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Master List of Taijutsu Styles

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Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 2:32 am


This is the Master List of Taijutsu Styles. If you want to learn one, look at the Village it is from, and you may be able to travel to that village to find a Master.

Color Coded Legend:
Leaf
Cloud
Sand
Mist
Rock
Sound [will remain black]
Grass
Rain
PostPosted: Tue Jul 27, 2010 2:44 am


Leaf Style

User Image

Official Leaf Village Taijutsu

Description:
A style which has a wide option of jutsu, but the true style is depended by the person. Some will use the range, and some will use up close. Leaving this style to be really bring out the individuality of the user.

Academy Student

Sennen Goroshi [One Thousand Years of Pain]
Description: An end-all Taijutsu maneuver involving just the first two fingers of each hand extended together and then driven into the a** of the ninja's opponent. Surprising and painful, this technique not only inflicts damage, but also thoroughly humiliates the ninja's opponent. Anyone with fingers and no morals can use this technique. A variation of this jutsu is also used with a kunai and explosive tags.

Dainamikku-Entori [Dynamic Entry]
Description: This is simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.

Youjitsuba [Spitting Toothpick]
Description: A Taijutsu technique where the ninja spits a toothpick out of their mouth. Attacking in this manner, while the enemy is normally focusing on your hands, provides a small element of surprise, but with much more effectiveness when used following a distraction.

Genin

Asshou [Pressure Palm]
Description: This is a taijutsu technique where the ninja drives their fist into their opponent while they are on the ground, crushing and grinding them into the earth. With impressive strength, this technique could be quite devastating.

Fuma Kage Shuriken no Jutsu [Wind Shuriken Shadow Windmill]
Description: This attack uses a Fuma Shuriken (a big, aerodynamically designed shuriken with curved blades). The user throws 2 shurikens at the opponent; however, one is hidden just beneath the first one, creating a perfect shadow. The opponent believes that only one shuriken is thrown, so after dodging it, the second shuriken appears from the blind spot, surprising the opponent, and possibly damaging him/her.

Haridoku [Poison Needles]
Description: A taijutsu technique involving several chutes strapped along the ninja's arm, loaded with poison-tipped needles attached to strings. The strings are tied to the loaders in the back of the chutes that house the needles, which the ninja draws back in attack. Upon release, the loaders shoot forward, snapping the strings and firing the needles at the ninja's enemy.

Harisuzu [Bell Needles]
Description: A taijutsu technique where the attacker attaches bells to needles to mislead the enemy into reacting to sound instead of movement. In this way, one or many needles with bells can be thrown, quickly followed by regular needles that would catch the opponent off guard when they react to the sound. Even if the bell needles miss, they cans till be used to mislead the enemy into reacting to sound by attaching strings to the bells, allowing the attacker to create the distraction of sound at any time during the fight, opening their opponent up for another attack.

Hayabusa Otoshi [Peregrine Falcon Drop]
Description: The attacker grabs a falling opponent by their ankles, wraps his legs around their waist, and drives them head first into the ground.

Houshou [Crushing Fist]
Description: A taijutsu technique where the ninja palm strikes their enemy, hurling them away. With impressive strength, this technique could be quite devastating. This move is capable of knocking an opponent approximately 30-40 feet back.

Kage Buyou [Leaf Shadow Dance]
Description: An attack which on its own does pretty much nothing yet can inflict great damage when in combination with other jutsus. This jutsu is an aerial set-up, meaning the enemy has to be in the air for it to fully function. Once in the air, the shinobi positions himself just below the opponent while in the air. Thus, the ninja becomes their opponent's shadow, leaving the opponent unable to escape from a follow-up attack.

Konoha Daisenpu [Leaf Great Whirlwind]
Description: A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended planned ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past your opponent and have a chance to react before they can mount a significant counter-attack.

Konoha Reppuu [Leaf Violent Wind]
Description: This is a very simple, yet effective technique, which can be used for anybody who comes charging with a direct attack. Using his leg, the shinobi swipes the attacker's feet off the ground by moving his dominant leg across the opponent's feet, tripping him. This sends the opponent flying away from the defender in an awkward position, and probably smashing into another object such as a tree.

Konoha Senpuu [Leaf Spinning Wind]
Description: This taijutsu attack uses a combination of speed, strength, and the element of surprise. It is a perfect move to link up with other aerial attacks. For this taijutsu, the ninja first disappears using a really fast movement. The opponent, obviously, is totally confused. However, seconds later, the attacking shinobi appears just below their opponent, and by raising his dominant leg, kicks the enemy right on the chin. This would send the victim flying up into the air. The attacker can then proceed with an even more devastating follow-up attack. Leaf spinning wind is very hard to dodge, since the movement is so fast the opponent won't probably know about the attack until he gets kicked and is already high up in the air.

Renge Lotus
Description: Renge, a series of high-speed hand-to-hand combat moves. Because of its high speed and power it requires a lot of stamina and it strains the muscles. Should be used with caution.

Shou-Geki-Shou [Rising Impact Palm]
Description: A Taijutsu technique where the ninja lifts up their opponent with one arm, retracts, and then drives their palm upward into their opponent, hurling them into the air. With impressive strength, this technique could be quite devastating.

Shoushitsu [Knee Strike]
Description: A Taijutsu technique where the ninja braces against the ground and drives a powerful knee into their enemy, hurling them away. With impressive strength, this technique can be devastating.

Tokken [Tackle Charge]
Description: A Taijutsu technique where the ninja shoulder charges their enemy, driving them away or even into something stable. With impressive strength, this technique can be quite devastating.

Tsutenkyaku [Painful Sky Leg]
Description: This is basically just a kick down from the air, where the user (if gifted with an amazing amount of strength) uses their power to create an earthquake like effect and massive destruction to the surrounding area.

Chuunin

Bunshin Kaiten Kakatou Otoshi [Clone Spinning Heel Drop]
requirement's:[Shadow Clone Technique]
Description: Bunshin Kaiten Kakatou Otoshi is a taijutsu technique that can be truly devastating. The attacker first uses Kage Bunshin no Jutsu [Shadow Clone Technique] to create several clones. These clones and the user launch themselves into the air and begin to somersault. They then come spinning down, slamming their heels onto the target's shoulders and head.

Bunshin Taiatari [Clone Body Blow]
requireement's [Shadow Clone Technique]
Description: The user quickly creates a shadow clone above them, who dives at the target using a burst of chakra. Best used in combination with some kind of charging attack, this can sometimes be used to catch the opponent off-guard.

Haritsuba [Spitting Needles]
Description: A taijutsu technique where the ninja spits needles out of their mouth. Attacking in this manner, while the enemy is normally focusing on your hands, provides a small element of surprise, but with much more effectiveness when used following a distraction.

Hien [Flying Swallow]
Description: Using chakra to extend the blades of the user’s blades, the user charges almost directly at their opponent with movements so swift it almost seems like they are flying. This usually results with a near-fatal blow across the chest to the target.

Konoha Gouriki Senpuu [Leaf Herculean Whirlwind]
Description: A taijutsu technique where the user spins with all of their strength and delivers a powerful, spinning, heel kick, blasting their opponent back. This kick can also be used to disarm an opponent since this kick is powerful enough to easily knock a weapon out of the opponent's hand. It is a much stronger version of the Konoha Daisenpuu [Leaf Great Whirlwind].

Konoha Shofu [Leaf Rising Wind]
Description: Using quickness and agility, the user will do a swift upwards kick at his opponent or at a weapon his opponent is wielding thus knocking it out of their hand or grip.

Midare Senbu [Chaos Fan Dance]
Requirement's A fan
The user attacks the enemy with their fan, thus launching them into the air. They then throw their fan behind the enemy and disappear, reappearing behind the enemy. Finally, they grab the fan and strike the enemy headfirst into the ground.

Sakura Fubuki no Jutsu [Sakura Blizzard Technique]
Description: The user hurls several kunai at their opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. The user merely has to throw another kunai with an explosive tag to ignite them, thus catching their opponent in an immense explosion.

Shishi Rendan [Lion Combo]
Description: A Taijutsu technique following the Kage Konoha Buyou [Shadow Leaf Dance], putting both the ninja and their opponent in the air, giving the attacking ninja the advantage. Four separate blows are delivered: a roundhouse kick, followed by a powerful backhand blow, followed by a driving blow to propel them towards the ground faster, and finishing with a hard-hitting axe kick into the ground, reinforcing the blow. This technique puts a great deal of strain on the user's body, which is why it is concluded that it is not a technique one could come to rely on.

Yanagi no Mai [Dance of the Willow]
Description: To perform this technique, the user must have two blades in their hands. The user can then use these blades to stab, slice, or even impale their target in the movements similar to that of dancing. With quick movements and fast jabs, this is a formidable dance.

Jounin

Isshi Resshin [One-fingered Earthquake]
Description: A taijutsu technique that only the strongest ninjas can accomplish. With just one finger, the ninja can merely tap the ground and create an enormous split in the earth before them. Of course, with this strength, one finger could do more to the enemy directly, but this incorporates physical power and range into an attack.

Sanin

Omote Renge [Front Lotus]
Requirements: Konoha Senpuu [Leaf Spinning Wind] / Konoha Buyou [Shadow Leaf Dance] / The ability to open the first of the Hachimontonkou [Eight Celestial Gates]
Description: A forbidden Taijutsu technique (Kinjutsu) that is truly disastrous to both the user and their target. To perform this technique, the ninja must first be able to open the Initial Gate, the first of the Hachimontonkou [Eight Celestial Gates] that limit the amount of chakra a person's body can release in combat. Normally, the human body uses only twenty percent of the power of its muscles. Opening this gate allows the ninja to use thirty percent of that power, putting more strain on their muscles.
This technique utilizes the Taijutsu skill Kage Konoha Buyou [Shadow Leaf Dance], sending the opponent airborne and then paralleling them self with their shadow. At this point, bandages from the ninja's arms are wrapped around the opponent, constricting them and leaving them defenseless as the attacking ninja spins violently into the ground, crushing their opponent.

Asa Kujaku [Morning Peacock]
Requirements: The Ability To Open The Sixth Of The Eight Celestial Gates
Description: Asa Kujaku is a taijutsu technique which is without any doubt the strongest Taijutsu attack. The user first opens the sixth gate Keimon, or possibly the first six gates, which gives him access to an enormous amount of chakra. Using this tremendous burst of power and speed, he will approach his opponent in a distinctive stance. When near enough, he will kick his opponent and launch them into the air. He will then strike them multiple times, causing the distinctive peacock fan to develop. His opponent will then fall back to the earth, covered in the strike's aura.

