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[₪] Fighting with the Rocks - Iwagakure Taijutsu Styles

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PostPosted: Sun Feb 21, 2010 5:18 pm


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The taijutsu styles that originated from Iwagakure will be posted here for any who are capable to learn.
 
PostPosted: Sun Feb 21, 2010 5:20 pm


Ishi no Karada Taijutsu (Stone Body Taijutsu)
Official Stone Taijutsu Style

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Purpose: The purpose of the Ishi no Karada style is to give and take huge amounts of damage, using the powerful muscles of a highly trained body, using both arms and legs. Speed is not as important as stamina and strength, although it does play a role.

History: A taijutsu style as old and timeless as the mountains themselves, it is unknown exactly how the Ishi no Karada came into existence. It is a style that has been passed down generation by generation in various dojos of Earth Country. When Iwagakure was created, it was only natural that the shinobi there would use the most popular fighting style in the Earth Country. Through the use of chakra, it was greatly enhanced into the mighty form of taijutsu that it is today.

Movement: Body movement itself is not very fast, as the users of the Ishi no Karada taijutsu concentrate more on power then on speed. Basic movement is possible, but it isn’t very developed. The user can move around on his feet, jump a few feet in the air, but that’s about it. Dodging is out of the question, since the style focuses on taking hits. A real juggernaut, a Ishi no Karada practitioner will continually move toward his intended target, ignoring the various attacks that can fall upon him, to crush him with his powerful fists and feet.

The speed of punches, strikes, kicks, however, can reach incredibly high velocities in the higher levels of the style. The movement of attacks is very linear; using the concept that the shortest distance combined with maximum strength produces fast and powerful attacks.

The strength within the leg muscles also allows the user to jump. The jumping, however, is not used for movement or dodging. Moving forward about one foot is all that is possible within the style, even in the higher stages. The jumping allows for combos to be made midair, a form of juggling that the techniques within the style allow. The combos can, of course, only be done with permission from the owner.

Training Methods: Ishi no Karada practitioners spend nearly all their times refining attacks and learning to take hits. One user can literally go through dozens of punching bags and training poles, hitting the training equipment numerous times with feet, fists, and hands. As the shinobi grows in strength, he or she “advances” higher in terms of training equipment, using trees and even stone for practice. To learn to take damage, the users will train with another shinobi, who continually hits the user with taijutsu and ninjutsu. This builds up bodily srength and resistance against attacks.

In terms of techniques involving chakra, practice makes perfect. A higher level shinobi usually first demonstrates the attack, then the user must continually practice. The chakra is used to enhance the power of attacks or to increase the effectiveness of the attack. Therefore, there is nothing that can really be done except practice, which increases the usefulness of such a technique and perfects the use of using a certain amount of chakra efficiently.

*Any stage may be used if the stats are met*
*All techniques are included in using this taijutsu as one of your jutsu*


Stage 1
Rank: Academy


Stances: None

Techniques:

Tsuruhashihijishou (Pickaxe Elbow)
Requirements: None
Description: The only complicated move the shinobi is capable of at this stage. An elbow attack that is delivered downwards or backwards. Often combined in a combo.

Shoushitsu (Rising Knee)
Requirement: None
Description: The user brings his knee upwards to knock the air out of the enemy’s stomach and to make the enemy more vulnerable and open for a new and more powerful attack.

Hourakushou (Cave-in Palm)
Requirement: None
Description: A basic Taijutsu attac. Similar to how a Hyuuga attacks with a gentle fist attack, the Yama-Ken user rams his open palm forward to hit the enemy’s chest and belly. A direct hit can knock the air out of the opponent.


Stage 2
Rank: Genin


Stances: None

Techniques:

Hasai Houyou (Crushing hug)
Requirement: None
Description: The user lunges and puts his arms around his enemy’s whole body, holding their arms and upper body in a tight hug. He holds the enemy tightly, making it hard for the enemy to move. Upper level taijutsu users can easily escape. However, if the enemy is too weak, he is stuck and cannot move, leaving him vulnerable to attacks from other people. This technique can also have the unfortunate consequence of having the user being hurt by an attack from an ally.

