the ground, which can easily break the necks of even those trained to handle head trauma. Can be done with just one hand if Adept.
Stage 4
The final stage of Juijitsu 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
Requires: long pants
Description: An ancient jujitsu technique that tricks the opponent into thinking the user disappears by having the user stay in the opponent's 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
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
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 let's go afterwards they would have already been thrown multiple times.
Graceful Death
Description: A frightening technique in which after grabbing their opponent's hand or wrist, the user jumps high into the air and flips forward several times, pulling their opponent along for the ride. The flips come so quickly and the pressure placed on the opponent is so great from being pulled through the air that they cannot move. The user gains height with each flip until finally they stop when they pull the opponent up and stomp on their face with one foot, the force of which is also so great that they are both sent straight down to the ground. The user's foot remains on their face until after they hit the ground, so the opponent's head gets crushed between the ground and the user's foot. This attack can be extremely deadly if the user wishes it, and deep cracks are left in the ground after the terrible impact.