Shin Ura Renge [True Reverse Lotus]
Requirements: Konoha Senpuu [Leaf Spinning Wind] / Kage Konoha Buyou [Shadow Leaf Dance] / The Ability To Open The Sixth Celestial Gate
Description: This advanced, more destructive version of the Renge requires the opening of the Sixth Gate, with a correspondingly higher cost to the user. Then Shin Ura Renge begins with the user kicking the opponent into the air, proceeding with the opening of the sixth gate. Once the sixth gate is open, the user launches him/herself into the stunned opponent constantly attacking them with speed so fast that the naked eye will only see light beams passing through the opponent.

Ura Renge [Extreme Lotus]
Requirements: Konoha Senpuu [Leaf Spinning Wind] / Konoha Buyou [Shadow Leaf Dance] / The Ability To Open The Life Gate (Third Of The Eight Celestial Gates)
Description: Another forbidden Taijutsu technique (Kinjutsu) that is truly disastrous to both the user and their target. To perform this technique, the ninja must first be able to open the Life Gate, the third of the Hachimontonkou (Eight Celestial Gates). Opening this gate allows the ninja to use fifty percent of their muscle power instead of the normal twenty; thus, putting even more extensive strain on their muscles. This dangerous technique normally causes the user to suffer permanent muscular damage after the attack is used.
Like the Omote Renge (Initial Lotus), this technique utilizes the Taijutsu skill Kage Konoha Buyou (Shadow Leaf Dance), sending the opponent airborne, but without paralleling their body. Instead, with the incredible increase in strength and speed, the ninja bats their floating opponent around with a series of incredibly quick and powerful blows, moving so quickly that they cannot be caught by mere human eyes. Once the initial damage is dealt, before the ninja's muscles give out, they wrap the bandages around their left arm around the waist of their opponent and deliver a single set-up blow. As they advance towards the ground, the ninja then jerks them back up with the bandage, and at the same time, drives their right fist and boot into them, driving them back down to the ground.

Aetherius Pendragon

Intellectual Bibliophile


Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 2:45 am


Suiken, Drunken Fist Style
Unpredictable, Unprecise, Damaging


Style Basis: Confusion, Hand to hand

Training Methods: Users of this style train in techniques of deception through apparent drunkenness. The user can train while drunk or not, the important thing is to master the illusion that one is drunk while fighting.

Movement: Movement is unpredictable and becomes tough to track in the higher stages due to the users mastery of seemingly erratic movements.



Stage One: No Rank Requirement

At stage one the user is slightly unpredictable but not to the level that higher level nin can't see through it with ease. Most movements will still seem stiff and planned out. The user begins to learn the essentials of blocking and how to use any part of their body to do so. Most blocks will be poorly executed do to the fact that, at this level, the unpredictable movements of this style are not natural yet.

Regular Techniques:
Drunken Stumble - The Drunken Stumble is a great technique for dodging low or medium speed Taijutsu or projectile attacks. The user simply stumbles away from the attack, much like a drunken man would stumble while walking.
Rank D

Special Techniques:
Stumbling Counter - The Stumbling Counter is used in conjunction, or along with, the Drunken Stumble. The user launches a punch after stumbling out of the way of an attack. The punch comes at the target with an unpredictable amount of speed, changing almost every time it's used.
Rank D


Stage Two: Genin

At this level, the user has gained the basic ability to make unpredictable movements, making them a rather convincing drunkard even when not intoxicated. At this stage users will begin to incorporate more elements of deception into their attacks.

Regular Techniques:
Sleep - The user utilizes their new found powers of deception to trick their opponent into thinking that they have fallen asleep. This allows them to trick their opponent into attacking and gives them the advantage of surprise when they dodge or counter.
Rank C

Special Techniques:
Play Dead - This technique becomes more effective depending on what level the user is and how much damage they can take. The user takes advantage of a situation where they do not come out on top in a confrontation. When hit with a strong attack the user appears to be down for the count. When their opponent approaches to finish them off, the user springs "back to life" and launches a powerful counter attack. This technique is rather difficult to master because it requires the utmost in discipline to complete the deception.
Rank C

Stage Three: Genin

The user can now trick the opponent and has basic skills in confusing movements now there starting to learn the powerside of it. learning to use your unpredictability to make powerful hits.

Regular Techniques:
Rising Trip kick - The user Runs towards the opponent tripping up on the way towards him, but almost a foot away from them recovering and instantly kicking him high.
Rank C

Special Techniques:
Requirements - Must be Drunk
Rising Trip Fall - Sometimes when you attempt the recover if your Very drunk then you will not be able to Recover and will just collide with the opponent
Rank C

Stage Four: Chunin

Now stage Four is were things Change Going back to basics but improving them dramitaclly. At stage Four you will be training again but this Time you will be Drunk almost to the point were you cannont Stand witch is perfect. Making your Movements unpredictable as you yourself have no idea what your going to do making this Style become honed and more powerful. the ultimate art of deception.

Regular Techniques:
-

Special Techniques:
Speed of the Drunkard - Vanishing Around the area like a mad man showing of your impressive speed but also just how drunk you are by not being able to appear were you like, but suddenly striking without warning.
Rank B

Stage Five: Jonin


Training the tricks but this Time your sometimes so Drunk you may fallasleep and the body will be trianied to the point it will react accordingly alone making this more adaptable to different situations.


Regular Techniques: N/A

Special Techniques: N/A


Stage Six: Sanin

At this Stage the User has mastered The suiken Style allowing them to be unpredictable powerful dangerous and yet drunk. This is not reached easy high levels of Alchol are consumed and can be used when using this Style at this stage you can be drunk and use it or not be drunk but somethings are only aviable to you when you are dunk others when your not have fun.
This stage puts massive strain on the body though due to the fact that when drunk limations are loosened your stronger fasterand your body may not be able to handle it Also you have learnt to block with anything possible.



Regular Techniques:
Requirements - Drunk
Sickening attack - charging the opponent down then Attacking but stopping beofre the attack reaches them literally inches away then Puking everywhere. When your opponent helps or attacks its your Time by disappearing above them and kicking there head hard into the sick ( hard and unpredictable)
Rank S

Requirements - Sober
Confusing Stumbling Dance - This Technique is very odd as its done when sobre but makes the user absolutely sure your Out of your face drunk ( only be able to tell by smelling breath) now the user starts to dance around in any stye they like but not at all well and begins attacking whilst dancing but these are subtle attacks like maybe doing a ballroom dance and stepping on opponents feet (just example)
Rank A


Special Techniques:
Requirements - Drunk
Convincing Sobre headache - the User Pretends to be sobering up dramitacally asking the fight to stop due to massive headache if the opponent agrees then you surprise them with a devastating blow to the chest that could easily break ribs and armor could cause fatal injury and is so hard to see through this attack as the user is very good at acting by stage 6.
Rank S

Requirements - Sober
Sake bottle - The user begins Swigging from the sake bottle keeping it all in his mouth but not taking a noticeable amount, When Close enoutgh the user spits sake into there eyes causing burning sensations in there eyes then preforms 16 attacks to there Stomach lower body and upper body before finally smashing the sake bottle over there head. this Can be fatal
Rank S
PostPosted: Tue Jul 27, 2010 2:47 am


Shuurai Tekken Do
[Way of the Lightning Strike Fist]

Official Cloud Village Taijutsu

Believed in the Country of Lightning to be one of the oldest taijutsu styles still in practice, Shuurai Tekken Do was originally developed by the monks that helped to create the first incarnation of the Hidden Village of Cloud long before there were even inklings of such a drastic change. Honed over hundreds of years, this style has been given an essential definition that is rooted in the seeming paradox of the practice of the style itself: "What you cannot see can indeed hurt you."

The paradoxical nature of the practice of this style is the fact that despite being called the 'Way of the Lightning Strike Fist,' practitioners of Shuurai Tekken Do are known for their meticulously, almost languidly slow pace during practice. A simple movement bringing a fist across the chest from left to right may take up to a full minute or more in practice, but therein lies the difficulty itself. During all movements, muscles are constantly tensed and released without exerting much outward motion, thus making the slowness of the style the way in which it tones the body. Many practitioners choose to hold large buckets filled to the very brim with water while practicing, hoping to attain a sort of rigid fluidity, a statement that highlights the paradox present in the style's practice.

In combat, however, the practitioner demonstrates exactly what this type of practice does for his or her close combat ability. As the practitioner progresses, the laboriously slow practice tones the muscles in such a way that muscle reaction times are increased exponentially with every level of the style achieved. Thus, in a combat situation, the practitioner spends the fight attacking with extremely quick single hits and flurries and then backing off, rapidly responding to any counter-attacks made, and then repeating the process ad lib. When mastery of this style is attained, some users have been known to appear to stand still while their opponent is mysteriously ravaged and bloodied when coming near to them. Despite the general lack in strength exhibited even by masters of this style, it is still a wholly destructive art.

First stage
No Rank Requirement

Arashi noma eno shizu kesa [The Calm Before the Storm]

In the first stage of learning Shuurai Tekken Do, the practitioner focuses in training on slow, fluid motion while flexing and releasing different areas of muscle. No aids are yet used to provide extra resistance to the training, only strict guidance from a good teacher with a judgmental hand. In battle, the practitioner focuses on blocking with sweeping motions and striking with fast single strikes, taking advantage of the forms learned in practice.

Second Stage
Genin

An'unteimei [The Gathering Storm Clouds]

After a suitable duration of undertaking the first style to build on the basics, the teacher will add a tool to the practitioner's repertoire - small cups filled to the brim with a liquid. The goal of this addition is to work on the fluidity of the movements while still maintaining rigid muscle control. In battle, the practitioner's speed is noticeably faster than the average ninja, and while the sweeping blocks are now accompanied by extremely fast forearm and shin blocks, the single fast strike policy still stands for attacking.

Stage 3
Chunin

Yorunotobari [Third Stage: The Veil of Darkness]

The third stage of learning Shuurai Tekken Do is a grueling one, as whole days are sometimes spent a single position, the two cups of the previous stage being accompanied now by cups positioned on the head, shoulders, tops of the hands and feet, and on the knees. The user spends long durations in a sitting position with arms level at the shoulders, but without a chair to sit on. Sometimes, if the teacher is feeling particularly cruel, the student may be asked to try walking in a small circle while the cups are all still in place. In battle, the practitioner begins to use striking flurries in addition to the quick single strikes, as well as learning to add counters behind the now extremely fast blocks.