Kannyuu Tanima (Collapsing Valley)
Requirement: None
Description: The user readies his fists on either side of a part of the target’s body, most commonly the head or ribs, then pounds inward with great force at a slight downward angle. This is a simple but effective attack aims to distract the enemy by causing pain in two places simultaneously.

Special Techniques:

Doton Gurabo (Earth Element Stone Gloves)
Description: By pounding both fists into the ground the user of this jutsu is able to pull them back out, covered in earth and held tightly together by chakra. Basically used like fists or a shield, the user is able to both defend and attack with them. Eventually, though, the stone will wear away after three posts.

Kuma Kobushi (Bear Fist)
Description: A highly powerful attack in which the user swats down at the target with a stiff, open palm, as if he were a grizzly bear clawing at an opponent. This move calls for focusing a lot of strength into the shoulder, arm, wrist, hand, and fingers to ensure a great amount of force being brought down on the enemy. The second stage of this attack is a temporary paralysis on the enemy if the hit connects squarely. For a short time, around 1 post, the target cannot move his muscles where hit.


Stage 3
Rank: Genin


Stance: None

Techniques:

Axe Kick
Requirements: None
Description: A powerful kick technique. The user swings his back foot upward, then brings it slamming down to hit the opponent with the bottom of the heel, usually on the opponent's shoulder. If the user misses, the foot can just swing back into position.

Mountain Rising
Requirements: None
Description: A simple uppercut technique. The shinobi uses his back hand to swing upward for a vicious uppercut that can send a person with lower Strength stats flying.

Double Rock Swing
Requirements: None
Description: A powerful double-hit combo that can also be used to fake out an opponent, the user first swings forward with a roundhouse kick from the back foot. Using the momentum of the kick, the user continues his turn, only bringing up a fist to backhand the opponent. If the first kick misses, it is possible that the opponent doesn't see the second attack coming, and can be hit by the flying backfist.

Special Techniques:

Doton Doryu Dango (Earth Element Mud Cannonball)
Description: In this jutsu, the user collects and lifts a gigantic piece of earth (about the size of a beach ball) that can be thrown at his enemies, the max distance being about 20 feet.

Doton: Jishin Ken (Earth Element: Earthquake Fist)
Description: A good jutsu for creating openings, this one works by the user slamming a fist onto the ground, and using chakra increasing the shock created by the fist to make a small earthquake. The earthquake can't do a lot more than to shake people off their feet, though, and it only affects people within 10 feet of the user.


Stage 4
Rank: Chuunin


Stances: None

Techniques:

Shougekishou (Rising Impact Palm)
Requirement: None
Description: A palm attack that is directed straight upwards, capable of sending the heavy opponents or objects flying into the air. Once in the air, a follow-up attack is often made. Little to no damage is done with this attack. It is the follow-up that deals the most damage. Permission from the opponent must be given before this is done.

Tokken (Tackle Charge)
Requirement: None
Description: The user charges forward, using his power to put a lot of strength to his shoulder to deal heavy damage to the opponent, as well as knock the enemy down with the user’s body weight. The attack often comes as a second or third attack in a series of combos.

Yamayagi Mozou (Mountain Goat Mimic)
Requirement: None
Description: This attack calls for the user to head butt his opponent with the front of his forehead, causing painful damage to his enemy while absorbing the shock of recoil to prevent harm to his own brain. Requires no momentum to execute; the user can be standing still as little as 6 inches away from his target.

Special Techniques:

Banjin Houru (Savage Throw)
Description: This technique calls for the user to grab onto the arm or leg of the opponent, and then use his entire body weight to swing his target around in two quick circles. Then, while the victim is still dizzy, the user immediately slams him into the ground to take immense damage to the head and torso. If done correctly, this should be one fluid movement.

