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Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Wed May 04, 2011 4:04 pm


The sub-styles in regards to martial arts. Each has its own strengths, and each better defines the master that wields them.
 
PostPosted: Wed May 04, 2011 4:18 pm


Capoeira
Strong, Flexible, Unpredictable
User Image

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

Stage 1
The first stage deals with learning the basics of capoeira. This will first include mastering the fighting stance, which is always kept low to avoid a larger strike zone. They alternate sweeping their legs behind their body while lightly hopping on the balls of their feet to get into a certain rhythm, as well as keep their arms forward and spread out. Since the arms are not used for striking in this style, they instead are used to balance the fighter's constantly shifting body, as well as attempt to keep the opponent's eyes concentrated on their more noticeable arms than their feet. Training wise a capoeira student will go through a lot of cardio-exercises and running, as this style's powerful movements tend to be quite exhausting for beginners. They will also learn how to properly deliver the basic kicks such as front kick, charging side kick, hook kick, and crescent kicks.

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

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

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

Angry Crawl
Rank: D
Description: From a low position the user kicks low to the opponent's knees and shins. After the kick though they plant their foot and swing the other around, repeating the motion 3 times to crawl towards and kick the opponent at the same time so its difficult for them to dodge or block.


Stage 2
This stage is where the styles strength truly plays out, the ground. From a crouching position on the ground a Capoiera fighter is just as deadly as he was standing up, if not more so. Further cardio, flexibility, and abdominal exercises are used here for training, as they will help with generate fast kicks and recoveries.

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

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

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

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

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

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


Stage 3
Next fighters will learn the handstands of Capoeira, which they are so recognized for. Training is very diverse but important in this stage. A strong abdomen is needed, as well as a firm grip of upper body strength and balance to hold and move the body. Trees are often used to help with this part of training, as they can use the tall bark to slowly lean against during handstands to balance themselves, as well as perform hundreds of situps as they hang down from the tree branches.

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

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

Leg Storm
Rank: C
Description: From a two armed hand-stand the user twirls their body around 360 degrees several times with their legs extended. The raw power from this attack will blast anybody within radius several feet back and though it alone is not a kill shot it can deal tremendous damage to multiple opponents at the same time.

Passing Goodbye
Rank: C
Description: As the user passes by an opponent's side he strikes the side of their leg with a quick and powerful stomp. This will break an opponent of lower level's leg instantly, and because it is done at such a close range it is nearly impossible to dodge in time or predict unless they were staring down at the user's feet. 3 post cooldown

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

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


Stage 4
After mastering the ground, Capoeira will finally complete its unpredictability and power by mastering the air. Training is done through various extreme stretching exercises to increase flexibility, as well as performing techniques in foot deep water to build leg strength to reach heights for the jumping techniques. By being able to strike from the ground to the air, the user becomes even harder to predict.

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

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

Unwelcomed Surprise
Rank: C
Description: The unpredictability of the style shows itself exceeding well in this move, most effectively used against an opponent attacking from behind, where the user first strikes backward with their leg to uppercut an opponent in the groin, only to follow up in the same instance with a powerful kick upward to the chin of the opponent by the other foot (the user keeps their grounding with a handstand). This launches the opponent up to fifteen feet in the air, and if male the pain is usually so great and sudden that it causes the opponent to black out (if male and of lower rank than the user) until they crash back into the ground headfirst a moment later where they suffer another 3 posts of dizziness as a result.

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


Stage 5
Absolute perfection of the style is attained through this last stage. Final techniques require intense knowledge and practice of all previous lessons taught to the user. Most of the techniques seem to defy physics of the human body, truly living up to the style's legendary unpredictability. Beware though, as most of them are very difficult to control and strain the user's muscles beyond what would normally be allowed.

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

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

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

Heavy Pinwheel
Rank: B
Description: The user surprises the opponent by attacking the opponent first with a vertical hand strike, followed by another behind it. Then the user somersaults forward repeatedly, constantly hitting them with one leg at a time before coming back around to hit them with the arms again. A user can spin forward up to as many times as they'd like, and like the Heavy Rain skill once a strike is made it is almost impossible to get out. This is because the user keeps their stance open, with a limb extended toward both up, down, and sides of the body, so that when they start somersaulting the strikes flow together one after the other is such a fast pace that the opponent simply cannot recover fast enough to block or dodge the next strike. With the strikes aimed generally towards smashing the top of their head downwards, the opponent can't even pull their head up again to see the next strike coming. Though this attack does not cause the more powerful blunt strikes of Heavy Rain, if their nails are sharp enough a user could potentially slice an opponent to ribbons before they can get out. If a user keeps up their spinning for over three posts then they'll suffer two posts of dizziness once finished.