Stage 4
Jounin

Haizename [The Torrential Rain]

Once the practitioner has attained what the instructor deems to be proper levels of fluidity and solidity, the cups in hand are traded in for medium-sized buckets of water with rough rope handles, which are still filled to the brim with a liquid. The rest of the cups of the previous stage are removed. This adds the extra aspect of maintaining fluidity while improving on muscle control due to the resistance of the added fluid weight. In battle, the practitioner approaches speeds that will baffle the human eye and batter the human body, but due to intense training the user will be able to control every strike, counter, and dodge to a keen precision. Strong single strikes and the occasional flurry are still the mainstay of the practitioner's offense, though there is now a considerable increase in the power behind them.

Stage 5
Sanin

Saishuudankai: Tekken Tenrai no Raijin [Final Stage: The Divine Fist of Raijin]

In the final stage of Shuurai Tekken Do, the teacher acknowledges the student's abilities by leaving the last training up to him, as the learning is now essentially complete. A complete emphasis on speed should be the focus of the training in the Final Stage; some training methods used in the past include weighted training underwater, deep squats carrying livestock on the shoulders while standing under a waterfall, and other such extremes. In combat, the practitioner is now the stuff of the legends surrounding this style, seeming to be able to attack without physically moving the body from a standstill. Striking and countering become so fluid and fast that some say the blocks are almost up before the opponent's strike begins and the counter is made before the strike is retracting.

Aetherius Pendragon

Intellectual Bibliophile


Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 2:48 am


Rokushiki - Six Powers
Limitless, Deadly, Addicting


Style Description:
The Rokushiki Style is a style that was hidden from the world by the Noah Clan who were the only ones who could use its power. This style is considered one of the most unique Taijutsu Styles to be used in battle with limitless attacks and power hidden behind it there is only a certain few who can learn and even master its power. The power can even become addicting to the person who use always wanting to use its power giving them the urge to fight strong opponents.

Style Basis:
Hand To Hand: Chakra Control

Training Methods:
This style was powerful but ever since the Noah Clan was reduced down to a few members the style became forbidden to be used among them because of the lust for battle which caused them to fight amongst themselves. Now that the scroll was stolen from them they fear that everyone will fall to the same fate as their Clan once did.

Movement:
The movement of this Style is quick and deadly but it can also differ from the user and how they choose to use each technique from the style.

Usage Requirements: NO ONE who is not a Taijutsu user may learn any of the special techniques for this style.

Stage 1: Rankyaku

Rankyaku is a projectile technique in which the user kicks out at very high speeds and strength, sending out a sharp "Air Blade" that can slice objects and greatly damage a human body. It is made from the users own Chakra that is condensed and sharpened.

-Requirements-

For Regular Techniques Have no rank requirement.
For Special Techniques you must be Genin.

_____Regular Techniques

Rankyaku - Sen (Storm Leg - Line) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Blade fashion which leaves a great deal of damage to the foe.
Rank - C

Rankyaku - Shuriken (Storm Leg - Hand Hidden Blade) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Blade fashion which continues to rotate until the blades form into the shape of a Shuriken that deals great damage to the foe.
Rank - C

Rankyaku Hakurai (Storm Leg - White Thunder) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Blade fashion that is done with both legs which creates and "X" shape.
Rank - C

_____Special Techniques

Rankyaku - Gaichou (Storm Leg - Victorious Bird) - The user kicks his legs at a high speed while Chakra is already stored within it causing the Chakra to be released in a Bird shape fashion which leaves a great deal of damage to the foe.
Rank - B

Rankyaku - Ran (Storm Leg - War) - In this attack the user spins around quickly in a circle on one hand while performing Rankyaku to create a circle shaped Rankyaku which radiates outward. The attack was powerful enough to cut through steel in all directions, it can also be used to send an enormous mass of Rankyaku.
Rank - B

Rankyaku - Amane Dachi (Storm Leg - Circumference Sectioning) - The user jumps forward while spinning in the air, forming a ball shape with his blades. This is basically a feinting maneuver, so even if the target manages to read the pattern of this attack and move out of the users trajectory, they will still be cut by the Chakra that is emitting from the blades that are sharpened to where they feel like the tip of a Blade.
Rank - A


Stage 2: Shigan

Shigan is a technique in which the user pushes their finger into a certain target at very high speed, leaving a wound similar to a bullet wound, making guns unnecessary.

-Requirements-

For Regular Techniques you must be Genin.
For Special Techniques you must be Chunnin.

_____Regular Techniques

Shigan (Finger Gun) - A technique in which the user pushes their finger into a certain target at very high speed with the help of coating their finger in their own Chakra, leaving a wound similar to a bullet wound, making guns unnecessary.
Rank - C

Shigan Ouren (Finger Gun - Yellow Lotus) - A technique in which the user pushes their finger into a certain target at very high speed with the help of coating their finger in their own Chakra, expect the user does it multiple times resembling a Gatling Gun, leaving numerous wounds that are similar to bullet wounds.
Rank - C

_____Special Technique

Tobu Shigan - Bachi (Flying Finger Gun - Plectrum) - A technique in which the user pushes their finger into a certain target at very high speed with the help of coating their finger in their own Chakra, expect the user launches the stored Chakra from his hand like a Bullet which deals great damage also.
Rank - B


Stage 3: Tekkai

Tekkai is a technique in which the user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks.

-Requirements-

For Regular Techniques you must be Chunin.
For Special Techniques you must be Jonin.

_____Regular Techniques

Tekkai - Gou (Iron Mass - Strength) - The user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks, the user visually tenses his body even further while standing still so they are able to defend themselves against stronger attacks.
Rank - B

Tekkai - Rin (Iron Mass - Wheel) - The user uses Tekkai and kicks one leg into the ground and starts rotating their legs at a fast speed, causing their legs to simultaneously slam into the ground on a set path toward their opponent. It also seems to incorporate Rankyaku, as the legs leave blue traces in the air like a normal Rankyaku Chakra wave.
Rank - B

Tekkai - Sai (Iron Mass - Smash) - After the user launches himself into the air with Geppou, the user kicks back towards the ground, and harden their fist with Tekkai, which the user drives into the ground for massive area damage.

_____Special Technique

Tekkai - Utsugi (Iron Mass - Empty Tree) - The user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks, used entirely as a counter where the purpose isn't to absorb damage from the attack, but to transfer the shock of the attack back to the attacker, which can lead to broken bones if used multiple times.
Rank - B


Stage 4: Soru

This is a technique in which the user moves at very high speeds bu coating his own feet in Chakra to boost the output of their maneuvers in order to avoid attacks, as well as to attack at higher speeds.

-Requirements-

For Regular Techniques you must be Jonin.
For Special Techniques you must be Sanin.

_____Regular Techniques

Soru (Shave) - The user moves at very high speeds by coating his own feet in Chakra to boost the output of their maneuvers in order to avoid attacks, as well as to attack at higher speeds.
Rank - B

Geppou (Moon Step) - The user actually jumps off the air itself by kicking at the air in high speeds with the coating of their own Chakra, allowing them to stay in the air for much longer than usual.
Rank - B

_____Special Technique

Kamisori (Razor) - The user uses a combination of Geppou and Soru, where the user uses Soru in a zigzag motion in midair, allowing extremely fast movement.
Rank - A


Stage 5: Secret Technique Rokuougan

This is the secret and ultimate attack of the Rokushiki style. You will only be able to use this Technique until after you have complete mastery of the others then you will be able to have access to this Technique.

-Requirements-

For Regular Techniques you must be Sanin.
For Special Techniques you must be Sanin.

_____Regular Techniques

Rokushiki Ougi - Rokuougan (Six Powers Ultimate Attack - Six King Gun) - The user stores Chakra into both of their fist holding them vertical on top of each other after storing Chakra into their hands they release it in a powerful air wave made from pure Chakra that only looks as if air is passing through them. This technique causes the foe to have a massive migraine as well things being blurry to them for thirty seconds after the assault.

_____Special Technique

Sai Dai Rin - Rokuougan (The Largest Ring - Six King Gun) - The user stores Chakra into both of their fist holding them vertical on top of each other after storing Chakra into their hands they continue storing Chakra overflowing in that one designated point until it explodes in a powerful air wave made of pure Chakra that looks as if air is passing through them now with more attack radius after it passes through the intended target it can smash through anything else that is behind the intended target. This technique causes the foe to have a massive migraine as well things being blurry to them for one minute (One Post) after the assault.
PostPosted: Tue Jul 27, 2010 2:49 am


Suna Taijutsu - Desert Fist Style
Stages to Mastering Desert Fist Style

This style is for utilizing the power of sand for something other than Ninjutsu. One of the rare Taijutsu of the Sand Village, this uses sand to increase the hits of the user, and at one point, allows the user the ability to create a double-hit combo with every strike. Normal users of this style have weights filled with sand, and the sand is attached to their chakra signature, following them everywhere when not in the weights. Many practitioners of this style are said to be as fearsome as the Shukaku himself with their sand-powered movements.

Style Basis: Elemental Taijutsu

Training Methods:
To train for the Sabaku-kenfu, the user must first wear the sand, whether in the weights or with Suna no Yoroi. Once getting used to the weight, the user must then learn the basics of the style in the weights. Once the level of knowledge is gained, the sand is able to be used, which is trained to attempt control of the sand. Only then is the level really learned.

Rules:
-Sand shinobi only.
-The discipline is provided as the sand can be either carried two ways: onto their body like the Suna no Yoroi (in that case the technique is needed) or in special weights on the legs and/or arms (requires Sagan Omori). Those using Suna no Yoroi must carry a large gourd to have access to levels 3 and above.

Notes:
-The sand is incapable of any action without initiation of the Taijutsu.
-This sand cannot be used for anything other than this Taijutsu style.
-The sand cannot be used as a projectile of any kind. (In other words, there is no Gaara in this style)

Stage One: No Rank Requirement

Amount of Sand: 1.5 Gallons
Weight: 30 pounds each set (60 with both arm and leg weights)

The sand is unable to move much on its own, seeing that the user's "control" of it is not very skilled. The sand instead covers the limbs for extra power. The sand cannot leave the user's body.