Jagged Dust
Description: Gathering chakra, the user creates a layer of dust which surrounds himself as a second skin. The chakra manipulates dust so that it becomes denser, and jagged edges appear, similar to rough uncut rocks and jewels. When punching, striking, and kicking there is now the added effect of getting hit with the jagged hard dirt, which can cause shallow wounds and scrapes.


Stage 5
Rank: Chuunin


Stances: None

Techniques:

Elbow Smash
Requirement: None
Description: Getting close to the opponent, the user grabs the back of the enemy’s head with one hand, then brings it toward himself quickly to smash the face with the elbow of the other arm.

Stone Floor Sweep
Requirement: None
Description: Quickly crouching, the user sweeps out his back foot to hit the opponent’s legs. The attack causes the opponent’s legs to fall and make the user fall toward the ground. The user continues his sweep, and using the circular momentum, comes in for another sweep kick with the other foot, just as the opponent is about to hit the ground. The second kick usually hits the torso or arms of the opponent, making this a double hit combo.

Steady Mountain Palm
Requirement: None
Description: A counter attack against taijutsu, the user uses the palm of his hand and the firm foundation of his legs to block an attack, usually a punch. The palm sticks forward and intercepts a punch. The punch hits the palm, which is steady and rock solid, and the shock and energy can cause the hand of the puncher to take damage, even break the bones of the fingers. The hand can, however, take damage as well.

Special Techniques:

Savage Downward Crash
Description: First using Shougekishou to launch the opponent into the air, the user follows by jumping. At the apex of the jump, the user grabs the opponent, maneuvers the opponent underneath himself, and lands back on the ground with his knees on top of the opponent. This causes incredible amounts of damage to the torso, breaking ribs and damaging inner organs. The consent of the opponent’s owner, of course, must first be given.

Rising Earth Pillar
Description: Gathering chakra and strength into one hand, the user hits the ground hard, sending the chakra into the ground. The force causes a pillar of earth to shoot up to a height of 6 ft. Using chakra, the user can control where the pillar appears, usually underneath an opponent to surprise him. The earth pillar has a 1 foot diameter and can only appear within 7 ft of the user.


Stage 6
Rank: Jounin


Stance: None

Techniques:

Gangeki (Boulder Strike)
Requirement: None
Description: An amazingly powerful punch attack. Instead of attacking the enemy by tackling them, the user pulls back his fist while running before delivering a straight powerful punch that knocks down anyone or anything. Blocking this attack takes inhuman strength.

Sledgehammer Heel impact (Hanmahirushou)
Requirement: None
Description: The user jumps far up in the air, gathers a lot of power into the right leg, foot and heel. Upon impact, the power is released and sent into whatever it hits. It deals an immense amount of damage to the torso, capable of splitting apart ribs and crushing inner organs.

Flying boulder (Hishoumaruishi)
Requirement: None
Description: The user grabs the opponent’s limbs or body and spins around while holding the enemy. When enough speed and power has been gained from the spinning, the user throws the enemy into something solid like a tree or wall. The user may also throw the enemy towards another enemy. The maximum throwing distance is 50 yards.

Special Techniques:

Saido Nadare (Second Avalanche)
Description: When the user punches a target, the natural resistance that an object bears is temporarily neutralized as it absorbs the shock of the impact. However, in this technique, the user punches his target once, and then punches a second time in a fraction of a second with the same fist, so quickly that it is undetectable to the naked eye. However, because the natural resistance of the object was taken away to protect against the first punch, the second punch deals maximum damage. This results in that object shattering completely, whether it be a rock or someone’s bone.

Gansaku Shindou (False Tremor)
Description: When the user runs at his opponent, he purposely stomps on the ground with immense force every step of the way, causing the earth to shake and tremble like a small earthquake with chakra sent through the feet. This is meant to upset the balance and concentration of the target. When the user reaches his opponent, he can follow up with any attack of his choice. For obvious reasons, this jutsu has no effect on enemies in the air. This jutsu also affects allies.