Leg Tempest
Requires: Leg Storm
Rank: A
Description: User charges their legs with ki and then spins around on their head (or handstand). With their legs kicked out the ki built up creates an instant tornado around the user. Everything in the area will be drawn towards the tornado and once close enough they will lift off of the ground and become part of the tornado. Opponents trapped inside will be spun around up to the top of the tornado, being battered by everything else that is drawn into the tornado as well. Once the opponent is shot out of the top of the tornado they continue to spin uncontrolably until crashing headfirst into the ground, dealing massive damage. Can also be performed in mid-air, and the tornado can absorb up to two C-ranked attacks (or one B-rank). Tornado lasts up to a post after the user stops spinning their legs. 3 post cooldown.

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

Wild Tempest
Rank: S
Requires: Leg Storm, Leg Tempest
Description: User performs the same motions as in the Leg Tempest to create a tornado to draw things in, but then the user causes the tornado to explode outwards rather than stay in one place, dealing B-rank damage from the debris and cutting wind to anything it touches, as well as blasting away everything around the user. The massive wind washes like a wave over the entire area, making it difficult to dodge. 5 post cooldown

 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Wed May 04, 2011 4:27 pm


PROFESSIONAL-TYPE WRESTLING
Brutal, Entertaining, Strong
Wrestling pic

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


Stage 1
Here is where the user learns the basics. The user will practice various basic strikes and principles. Training is done by through stretching, practice, and building upper body strength, mostly through power lifting as to work the back and allow the user to lift opponents up. It'll help with the throws later on.

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

Irish Whip
Rank: E
A basic throw that forces the opponent to run the direction of where they are whipped.

Drop Kick
Rank: D
User jumps up and kicks their opponent with both legs, generating a massive amount of power capable of knocking just about any sizeable opponent to the ground. However, because it kicks with both legs the user will usually fall to the ground as well. If performed from a run this attack deals C-rank damage. This skill can be used with Ring Creation for the known dropkick: Missile Dropkick. It will cause B-ranked damage.

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

Grip of Paralysis
Rank: C
This is the basic skill absolutely necessary for all wrestling techniques. It trains the user to inject a wave of paralysis through the opponent's body via their own ki, immobilizing them during the user's attack. It was around this skill that the entire style of wrestling was created around. However, in a way it works much like the hypnotic tempo of the Capoeira style, in that the skill only works for wrestling techniques only, and even then it requires that both hands be placed on the opponent. Once the user deviates away from the style then the paralysis of this skill wears off instantaneously. The opponent can also negate the effects of this technique by sacrificing an amount of Ki higher than C-rank. This skill is passive once learned. Only lasts for one post. 2 post cool down.

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

Elbow Drop
Rank: C
The user drops down on their opponent, striking with their elbow. This can cause solarplexes, ribs, or even skulls to break depending on how high the user can get. For B-rank energy the user can even jump fifteen feet into the air to gain their own height before coming down on their opponent, though the damage done remains the same. This skill can be used with Ring Creation for a much more powerful Elbow Drop. It will cause B ranked damage if it connects.


Stage 2
In this stage the user begins will learn the locks and throws that come with wrestling. Some are meant to create extreme pain as well as immobilization for their enemies, making it particularly useful in combat. After this stage is learned then the only way to forcefully escape from any of these locks is for the victim to have a strength rating higher than the user. However, locks also don't use the Grip of Paralysis technique to immobilze their opponent while they hold the lock. Training is again usually done with a partner, and whatever upper body training the user didn't do in the first stage is definitely required here. Furthermore, endurance training starts to be introduced, as oftentimes locks become a battle over who has the most strength and who can hold out the longest. Aside from that, training is also done by lifting and throwing large human-shaped stone objects. The reason behind this is so that the user can get used to throwing people of different sizes and weights, and this kind of training will be prevalent throughout the style. Aside from that, a lot of upper body strength is required to master the throws, so push-ups and weight lifting is essential in training.

Wake-up Taunt
Rank: E
Description: The user does a taunt to a downed opponent, aiming to get them up onto their feet. This results in a wrestler's momentum shift, giving them an increase in the strength of their pro-wrestling attacks for the next two posts.

Arm/Leg Submission
Rank: D
The user grabs their opponent's arm or their leg and applies a submission hold to cause damage to it over time. The more damage done to the limb, the higher in rank damage it becomes. Arms that are bleeding that are put into a submission hold are immediately strained on a breaking point. If the opponent doesn't give in on the third post of the hold on a damaged limb, it will break that limb.

Back Breaker
Rank: D
Description: The user lifts the opponent up with both arms and then brings their back down on an extended knee. The user rolls the opponent off afterwards. At higher levels, this maneuver can be used with a single arm.