The user must be like sand to be able to control it properly, so the user must learn to be as flexible as the sand, for without the flexibility, they cannot control the actual flexibility of the sand itself, and is also the reasoning behind their poor ability with sand. For the moment, the user can only bend their back to the point in which they are nearly level with their waist.

Stage Two: Genin

Amount of Sand: 3 Gallons
Weight: 60 pounds each set (120 with both arm and leg weights)

The user's control over the sand increases only a small bit, but enough for a piece of the style's original purpose is made. The sand is able to separate from the user's body, but only for about an inch, which isn't enough for the desired effect. The user's attack would be executed in a fashion that would give extra damage, and more of a stinging sensation with the hit as the sand's physical properties apply to attacks at this point.

The practitioner gains a little something at this stage. With more control over the sand, the flexibility is something that the user now quickly catches onto. The level that they have reached is rather superb, especially for a Genin-level practitionists. With this, they have been able to move their back all the way until their head reaches the ground and pull themselves back up. This comes in handy when using the Taijutsu as a practitioner can easily perform maneuvers that would help them dodge.

Stage Three: Genin

Amount of Sand: 4 Gallons
Weight: 80 pounds (160 pounds total for both arms and legs)

The "control" over the sand is what is focused in this stage, the reason why the amount of sand carried in the weight didn't increase at the same rate as before. The sand ability has been developed well here, as the user of this style can now separate the sand from their body for up to 3 inches, enough for the first AND second hits to occur beautifully in cooperation. The sand's stinging sensation becomes multiplied once the user gets their hit off.

The practitioners of this style now can perform on the streets like it was nearly nothing. Their flexibility training is to dance, to tell the truth. The user can easily perform a stationary backhand spring, and can spin their body on their heel while changing the body's position, such as leaning back. This is preparation for the next level.

Stage Four: Chunin

Amount of Sand: 5 Gallons
Weight: 100 pounds (200 pounds total for both arms and legs)

The "control" of the sand has increased further, but not too much. There is another focus in this stage of the style. However, the sand can now move during it's attack, and change form. Unable to take something sharp, though, the sand spread and be used as a shield from most attacks, but only when the user makes a defensive action. In a nutshell, defense is now a factor to practitioners. Also, the sand is now charged with more chakra when in the weights.

The dance training continues, and now, the user has enough balance and flexibility to perform dances like as the windmil and such, basically become a break dancer. The user can move their waist to twist and turn for defense and offensive situations

Stage Five: Chunin

Amount of Sand: 7 Gallons
Weight: 140 pounds (280 pounds total for both arms and legs)

The sand moves with the user better then before as it follows the user's every movement to the point where if the user were to turn his body a certain way, the sand would turn with the user instinctively. Whether it hit the opponent doesn't matter, it just does it. But there's a part about this that makes things interesting. Since the sand had finally reached a stage in which the shape can be changed, the sand can now be controlled so that it spins when landing punches, thus creating more pain with each attack.

The flexibility is now used in conjunction with the defense. Now being able to turn their body nearly in any direction while grounded, the user turns the body so that the sand moves with them and with the counterattack, put more power into the hit.

Stage Six: Jonin

Amount of Sand: 8.5 Gallons
Weight: 160 (320 pounds total for both arms and legs)

The sand is now at the stage where the power has increased to Strength equal to 1/2 the user's strength. Also, with the amount of sand available to the user, this is when it has some use. The sand creates two layers: One ahead the punch, one covering the fist of the user. This creates quite a strange level for those who wish to become serious with their opponent. It is nearly impossible for the user to not cause damage with this level of growth.

The air is the practitioner's best friend. The user can now create manuevers in the air as if the air was their friend. Some perform dance moves in the air as if they could fly. Many of the practitioners gain money from dancing on the streets with the sand, creating dynamic moves and motions.

Stage Seven: Sanin

Amount of Sand: 10 Gallons
Weight: 200 pounds (400 pounds total for both arms and legs)
Requirements: Kage/Densetsu

At this near-forbidden level, the sand has become something immensely wrong. The sand not only increases the space from the fist from 3 inches to 6 inches, but in the middle of that gap another layer of sand is created, so there's two layers of sand 3 inches apart. On top of that, one layer spins one way, and the other spins the other way, with the fist to do damage on top of that.

Aetherius Pendragon

Intellectual Bibliophile


Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 2:50 am


Suna Taijutsu - Pai Qua Quan
Stages to Mastering Pai Qua Quan

Pi Qua Quan, among all styles of taijutsu, involves the most movements. Mainly, it emphasizes mid to long range attacks, in which the opponent is confused by the attacker’s constant motion.

Pi Qua Quan is named from the movement of the hands during an offensive. The downward movement of the hand is referred to as pi, while the upward movement is referred to as qua. As the name suggests, Pi Qua Quan is the circular motion of the hand, much like a windmill. A fist is seldom used. Instead, much of the offensive comes from hands relaxed with fingers extended, being used in a manner resembling a whip. The moves are full of beauty, yet the offenses are sharp and heavy.

In Pi Qua Quan the moves are smooth and flexible. It demands the greatest degree of flexibility in any known style of Taijutsu, for the user must learn to move gracefully and without the stiffness of many forms of taijutsu possess.

However, while the style is quite fast and fluid, it does lack the raw power of some other taijutsu styles, as such every hit has to count. As a result over the years, countering has become a fundamental aspect of the style, and it has indeed become so recognized as a part of the style that many have expressed a great fear of attacking a user of Pi Qua Quan for fear of their devastating counters.

As a result of this focus on countering, the style has evolved over time to incorporate chakra control to improve the users reflexes, better equipping them to counter attacks, making it easily the most formidable and most prominent taijutsu style in the wind country.

Stage One: No Rank Requirement

Power:
At this stage the user can strike slighter stronger than an untrained shinobi, a solid hit causes minor pain and possibly bruising but not much more than that.
Movements:
Movements are awkward at this stage, lacking the fluid motion that masters of Pi Qua Quan possess. The user is still unsure of their stance and move with a bit of difficulty, making each strike rough and slow. Arm movements are difficult to control as the user hasn't learned to keep their arms properly relaxed, and have a tendency to form their hands into fists, which slow down their movements.
Flexibility:
Having just begun training their arms and legs to be flexible, they are slightly more flexible than the average taijutsu user, though not by a lot.
Reflexes:
No real advantage for the users reflexes at this stage.

Basic Techniques

Name: Seiryu-Kasho
Description: A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against.

Name: Bokuho
Description: A basic stance that takes advantage of the user’s flexibility; the user crouches down with one leg bent, the other extended slightly. The arms are held out wide and outstretched high above their head, but loose and relaxed at the same time. This allows for the user to be able to target any part of the opponent’s body, whether it be their head or their feet.

Stage Two: Genin

Power:
A solid strike at this stage can cause a painful bruise, though more significant damage would necessitate multiple focused strikes.
Movements:
Movements are a bit more sophisticated, the user now able to perform the up and down movements of Pi Qua Quan with greater accuracy and speed. The motions are still stiff however when compared to a master of this style.
Flexibility:
At this stage the user is showing greater levels of flexibility, now able to bend backwards to a greater extent than normal, useful for dodging some attacks.
Reflexes:
The user is just starting to make use of their chakra control to better improve their reflexes, however at this stage any improvement is so slight as to be unnoticeable.

Basic Techniques

Name: Fukanro
Description: Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponents other foot, and in one swift movement they wrench the opponents other foot up high while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands.

Name: Teishitsu-Jouhai-Sho
Description: A move performed while the user is facing the enemy. Bending down slightly, the user executes a perfect 360 degree spin, striking upwards as they do so resulting in a powerful uppercut that at higher levels can easily lift an opponent off the ground.

Stage Three: Genin

Power:
At this stage the users hands, held fairly loose can be used to break wooden panels without significant difficulty, making them rather more formidable at this stage.
Movements:
Movements are less rigid than in the previous stage, as the user is beginning to learn how to make each move flow more into the other. Additionally they are more adept at keeping their arms relaxed, allowing them to whip them around with greater accuracy and speed.
Flexibility:
Having practiced more advanced forms of stretching, the user is flexible enough to allow their body to twist and bend into the moves more easily; the user has no problem holding a crouch or other such positions for hours at a time without their legs cramping.
Reflexes:
Only now does the users reflex training start to pay off. Though the difference is only slight, it is enough to allow them to move to lessen the impact of blows that would have otherwise been quite harmful, or dodge blows that would have only just previously found purchase.

Basic Techniques

Name: Kasui-Sho
Description: When an opponent attempts to kick the user while in their Bokuho stance, the user slides extended leg forward while crossing their arms over their head to defend against the kick. With the opponents leg pressed against their arms, the users then swiftly pushes themselves upward forcing the opponents leg high upwards and sweeps their other foot through the opponents other leg, causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill prepared opponents.

Stage Four: Chunin

Power:
With the users continued focus, their attacks can now fracture bones, with repeated strikes typically breaking them. As such, combined with their speed at this stage they are becoming very dangerous to face.
Movements:
The whip-like form of the arm becomes more pronounced, though the user doesn't have quite enough skill to move around nearly as fast or fluidly as higher stages. Offenses are still a bit slow and unwieldy, but are far less jerky than in the previous stage.
Flexibility:
At this stage the user's flexibility and agility allows them to duck in and out of a slower opponent's blows, bending their bodies to dodge attacks. While this is extremely handy against taijutsu users that specialize in slow, powerful moves faster opponents still prove to be a problem.
Reflexes:
The user is showing real improvement in their reflexes, such that they are now not only better able to dodge attacks, but they are now more often able to catch and block direct attacks, a particularly important part of the style.

Basic Techniques

Name: Tenshin-Bansa
Description: A deceptively simple counter in which the user catches the opponents punch with both hands, then pulling the opponent forward and turning such that they are behind the opponent, the user then leans forward, forcing the opponent to the ground, while still holding onto their arm, typically resulting in the arm breaking or being dislocated at least.

Name: Koran
Description: Another quite simple but powerful move. Quickly catching an opponents kick, the user immediately lashes out with a kick of their own to the opponents groin, and stepping forward as they do that, they finish it off with a kick to the opponents other foot, typically leaving them face down on the ground struggling to stand.