Stage 7
Rank: Kage/Sannin


Stance: None

Techniques:

Kiretsu Kire (Fissure Chop)
Description: An attack that is as a follows, first sending the dominant hand into the air followed by the leg that matches with that arm (ie right arm and right leg) the leg slams down first causing the ground to vibrate stopping any sudden movements and the hand slams down onto the skull of the victim.

Bone Crusher
Description: A simple, yet devastating attack. The user grabs an arm or a leg. With immense power behind those fingers, the user crushes the bones within the fist, dealing immense amounts of pain and damage. This is usually used as a counter attack to punches or kicks. The user first blocks with a hand, then clenches his fist to deal the damage.

Sky High Avalanche
Description: An attack reminiscent of both wrestling and the Omote Renge, the user first palm strikes the user high up into the air. Jumping after, then user grabs the opponent's body, flips it around so that the head is toward the ground, grabs the neck with his legs, and plummets down toward the ground. The attack can go up as high as 10 ft. While the attack isn't a 100% positive kill attack, it can cause concussions and injured backs and necks.

Special Techniques:

Futae no Kiwami
Description: A highly powerful technique that is also incredibly difficult to perform. Using the same idea behind Saido Nadare, the technique is, instead, used with one single punch. While this may seem, at first, to be impossible, with a high amount of training, it can be done. The user makes a fist, but then extends out the fingers slightly, almost like a palm strike. But instead of hitting with the palm, the user hits the opponent with the second knuckles of the hand. This is the first hit that neutralizes the natural defenses. The hand then collapses in on itself, to create a fist, a split instant after the first hit of knuckles. This collapsing in is incredibly difficult to perform, since it has to have the full power of a punch behind it to truly deal damage. But when the user masters this punch, it is an incredibly fast and powerful attack that nearly none can match.

Ishi Suji (Stone Muscle)
Description: A split second before the opponent hits the user with a taijutsu attack, the user tightens his/her muscles. Due to extensive training these muscles quickly take any blow that comes its way and returns the force back up the body of their attacker, effectively reflecting the taijutsu attack. A highly powerful technique, the strain this gives to muscles can be intense. Can only be used three times a thread.

 

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PostPosted: Wed May 19, 2010 4:04 pm


Flaming Muay-Thai

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[Description] - This is a Fighting Style based on a type of Nin-Taijutsu known as Flaming Muay-Thai. The users form flames around their hands and then use them to send rapid, flaming punches at an enemy. This style isn't very effective at lower levels, but it devestating when the user trains at a much higher level. This style was created by Cadence Creed of Iwagakure.

[Stage 1] - Ignite the Flames
[Description] - The user must start this Training by practicing the ability to mold Chakra into their hands and create flames. They must train themselves to be able to withstand to heat of flames being placed directly on their hands. Requires 3 Training Posts to achieve this level.
[Rank] - Academy

[Techniques]

[Quick Jab] - A simple move where the user gets close and send a jab at the target's midsection. At the critical point, a small burst of flames is released from the knuckles to scorch the target area slightly.
[Rank] - Academy

[Hammer Fist] - Another simple attack where the user makes a fist and covers it with flames. They then raise it up high and slam it down over the target. The attack is fierce and effective, but relatively easy to block and counter.
[Rank] - Academy


[Stage 2] - Growing Flames
[Description] - Now the user should be able to make a flaming fist and control it. They now must focus on raising the size of the flames around the fist to about the size of a small water balloon (about 1in.flames all around the fist). The user must now also begin to use flaming kicks, but no new kicking techniques will appear yet. Requires 5 Training Posts to achieve the level.
[Rank] - Genin

[Techniques]

[Quick Step] - The user closes in on the opponent. Before they have a chance to strike, the user quickly jumps slightly one direction, but quick steps to the opposite direction. They then spin around and slam a flaming fist into the back of the target's skull.
[Rank] - Genin


[Stage 3] - Fierce Flames
[Description] - Now the user will have better control of the flaming fist. They will focus on two other types of flaming strikes now. Flaming elbows and flaming knees. These strikes have twice the level of strength that punches do. Require 8 Training Posts to achieve this level.
[Rank] - Chuunin