Stage Five: Chunin

Power:
At this stage a single solid strike from the user can break bones.
Movements:
The elegant fluidity of the style is beginning to become apparent at this point. Stiffness is still an issue, but only a minor one as the user becomes more conscious of relaxing their arms and hands properly. Attacks are performed much quicker and flow together better, though they still suffer from a bit of hesitation and awkwardness.
Flexibility:
Now having quite an exceptional degree of balance as well as flexibility, the user is now adept at keeping their positions whilst trying to move the opponent off of theirs. The user's ability to weave through an opponent's attacks is improved at this point.
Reflexes:
The users reflexes are now at a stage where striking them seems an exercise in futility. Only very carefully planned combinations of attacks, or attacks by multiple people will have much chance of striking.

Basic Techniques

Name: Uryu-Banda
Description: One of Pi Qua Quan’s signature moves, it is essentially a very fast spin in which both the users body and their arms spin rapidly, though their arms are focused in one direction making them appear much like the sails on a windmill. The speed and fluidity of this move is easily the most impressive part, and due to the swiftness with which the move can be started it is a very dangerous move to anyone foolish enough to get too close. Lastly the move provides an ideal opportunity to move into the Bokuho stance, allowing the user to press the offensive further afterwards.

Stage Six: Jonin


Power:
At this stage a solid strike can dent, sometimes crack a tree, naturally making their attacks against an unarmored opponent very punishing.
Movements:
The user’s movements take on a more graceful appearance with each move, as the technique now becomes almost second nature. The arms are for the most part properly relaxed, though the user still has a tendency to move a bit more rigidly than a master of this style. Lower level shinobi may find their movements difficult to anticipate and counter due to their speed and focused nature.
Flexibility:
Now able to bend their bodies in ways most normal people can't even imagine, shinobi of this level are almost more of a gymnast than a taijutsu user. Not only can they weave through slow opponents attacks relatively easy, but they can often find ways to sweep the opponent off their feet while keeping their own easily.
Reflexes:
No significant improvement is seen at this stage in terms of the users reflexes.

Stage Seven: Sanin

Requirements: Kage/Densetsu

Power:
One solid strike from the user at this stage can break a solid tree in half.
Movements:
The fluid style of Pi Qua Quan is now at its peak; all moves are performed quickly and easily without hesitation, making the user’s hand and leg movements appear as a blur to the enemy. Each move of the hand or leg melds completely in with the next, making it quite a spectacle to watch.
Flexibility:
By this stage there is virtually no position the user cannot perform, their flexibility having advanced to almost superhuman levels. Their balance is exceptional; knocking them off their feet is extremely difficult as they can stay standing still with no problems even while the earth shakes violently under their feet. Against a slow opponent, the user can pretty much bend and twist their body around their attacks and strike the heart of the enemy with ease.
Reflexes:
At this stage the users reflexes are quite incredible. The user will register and begin to react to attacks the moment they begin, which combined with their flexibility and speed makes them nearly impossible to strike.
PostPosted: Tue Jul 27, 2010 2:52 am


Mist Stance Style

User Image

History: Members of the hidden mist village lives in a constant fog and must pay attention to make sure they don't run into thing some shinobi have made this precaution into a fighting style to by using chakra to boost reflexs far past those of normal people.

Purpose: To use quick Movments to avoid damage this requires the user to practice in heavy mist agianst another person so when in a normal fight relfexs are far better.

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Stage One: Close Call


Requirments:None
Details:This stage is for Academy students who have had some expereince with combat and this stage takes mearly 3 posts to learn the user must learn in a misty area.

Reflexs: Small boosts can predict an oppoents move a fraction of a second faster than a normal ninja.

Chakra Boosts: The user must use chakra to boost the bodies movment so they can keep up but at this stage the user has close to barley any or no chakra control advantages.

Specail Moves:
None

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Stage two: Keeping Pace


Requirments: Gennin level
Details: At this stage the user must have practiced mabye a full day to fully understand the stage but in posts it would be about 7.

Reflexs: Now the user can predict an opponents moves almost a full second fatser than a normal person.

Chakra Boost: This stage the user may focus their chakra to the front or back of their foot to boost speed to help their legs keep up with dodging and movment.

Special Moves:

Flash Foward:
This is the basic attack move for the fighting style by focusing chakra to the users feet they may charge foward with more speed and confuse an enemy with the burst of speed.

Center Shift:
This is the basic defence and is used by the most esteemed fighters by shifting thier center of gravity to make direct hits uneffective, the way this differs if the user shofts their body by releasing chakra from their hands or feet and can be done in mid air. A tthis low level the user may reduce dmaage by olny a small bit by pushing away from the attacks and absorbing 5% of total physical dmage

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Stage three: Kick Starting


Requirments: Gennin
Details: The users main focus must be taijutsu for the suer to learn this stage at gennin the user must have spent 12 post practicing in heavy mist agianst an oppoenent this is mostly done by making clones

Reflexs:
At this stage the user Reflexs really don't change all that much but their muscles are beggining to memorize the movment that users makes making punchs more balanced and effective.


Chakra Boost:
The user may now emit more chakra making their body a small bit faster, and even able to force chakra out their knuckles making punches able to badly damage a 1 ft solid piece of wood and with human contact could leave bad bruises.

Special Moves:


Jump Start: This is the basic move for making sure the user get to higher ground and can even bounce more smoothly away from damage, this is done by pushing chakra out the sole of the foot and causing the illision that they have lost a full 50 punds without that wieght the user may jump and good 7 feet straight up and makes gettign out of tough situations much easier.

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Stage four: Moving Foward


Requirments: Chunnin
Details: The user must be very carful reaching this stage because they must practice for weeks or 16 posts to complete the stage but this stage is a huge step up from the lower levels and can mean the diffrence between life and death.

Reflexs:
A huge diffrence can be feltthe user can predict 1/5 as well as sharingan and can even force the users muscle to react quicker by 2 seconds!


Chakra Boost:
The users chakra control is most impressive the user may fire a small relase of chakra that can send a target of 100 pounds 5 feet and can shatter a solid wood block as for damage if hitten on an arm directly it can cause the bone in the arm to splinter.

Special Moves:


Second Strike:
This is a very useful fighting move where the user can release chakra from the center of his fist and cause it to make a force equal to that of a full contact punch after the user makes contact the user releases chakra and if a target blocks the first strike will feel a powerful force blast agianst them works within 6 inches of the user fist.

Kai Resistance:
This is a jutsu that when used and will leave the user weak the next post, the user gathers chakra within half a second and releases it form his arms or legs if a target is near them it can cuase them to be knocked back this technque is similar to the hyugas rotation but can olny me emited though the users arms and legs.

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Stage Five: Getting ahead


Requirments: Chunin
Details: After the user reaches this point they must have pracitced 25 posts in mis tfighting many clones of opponents this is very close to the users ultimate ability.

Reflexs:
This stage is a huge step up the user can predict half as well as sharingan and muscle reaction is instant and gains 2.5 seconds ahead making fights with other taijutsu users a breeze.


Chakra Boost:
The user can force chakra throught out ever limb and this helps their body keep up with their mind making preictions about the enemy easy to counter punches can also can dent steel and shatter tree trunks within a few seconds as for human contact they may break bones easily and now getting hit physically by another taijutsus normal punches does almost nothing users at this stage compare normal pnchs to bug bites.

Special Moves:


Bird Watching:
This is the ultimate high for jumping technques the user may jump 25 feet into the air and can bounce extremly fast away from damage making hitting the user a difficult task.

Reject: This a shield made of pure force by releasing chakra from the body they may reject many atatcks but by doing so making the user weaker depending on how strong the attack is this is a sort of chakra armor that the user coats 3 inchs above their skin and when something makes contact all chakra in the armor is released in that one spot.

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Stage 6: Final Stretch


Requirments: Jounin
Details: This stage is not required to reach the max stage and takes a month of 30 post to learn but makes learning the final stage easy, this stage is optional but it prepares the user for greater feats.

Reflexs:
Reflexs are not much inproved form last stage the real change i now the users staminia is better making it easier to fight at max for much longer.

Chakra Bost:
No real changes the user may now make hand signs much quicker.

Special Moves:


Fast Learner:
Learning Taijutsus of anykinda is easier any taijutsus that the users learns posts will be cut in half.

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Stage 7: Breaking Free


Requirments: Sannin, Fighting a jounin+ ranked shinobi in mist for 10 posts, or 5 if last stage was learned.
Details: The final Satge is forbbiden the scroll for the final stage is hidden within the mist village takes 40 posts of normal training and 10 posts of real fighting with an opponent, totlaing in 50 posts but if stage 6 is learned makes this stage much easier to learn.

Reflexs:
Reflexs are just as good as sharingan users the body moves even before the target makes a move muscles and staminai is boosted amkign this stage less dmaging to the user.

Chakra Boost:
the user can force large chakra out their limbs and can cause great force from their intire body, their hands move fast enough to confuse the enemy by making twices as many hand signs in half the time.

Special Moves:


Speeds Vengance:
This is a powerful punch that the user may launch at a target from 15 yards from his target mearly by pointing their knuckles towards a target they may cause a shock wave to be launched at the equal force of a solid punch the attack is completly invisable to normal eyes.

Crater Fist:
The user by this time can launch a punch able to break through a tree trunk with one hit, and could break bones wit ha simgle finger chakra now is always flowing from the user making the user lose a gennin ranked jutsu ever post they are using this style but it cannot be switched out of easily the user must sit still for 2 posts to stop the chakra drain, this specail punch can be used at anytime and can not be given any mucle force the user may lay one finger on the ground anf can cause it to shatter and can be used to lucnh a target 25 yards and will break bones.

Total Reject:
This is very fimilar to piens shielding by luanching chakra fro mevery part of their body, making a shield that is visable it can send anything within 5 feet around go flying away but unlike pien this has a great cost by doin this hte user cannot move for 2 posts but even with this great defence it is not 100% effective and many jutsus may go through but not many things it may even cause the black flame of the sharingan to shrivle and can send large targets to fly hundreds of feet and ma send nroaml people a couple miles away and can leave them in a coma with many broken bones.



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Aetherius Pendragon

Intellectual Bibliophile


Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 2:53 am


Akuma Haraise - Devil's Retaliation
Unpredictable.Speed.Destructive.



Style Basis: Speed,On all fours.

Training Methods: Training is usually done in attempts to increase speed, and use instincts.

training Blindly, or without senses both are fine and enable the user to get used to fighting Demonicly.


Movement: unpredictable the higher the stage the harder to see through the stages. due to the level of mastery of the Akuma Haraise that the user has.

Stage One: No Rank Requirements

At stage one the user will crawl around on four's, as it is the basis of the style,Allowing their Darker side to control them, the animal side, they have little self awareness, making it hard to see friend from foe, also they are quite unpredictable but not too unpredictable meaning higher level shinobi can see through it with ease. Offinse is the main part of this style, and as such the user will mainly always be attacking, using chakra to give short bursts of speed.

Regular Techniques:
Akuma Sutansu - Devil Stance: The user will stretch, becoming very nimble, most style users will have their nails cut longer, pointed, as though they are talons, they will crawl around on their hands and feet, similar to a beast. Allowing for rapid speeds, and quick attacks.

Special Techniques:
Kuro Tsume - Dark Talon: The user will run on all fours, quickly in a zig zag formation to confuse their opponant, then they will quickly use either their nails, or senbon, to slash their opponants side.

Stage Two: Genin

The user has basic control of the syle but of course it seems like the user has no control at all, they still cannot tell friend from foe as they are using their darker insticts those of an animal, they will blindfold themselves, cutting off one sense making the others more powerful, relying on smell, which is becoming a new thing to try now.

Regular Techniques:
Akuma Kamu - Devil Bite: The user will sprint on all fours towards their enemy, throwing kunai as a diversion, they will lunge baring their teeth, as they enemy will try to block, they will sink their teeth deep into them, kicking them in any location in the process to weaken them.

Special Techniques:
Jinsoku Biribiri - Rapid Ripping: The user being blindfolded,will use smell to detect their opponant, with they will release a burst of chakra increasing their speed, with this they will jump into the air, trying to land on their opponant, while citting them rapidly with their senbon, or Fingernails.

Stage Three: Chunin

The user can now tell friend from foe, though they are still oddly angered, as though a lust filled spirit has taken them over, all they want is battle, blood. Now they are using their chakra to their adavantage, forcing chakra onto their nodes, they will force them into disability, cutting off taste, and sight (unless the have byakugan, or in my RPC case the Devil or Curse Eye) they will become faster, and have a better sense of smell, allowing one certain enemy to be located more easily.

Regular Techniques:
Akuma Ataru - Devil Strike: The user will release chakra, pushing off, allowing for a quick burst of speed, for the best effect they will be directly next to their opponant, they will rip their body throught the air, making a speed bust, and try to shover their hand through their opponant, with enough force they will kill them if hitting a major organ.

Special Techniques:
Akuma Sutansu Ni - Devil Stance Two: The user will begin to pop their limbs, making them more flexable, and even more deadly, they will force chakra onto four nodes, making movement more limble, and more rapid.

Stage Four: Jonin

The user will now be able to strike with enough force to level a small shack, they will begin moving with more speed, not enough to leave an after image, but enough to confuse one, they will be able to user their body more elegently, with almost flawless agility, making them almost impossible to knock off balance as they are on all four's.

Regular Techniques:
Akuma Mochi - Devil Charge: The user will release a burst of speed, running raoidly digging their nails, or senbon deep into the earth they will use them to lunge out at their enemy, charging at them with their shoulder, with enough force to fracture bone.

Special Techniques:
Kuro Shippuu - Dark Hurricane: The user will jumo into the air, releasing a rapid, large burst of chakra they will throw their own body down into a spiral, with enough force to shatter bone, if they strike, it may be enough to kill, but will also damage themselves.

Stage Five: Sanin

This is the final, master stage of Akuma Haraise the user at this point will only have hearing, and smell (unless the have byakugan, or in my RPC case the Devil or Curse Eye) their body will move faster enough to leave a small after image, lasting a fraction of a second, they will be moving so powerfully they could demolish a house with ease, though their muscles will be tearing, and if used for more then twenty minuest (twenty posts), they will experiance sever exhausten, and are most likely going to rip several tendons, and muscles.

Regular Techniques:
Shi Sutansu - Death Stance: The user will activate all the nodes in their arms, and legs, making speed rapid, and hard to follow, while at the same time increasing force. Tendons, and muscle have been subject to rip if used to long.

Special Techniques:
Shi Saikuru - Death Cycle: the user will run, and release a burst of speed, running raoidly digging their nails, or senbon deep into the earth they will use them to lunge out at their enemy, they will spin their own body, so rapidly wind will flow around it making them into a moving tornado if hit it will slash up their opponants skin.

Akuma Hasami - Devil Scissors: The user will run ast their enemy, while crossing their arms into an ex, with their nails, or senbon flat out, the will launch themselves into the air spinning, with enough speed and force the essentially become a drill, allowing for movement underground, being able to shoot up from underneath their opponant and attack.

Forbidden Technique
Akuma Jisatsu - Devil's Suicide: The user will release all of the nodes in their arms and legs, and release all restraints on their own body, this will kill them, this is their last attempt move, they will seal themseves with explosive, and ice tags, making them a deadly bomb, the will force all remaining chakra in their body to force them out at unhuman speeds, making them almost impossible to follow (Sharingan, Sandetsu) using their nails, or senbon the will latch onto their enemy, and use the tags to blow themselves, and their enemy into oblivion.
PostPosted: Tue Jul 27, 2010 2:54 am


Ishi no Karada Taijutsu (Stone Body Taijutsu)

Official Stone Taijutsu Style

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.

*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.

Special Techniques: None


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
Requirements: chakra 6
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: 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:

Double Impact Fist
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.

Aetherius Pendragon

Intellectual Bibliophile


Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 2:58 am


The Rare and Beautiful Art of a Controlled Disaster
(Ippin Seichuu Sanji)
Hidden Grass official Taijutsu


The Ippin Seichuu Sanji was originally developed by slaves in Grass. It is marked by deft, tricky movements often played on the ground or completely inverted. It also has a strong acrobatic component to it.
This style is known for its fluid acrobatic play, where technique and strategy are the key points. The style is marked by the use of feints and subterfuge, and use groundwork extensively, as well as sweeps, kicks, and headbutts.

The acrobatic element to the style comes from the slaves who developed it being handcuffed almost all the time. With their hands in such restrained positions it was essential to learn how to use the legs in the most effective ways as to defeat the guards who watched over the slaves. Because of this the Ippin Seichuu Sanji has attacks that focus on leg based attacks, sweeps, and elbow strikes in place of hand strikes.

The hands though are not considered useless in this fighting style because many of the defensive moves of the style are based on being evasive and using rolls to avoid attacks instead of trying to block them. The hands are also a part of essential acrobatic movements such as cartwheels, handsprings, etc.


Academy
Stage1

Dakai Ichi
To properly learn this style the practitioner is forced to learn it the way it was made; while handcuffed. Normally during all of the spinning, constant movement, and acrobatic attacks the practitioner will want to flail out their arms in an attempt to balance themselves but with the handcuffs in place this becomes extremely difficult and very impractical so it forces the practitioner to learn how to balance themselves without their arms and hands. Not only does this require extreme precision and lots of practice it also demands a high amount of leg strength to perform properly but it is also because of these demands that the style itself becomes truly powerful.

Stage 2
Genin

Dakai Ni
Still handcuffed the practitioner switches his focus from controlling his movements and making them precise to making them much stronger. The practitioner learns to use gravity to their advantage and make their leg into a lever in which they place all of their weight onto creating leg strikes similar to that of a guillotine. Along with these stronger strikes the practitioner continues to strengthen their body so that it can deal with the complex system of movements that the Ippin Seichuu Sanji provides.

Stage 3
Genin

Dakai San
Now the practitioner starts to learn a larger range of strikes with the legs. Instead of focusing solely on high acrobatic kicks strengthened by weight and gravity they begin to learn the usefulness of swift and powerful attacks that are close to the ground. Without the aid of an outside force to strengthen these close to the ground attacks they focus on gaining more power from within not only in the legs but in the arms as well. In this stage the practitioner has learned the immense usefulness of their arms as balancers to keep the practitioner going on with their fluid strikes

Stage 4
Chuunin

Dakai Si
With the previous stages the practitioner has accumulated a lot of strength and power with his attacks which in turns creates the 'Disaster.' The disaster is when the practitioner has too much latent potential behind their attacks to control effectively. This stage focuses on controlling this disaster in order to make it less devastating to the practitioner and more much devastating to the opponent. The more the attacks are controlled the easier it is to go from one attack to the next fluidly

Stage 5
Chuunin

Dakai Go
After master combat from the air and from the ground the practitioner now focuses on fighting at a mid point, mainly attacking the abdomen of the opponent. The new, what are known as, 'mid-range' attacks require more upper body strength then in the previous levels because the practitioner now goes into a lot of handstands to attack and cartwheels to dodge. A simple way to practice strengthening the arms for this is to hold onto a pole in the ground and holding the body out at a ninety-degree angle from the pole. The practitioner must also work with their body so that they can bend and move at the extreme angles the 'mid-range' attacks call for.

Stage 6
Jounin

Dakai Roku
With the radical new attacks that come at the midrange point the practitioner once again goes back to try and make these attacks into more powerful versions of themselves. By gaining more power the practitioner is in a sense tipping the scales in favor of the disaster and not the control and though these attacks may not be as fluid as the others the practitioner has learned to work with the disaster to use it to their advantage when they have no other.

Stage 7
Jonin

Dakai Sichi
This is a new and pretty much the final plateau for the practitioners of the Ippin Seichuu Sanji. Reaching this point is marked with the removal of the handcuffs the practitioner has been bound to since the beginning of their training. Once removed the practitioner has a much wider range of movements they can work with training their upper bodies to twist and bend while still supporting the body. Not only does this sort of training require the increase in the fluidness of movement but it also requires a certain level of upper body strength to be used properly. This stage is often referred to as the Liberty stage because the practitioner is give back their freedom.

Stage 8
Sanin

Dakai Hachi
The final and most useful stage in the Ippin Seichuu Sanji. In this stage the user takes everything they have learned about attacks and movements in the previous stages and ties them all together which exponentially increases the disaster but at this point the practitioner has the disaster under full control. With the ability to go from the guillotine like high attacks to the sword like midrange attacks to the top like low attacks and the ability to jump from one of these attacks to the next flawlessly the practitioner has become in all senses of the phrase a 'Controlled Disaster.'
PostPosted: Tue Jul 27, 2010 3:00 am


Fire Leg

User Image

After years of issues having troubles defending themselves at a close range while attacking with yo-yo's, Shiro's family got fed up with it, and started perfecting a close range fighting style that could both defend them at close range, yet keep their hands free to do others things. This style was created from that. This style focuses solely on the legs, with a minor focus on increasing pain tolerance so that when they do get hit, they can easily retaliate.

Style Requirements: Fire element preferred to master, but not required.