[Techniques]

[Elbow Drop] - The user first tackles the target and sends them forward a bit while knocking them off their feet. The user then flips up and falls on top of the target with a very powerful elbow strike that is roaring with flames.
[Rank] - Chuunin

[Knee Upper] - A simple, but extremely vicous and effective technique where the user darts in with incredible speed and send a flaming knee strike into the target's midsection, launching them forward, but up off the ground. This can easily be linked with other attacks.
[Rank] - Chuunin

[Scorching Entry] - Just like the Dynamic Entry used by Might Guy, the Scorching Entry is a fierce flying-kick that does severe damage upon contact. This kick comes in very quick and it is hard to avoid. With the flames produced during the strike, it looks as if the user is a comet that is traveling towards the target.
[Rank] - Chuunin

[Stage 4] - Inferno
[Description] - Now that the user has reached this point, they will be able to create a flaming orb around their fist that is the size of a bowling ball. This stage requires 8 posts of strictly Physical Training to master. Requires 12 Training Posts to achieve this level.
[Rank] - Jounin

[Techniques]

[Spear Thrust] - An advanced technique in which the user must charge up a high level of chakra into one arm. They then get close to the target and thrust their arm into the opponent. The thrust itself should be able to tear into the target's body, but it is then followed by a beam of flames that will will tear all the way through the target's midsection.
[Rank] - Chuunin

[Scorching Sun] - This is a highly advanced technique in which the user pumps Chakra through their body and releases it at a critical point. This creates a massive orb of flames that covers about 5m. in all directions. They then launch themselves at the target. This attack will do a very highly level of Physical Damage and Fire Damage.
[Rank] - Jounin


[Stage 5] - Phoenix King
[Description] - Now the user has full mastery of the flaming fist techniques and has a high level of physical power. Now, the user must put even more time into Physical Training. The user must complete 15 posts of Physical Training to achieve this level. Requires 15 Training Posts to achieve.
[Rank] - Kage/Sannin

[Techniques]

[Falcon...PUNCH!!!!/Falcon...KICK!!!!] - A very powerful technique in which the user charges there Chakra into either their arms or legs. They then get very close to their target and strike them with the chosen limbs. A large amount of flames is released in the form of a falcon. The punch itself is able to shatter bones, but the flames amplify the attack to a much higher degree.
[Rank] - Jounin


[Stage 6] - Second Sun
[Description] - This is a Forbidden Stage of the Muay-Thai Boxing. The users of this style are only those who desire power so much that they'd do anything to get it. This Stage is unlike the others and must be activated like the 8 Gates Style. When activated, strength and speed will reach the equivalent of the Eighth Gate and their Katon Abilities are nearly doubled. The are able to form orbs of fire around their hands that are the size of bowling balls and then they are also able to throw these flames at targets. Only someone who has cause death to a total of 3 RPCs of your own Rank or higher can achieve this level after a total of 15 posts of Physical Training and 10 posts of Elemental Training.

This Stage will last for a total of 15 posts. After this has ended, the user will become physically exhausted and will then collapse. The user must get medical attention before being able to do anything. After getting medical attention, the user will be unable to fight for three days, but will be allowed to train in Ninjutsu only. Taijutsu will cause the user to tear tendons and will add one more day to the recovery process. During the recovery process, Maximum Chakra is halved.
[Rank] - Kage/Sannin+

[Techniques]

[Dragon Fire] - The user focuses Chakra and then launches it out in all directions. This is a massive wall of flames about 20ft. high that travels 40m. It will devestate anything in its path and is highly lethal.
[Rank] - Kage/Sannin

[Eruption] - The user focuses Chakra into their arms or legs. They then jump high into the air. They come down with extreme force. At a critical point during the impact, the user releases all of the Chakra and flames then erupt from the ground everywhere within 25m of where the user lands.
[Rank] - Kage/Sannin


[Users]
Cadence Creed - Creator
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