Stage 1
Academy

Gaining Balance
Stage Powers: At this stage, you simply have the balance to stand on one leg for extended periods. This will come in handy for the later stages. For the most part there isn't much more damage being done than simply kicking someone.
Stage Training:Takes 2 posts worth of balance training to complete.
Stage Jutsu:

Stage 2
Genin

Strength Enhancement
Stage Powers: This stage, you increase the strength of your legs so that the power behind them is at least twice that of a normal kick. This can cause some severe bruising or some serious pain, but no fracturing of bones. Users of a higher rank than genin can generally cause fracturing with their kicks at this stage.
Stage Training:Takes 4 posts of weight lifting with the legs.
Stage Jutsu:

Stage 3
Chunin

Pain Tolerance
Stage Powers: This is the stage where the pain threshold is increased and a person can take much more pain and continue going on without flinching. They can take a hit equivalent to their current rank in a taijutsu attack without flinching. No damage increase.
Stage Training:6 posts worth of taking punches and kicks either from a clone, or from someone else. This can be cut in half if hit by a medic.
Stage Jutsu:
Name of Jutsu: Diable Jambe
Rank of Jutsu: Chunin for the basics. Higher ranks increases heat.
Description:
This is a jutsu specific to the Fire Leg style. To perform this jutsu, the user spins at rapid speeds for one full post to increase the friction on one or both of their legs while at the same time forcing fire chakra into the leg they are trying to heat up. Doing so causes the leg to gain an immense amount of heat and can potentially set flammable items on fire. This ability puts a great amount of stress on the leg and so only 4 attacks or 10 posts can be used with this ability before it has to be stopped or risk causing permanent burns to the user's leg and rendering the leg unusable. The base rank causes first degree burns, Jonin can cause second, and Sanin and higher can cause third.

Stage 4
Jonin

Further Balance Increase
Stage Powers: This stage increases the balance of the user even further, allowing them to not only be able to stand on one leg, but if hit with a counterattack, they will not lose their balance and can easily create a counterattack without regaining their posture. No damage increases occur, but counterattacks can be performed easily.
Stage Training:8 posts combining the training for stage one, with attacks from stage 3 to ensure they have the ability to regain composure after being hit.
Stage Jutsu:

Stage 5
Sanin

Final Strength Gain
Stage Powers: This is the final stage, where the user has gained enough strength in the legs to even hold large boulders up with a single leg. This translates to a lot of force behind each kick. This is the point where it can break bone or cause severe internal bleeding. Nothing immediately deadly on it's own.
Stage Training:10 posts using training from stage 2, only with much larger weight.
Stage Jutsu:

Aetherius Pendragon

Intellectual Bibliophile


Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 3:01 am


The Hidden Rain's Mirror Image Taijutsu
Attack, Times, Infinite

User Image

Style Description: The Hidden Rain Villages Mirror Image Style, This Style is Not often Mastered as it makes use of alot of chakra during battles, Only a few have been said to be able to master this Style and even they have had much trouble in doing Same. The style creates an After image of the user and when you begin attacking the after image will again attack for you allowing you to deal more damage whilst attack in combos and making Combos allot harder to dodge. Although the after image will only mirror you not what your holding.

Style Basis: Hand to Hand

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


Movement: This Style Can be Different depending on the user so there is really no Significant Movement Type for this Style.


Stage One: No rank requirement

Being able to create a feint after image witch will only add a slight amount of power to your attack. This After image cannot be maintained for long creating more than one during a battle at this stage will be the last thing you do as you will run out of chakra.

Regular Techniques:
Side step - Dodging an attack but making your opponent think they hit you but really they hit the after image making a counter easy.
Rank D


Special Techniques:
Delayed Punch- Attempting to punch opponent at close range and missing on purpurse and then the delayed image will attack.

Stage Two: Genin
The user has basic control over the after image creation. And Can create two or Three per battle using the abilities to fool the opponent and deal mass damage if the opponent is not careful.

Regular Techniques:
Triple kick - Kick the opponent whilst sliding around the opponent the opponent if hit will be hit three times in different postions.
Rank C

Special Techniques:
Block and Double Kick- attempting to block an opponents move with a kick witch intrun allows the after images to kick the opponent twice.
Rank C

Stage Three: Genin
The user is finally able to use this style comfortably being able to create maybe 3 or four after images at a time and maybe twice per battle with ease. The Chakra is now being controlled well making after images easy to create.

Regular Techniques:
Rising Punch - A punch that Rises up in succession.
Rank C

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

Stage Four: Chunin
The user could now beat a Lower level Taijutsu user with ease, And beat a genin with no taijutsu experience in a matter of seconds. the user has great control of the abilities and may be able to create many after images but still only two or three per battle.

Regular Techniques:
-

Special Techniques:

-


Stage Five: Chunin
The After Images When created can be maintained for a long time now

Regular Techniques: N/A

Special Techniques:
descending Kicks - Jumping high then Descending down with multiple kicks downward on the opponent.


Stage Six: Jonin
By now the User can create multiple images and shows amazing speed and power in the after images and Allowing 3 after images to be held for most of the battle but not all. This stage is usually reached a jounnin level and even then is still hard to maintain.

Regular Techniques:
Mutli Tap - Confusing the opponent by circling them with immense speed and leaving after images with him. Good for dodging.



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

Stage Seven: Sanin
The User has now mastered the Style and Can Create After images at will and could easily go a whole battle using after images but would find it hard to cast ninjutsu's Whilst using After images These after images are as powerful as the user where as before they were not and user can delay the time or make the time it takes an after image to hit shorter.

Special Techniques:
Omni Combo - The user Concentrates hard them When the Opponent is in the midst of a jutsu creation the user vanishes and attack the opponent 13 times and with 13 after images creating a total of 169 Attacks witch are incredible hard to dodge if the user is hit by one the combo continues this is the ultimate attack in this Style.
PostPosted: Tue Jul 27, 2010 3:02 am


Tame Za Kyokudo
Extreme, Unforgiving, Savage


Style Description: This style of fighting was derived from boxing, it still holds the formal boxing stance, but as the master of this style became more and more furious with his fighting he began add kicking into his style. This is where Tame Za Kyokudo came from.

Style Basis: Hand to Hand, Reflexes

Training Methods: Rapid repeats of savage attacks, reflexes trained by putting yourself in danger by throwing weapons at yourself, Crushing trees, stones, and people.


Movement: The only real movement that is consistent in Tame Za Kyokudo is keeping one fist close to your body and face for deflecting and countering.

Stance: There is only one stance in the Tame Za Kyokudo style, fist positioned with one up close to the collarbone for blocking, deflecting, or countering, while the other one is extended outward forward, just slightly bent in a diagonal angle inward. The feet will be place just about the same as the fist, but slightly closer.

Stage One: No rank requirement

Still being a fresh student to the style the user is only about the same speed as a normal shinobi, and reflexes haven't changed at all.

Regular Techniques:
Resu Tame Taibu ~ This is a technique where the user takes the normal stance, once the user does they instantly throw a quick jab with the front fist as the enemy come toward the user, this is just a bluff, or to slightly stun the enemy, as the user throws this fist they will bring their back fist level with their shoulder, and then instantly slam it into the enemy.


Special Techniques:
Rosutoai ~ Focusing chakra into just the knuckles of their back fist the user will lean there shoulder into the punch and thrust their fist outward, at the moment of contact, or supposed contact the user will release the chakra resulting in a swirl of wind that even if it doesn't hit it will cut the enemy.

Stage Two: Genin

This stage in the training the users strength has dramatically increased, and is able to put large cracks in oak trees. Reflexes are slightly better, but faced with a greater shinobi the user will be dominated against.

Regular Techniques:
Tsuyoi Senkou ~ In the original stance the user will swing his leg upward toward the enemies head with his leg slightly limp at close range, this is to hook the foot around the enemies head and throw him downward with the force behind the kick.


Special Techniques:
--


Stage Three: Genin

As in strength the user hasn't really progressed, but the users reflexes have improved to where they can deflect or block a hit easily, but if more than one attack comes at once the user will be hit.

Regular Techniques:
Kire Ono ~ In the original stance the user will quickly bring their leg upward over the enemies head and bring it down apon the top of their head with much force, enough to make the enemies head slam into the ground.


Special Techniques:
--


Stage Four: Chunin

At this stage the user is able to snap a tree in half with a single blow. The users reflexes are enough to block, deflect, or counter several blows at once.

Regular Techniques:
Hyoushi Tentou ~ Catching the enemies punch the user will move the fist to the side of the user and throw their elbow into the enemies head with enough force to knock them off their feet.

Special Techniques:
Assai Hiza ~ Rushing at the enemy the user will leap just to the side of the enemy, at the moment they are beside the enemy the will bring their knee up toward the enemy, at the same time the user will slam their palm into the back of the enemies head, the effects of this blow is enough to injure severely if not kill.



Stage Five: Chunin

At this stage the users strength has not changed much, but the reflexes of the user has risen dramatically to where they can block, deflect, or counter the enemies attack the instant it is thrown.

Regular Techniques:
Rinten Atemi ~ As the enemy approaches the user, they will slid their forward foot beside the enemies and slid it to the side bringing them off balance, after so the user will with rotate around the enemy and bring their knee up to the back of the enemies head.

Special Techniques:
Rokettokobushi ~ Focusing chakra into the users arm the user will rush forward, and just pasted the enemy as the user does they will slam their fist into the enemies stomach and force the chakra out while slinging their arm forward sending the enemy flying back.


Stage Six: Jonin

At this stage if ever achived the user can crush boulders with a single hit, as for the users reflexes the user is able to block, deflect, or counter mulitpule attacks, at the moment they are thrown.

Regular Techniques:
Saidohandou ~ In the original stance the use will wait till the enemy is right at them, and swiftly sling their leg at the enemies legs bringing the crashing to the ground, but before the enemy can hit the ground the user will bend downward and kick backwards and up toward the enemies head hitting them into the air.

Special Techniques:
Kouki Roketto ~ This attack is like the Rokettokobushi, but different when the user connect to fist they will uppercut the enemy in the stomach and send them into the air. After than the user will leap into the air till they are just beside the enemy and send a kick directly into the back of the enemies head, slamming them into the ground.


Stage Seven: Sanin

This stage is almost unheard of to any shinobi, the only person ever know to achieve this level was Syi Yanshi, the first ever Otokage. At this level the user's speed has increased dramatically, also the strength of the user has greatly increased.

Special Techniques:
Tejina Kinpaku ~ With this technique the user will focus chakra through out every part of there body, then making a coating around their body the chakra will combine with their muscles, making the user three times a fast and strong. The only draw back to this technique is afterwards the user is
almost completely useless.
(Last for five post)

Aetherius Pendragon

Intellectual Bibliophile


Aetherius Pendragon

Intellectual Bibliophile

PostPosted: Tue Jul 27, 2010 3:22 am


Style Name: Daidoumyaku – Great Pulse Fist (Sound Village)

http://www.narutoimagens.com/img/naruto1119832746.jpg

Style Description: By using chakra to concentrate energy within their hands the user of this taijutsu can transfer the energy from their hand into their target, creating violent vibrations. This involves a slight bit of chakra control, but this is not the focus of the style. Instead the focus is on speed in movement and striking, which helps to create stable sound waves. These vibrations can damage soft tissue of internal organs but the primary function of this style is to damage bones and create numbness in nerves.

Style Basis: Taijutsu (Speed)


Stage One:


Palm Strikes – At this level the user is just learning the proper motions of the style and has yet to study the methods used to create vibrations in a targets body. Palm strikes, while certainly painful cause only normal external injury.

Kicks – Kicks at this level are slow and awkward, and thus they connect poorly and do minimal damage. Most users of this style have problems effectively using kicks in combat and tend to avoid doing so. If a kick does connect, it is painful but not focused enough to do real damage.

Defense – Defense is poor at this stage, as the user has not yet learned to properly anticipate attacks. Blocks, dodges, and other defensive gestures are effective if the attack is slow enough for the user to respond. Attempting to deflect thrown objects at this level will almost always result in failure.

Special Techniques:

Hakike no Tsuki (Nausea Thrust)
This technique uses the very basis of the style, the vibrating of the palm, as the principle for this elementary but potentially devastating attack. By first striking an open handed attack to the stomach of the foe, the user then vibrates his palm. These vibrations adversely affect the digestive system of the target, therefore causing severe nausea and all the associated ramifications. The sickness caused by this technique lasts for three posts.


Level Two:

Palm Strikes – The user has now begun to learn the basics of what makes this style truly dangerous. The user is now able to transfer the energy in to a target to create minor painful vibrations. The damage is not significant from an individual attack but multiple attacks and the pain associated with them will begin to wear at a target. The primary difference between this level and the previous level is that attacks are slightly more focused and obviously more painful.

Kicks – The kicks at this stage have become more fluid as the user has learned to perform them more gracefully. Kicks are now effective combat moves that can now be used properly in a fight, resulting in a painful and damaging addition to the user’s arsenal.

Defense – At this stage the user has begun to learn to anticipate and deal with attacks provided they do not come in rapid succession. Blocks, dodges, and other defensive gestures are now more effective and allow the user the opportunity to counter attack if one is possible. A user has a reasonable chance of deflecting a single thrown weapon.

Special Techniques:

Daidoumyaku – Mimi Senshi (Ear Stab)
Description: This is not actually a direct attack to the ear. Instead, the user makes an attack, missing on purpose and uses external force and chakra to send a sound wave directly into the ear. This attack must be done at close range. This blow disrupts the center of gravity of the person hit causing them to lose their balance for a short time. (1 post)


Level Three:

Palm Strikes – Power has become an important factor now. The palm strike can now crack the bark of trees and leave a real sense of pain. If a target is struck by a direct attack they will feel severe pain in the immediate area and repeated attacks to the same area will cause minor hemorrhaging of tissues resulting in severe bruising and pain that will last several days unless treated.

Kicks – At this stage the user has mastered the proper motion of the kick and all that remains is finding the proper balance and power. The kicks snapping motion creates a quick wind gust sufficient enough to extinguish a candle at three feet. Aside from the kick being able to inflict the normal physical damage when it connects, the ‘air’ created by the kick now actually lashes against the target like a whip, creating a stinging sensation.

Defense – The user has learned not only to block and dodge attacks but to sometimes use blocks or dodges to set themselves in proper position for an attack. The user is now able to block or dodge single thrown projectiles and can sometimes even accomplish this feat against faster moving projectiles such as arrows.

Special Techniques:

Daidoumyaku – Saidan Assaiki (Altar Crusher)
Description: This taijutsu attack is aimed at either of the two collarbones. Using the principle of the Daidoumyaku, this causes the nerves to overload. This sudden strike also drags the opponent’s torso down with it. At the end of the attack that whichever half of the body the user struck is more difficult to use due to the tremendous numbness brought about by the impact.


Level Four:

Palm Strikes – The Daidoumyaku style takes its true form at this level. Palm strikes here are a true show of power and skill. Even blocking the attacks now is painful unless done properly. Palm strikes have the power here to put out a candle from 3 yards away. When a target is struck vibrations go through their body from the point of contact and out slightly in a cone, with the main damage being at the center of the cone while damage along the outside of the cone is less severe. These attacks now literally rattle bones causing extreme pain and hit nerves, causing both pain and numbness.

Kicks – The power of the kick has made a small jump, able to blow away candles from 5 feet away. The increased control allows for a greater snapping sound when the kick is performed. The snap of the air is now pronounced enough to lash at a target even if the kick does not connect directly and is more severe if the kick does connect directly.

Defense – The user is now highly proficient in the art at blocking or dodging then counter attacking. Single thrown weapons are now completely useless against the user of this style unless the attacker can catch them by surprise. This is the first level where a user is able to turn aside more than one ranged attack at once but the effectiveness of this ability drops significantly as the number of attacks increase.

Special Techniques:

Daidoumyaku – Ibukuro Gusarito (Stomach Thrust)
Description: This powerful palm strike is different then the standard ones taught by the style. The fingers are clenched into the hand to help concentrate the force and the extension of the arm is much longer then normal. The attack is aimed at the sternum, right about where the fifth ribs are. The force goes straight through the bone and reaches the lungs causing the victim to go into spastic coughing. The pain usually keeps other ninja down for a short while (1 post) while they get back their air and bearings.


Level Five:

Palm Strikes – Having now begun to reach the early stages of mastery, the palm strikes at this level are dangerous indeed. A targets bone will literally rattle inside them, causing severe pain and possibly lead to minute fractures of the bone along with tears to the surrounding tissues. The nerves in the area are also rattled which has the effect of dulling the severe pain after a few moments but at the same time it also renders the area temporarily useless.

Kicks – The motion of the kick is quick, almost impossible to perceive with the naked eye and the resulting impact is like being snapped with an enormous whip. The air lash created by this attack is sufficient to tear cloth and will cause lacerations to skin, this is in addition to the physical damage that results from the kick itself.

Defense – At this stage even a defensive move can be used as offense. By using their hands to turn attacks aside the user is now actually able to focus their energy while defending, resulting in a block becoming a small attack. Individual blocks do not cause significant damage but an attacker will soon feel their arms growing sore and numb after prolonged combat. The user is also now able to turn aside several ranged weapon attacks in rapid succession.

Special Techniques:

Daidoumyaku – Juushin Tomosen (Brutal Heart Stopper)
Description: This dangerous jutsu is dangerous to say the least. Striking the opponent where the heart would be, the force goes inside and causes a sudden jump in the heart stopping it for just one second where it all of a sudden kicks back. The sudden pain of death stuns opponents and leaves one all of a sudden short of breath and exhausted.


Level Six:

Palm Strikes – A direct hit at this stage will almost always result in a broken or fractured bone where as a glancing blow will result in severe tissue damage and bruises. Having almost reached the pinnacle of perfection in their art, users at this level are dangerous and deadly opponents that few wish to contend with.

Kicks – Striking with almost unperceivable speed and landing like the sting of a thousand whips, the kicks at this level are sufficient to cause severe injury to any portion of the body they strike. In addition to the damage from the kick the airwave created by this kick will cause severe lacerations and air burns to skin.

Defense – At this stage the defenses of the target grow to a stage of startling skill. The user is capable of using their superior speed to block long flurries of attacks, as well as using their own chakra to deflect stronger, more concentrated blows. Furthermore, at this stage the user is quite proficient at channeling his own energy into a kind of defensive weapon, therefore allowing them to hasten the pace of the numbing of the foe’s striking limbs. Finally, the user is able to deflect an even greater number of projectiles, making all but the largest and most accurate of volleys to deviate from their course.

Special Techniques:

Daidoumyaku – Parusuha Saiganki (Pulse Rock Crusher)
Description: This dangerous attack is difficult to use but when used properly it can deal enough damage to render men useless. Starting from the chest, a double palm strike is done, this sends force all across the body, crushing capillaries and causing damage other minor internal injuries.


Level Seven:

Palm Strikes – At this level, the user of this style achieves a frightening level of power. Here, a direct blow from an attack will not only result in broken bones, but brutal, crushing blows. Often is the time when the limb of a shinobi struck by one of these blows is rendered limp and useless; a victim of compound fractures as well as chipped fragments of bone caused by the vibrations of the user’s palm. Furthermore, the tissue damage caused at this stage is intensive, as the blows now strikes harder and deeper than ever before, rending and bruising muscle tissue with an almost unspeakable ferocity, a fact that further adds to the sheer devastation of each landed strike.

Kicks- The kicks of a user at this level are now at their peak, capable of inflicting severe damage to any part of the target’s body at unprecedented speeds. Furthermore, the airwaves created by the kick now create messy gashes, painful bleeding wounds, and devastating burns to the flesh of the target. The wounds caused by this tend to cause excruciating pain to the victim, and thus tend to hamper the combat ability of the afflicted greatly.

Defense- The user has learned to block attacks purely by instinct and react to them almost before they are launched. Unless an attacker is careful, the results of their attack could leave them worse off than their opponent as the user can now inflict severe injury just by blocking. Without the aid of some type of jutsu technique, throwing weapons are virtually useless against the user now and can be turned aside in almost unlimited numbers.

Special Techniques:

Daidoumyaku – Manako Oshi (Eye Push)
Description: Only truly despicable and horrendous people use this technique against their enemies. This technique first requires that the user place his hand over the eye of an enemy. He then uses a palm strike to thrust it forward. However, the reciprocal force will break the user’s wrist and fingers. The forward force actually pushes the victim’s eyeball into his head, tearing the muscles that hold it in place. The pain caused by this usually renders the victim unconscious. However, far more debilitating is the second effect. The impulse that forces the eye back also damages it considerably, blinding the victim in that eye until he is treated by a jounin-level medical nin
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