German Suplex
Rank: C
The user grabs their enemy from behind, wrapping their arms around their waist, and then bend backwards, pulling the opponent with them until either the back of their head and neck slam into ground. Also if the user wants they can release their opponent just before they hit the ground to instead fling them behind the user where they will skid for 5-10 ft before coming to a stop. This attack will usually knock an opponent out. This attack deals B-ranked damage if the opponent is slammed into a hard object as well, such as a steel chair or through a table. This can be used with Ring Creation for the Super German Suplex, or the combined form known as the Spider Suplex. Both of these moves cause B-ranked damage, but require the user to be at level 5.

Vertical Suplex
Rank: C
Description: User wraps their arm around the opponent's head from the outer side of their arm so that the inside of their wrist is pulling up into the opponent's throat. They then use their other hand to pull up the opponent's leg or midsection and lifts up with their knees to push the opponent vertically upside down over their head. Then the user simply falls backwards to let gravity do all the damage.


Stage 3
Perhaps the most creative of all the stages, the third stage deals primarily with area skills. To a wrestler, the ring is their life. The arena lives within them. For that reason they learn to channel their energy into optimizing their experience in the ring, making it fight for them. Among other things that are involved with this the user learn different drops and aerial assault moves. Training is all done within an official ring so that they can familiarize themselves with its exact layout. Fighting in an environment is much easier when you know exactly where everything is in contrast to the fighter.

Clothesline
Rank: D
User extends their arm at height with an opponent's throat, chest, or their head. The strike will throw the opponent onto their back and the back of their head hard. This skill can be used on two people at once with the same effects, but less in rank damage. At higher levels, the damage on two people will become normal as if they were hit by a single clothesline.

Body Slam
Rank: D
The user places their left hand onto the left shoulder of their opponent and their right hand on the opponent's right waist and scoops them up to an upside-down position before the user slams them down with as much force as they could onto their backs.

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

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

Stunner
Rank: B
The user kicks the opponent in the gut to get them to lean forward before the user grabs their head in a three quarters facelock and drops to their rear slamming the enemy's jaw down onto the user's shoulder. This move could potentially break the enemy's jaw. If the opponent's head has been damaged by a previous Stunner, if done again, it will stun the opponent for one post. IF THEY ARE LIFTED, they can reverse out of the the hold.

Spinebuster
Rank: B
The user can charge in on their foe, ducking low and thrusting their shoulder into the gut of said enemy. The moment the shoulder connects, they use their legs and force their back to a standing position, lifting the foe as if they were gored by a rhinoceros. With the damage done to the gut, it is capable to keep the opponent prone on the user's shoulder as they grab a hold of the foe's legs as they raise one of their own legs up. The user turns with their body and leg as they jump off with a single leg to get some air as they bring their foe's back down to the ground. If done enough times, this can break the enemy's back on normal surfaces.


Stage 4
This stage is more open on counters and top rope skills. A wrestler has to be prepared for anything, and must be willing to go high risk to take their opponent down while risking straining their own body. A great wrestler's suplex is always there to help in training them for moves like this. Stage 4 can be available to learn if the user has done 5 suplexes throughout their fights.

Samoan Drop
Rank: C
This maneuver can be used as a counter move as the user leans down and lifts the opponent onto their shoulders while they are running at them and drops them down onto their back hard.

Piledriver
Rank: C
A normal piledriver, the user kicks and stuns the foe from the gut if the kick were to connect. The user then grabs the foe's skull, pulling them and placing them between their legs, facing downward of course. As if reaching for a powerbomb, the user wraps their arms around the foe's waist and lift them up to where the rear-end of said foe is close to the user's face. With a single hop, the user falls backwards onto their rear-end to slam the crown of the foe onto the ground.

Superplex
Rank: B
Requires: Ring Creation/Area with good height places
The user puts the user into a front facelock before draping their arm over the user's head before lifting them up while they are at a good height before dropping to the floor, slamming the opponent onto their back hard. This move harms the user in the process and causes C-Ranked damage to the user.

Diving Double Ax Handle
Rank: B
This is a largely improved version of the standing sledgehammer skill in the first stage. The user climbs onto a high platform, measuring up their opponent while they raise their hands. Using their motivation and the feeling of the swing of momentum, the user leaps up off of their high platform towards their enemy on a lower platform. They have their hands up above their hand, intertwined together to form a ball-like strike as they slam it onto the top of their foes to knock them backwards and then down as they use this to feel a bigger momentum shift.

Double Leg Takedown -> Giant Swing
Rank: B
The user either grabs their opponent from around their shins or the backs of their knees, sometimes as a counter, and forces them down onto their back. The user then stands up, arms wrapped around their shins as they proceed to slowly spin at first to get the enemy into the air for four to five rotations before tossing them to the side.

Body Avalanche
Requires Ring Creation & Opponent to be groggy against the second ropes
Rank: A
The user runs to the ropes, opposite of where the opponent is before using the ropes as leverage and a speed boost before jumping up and sliding their entire body onto the opponent's head as they leave the ring through a jump.

Butterfly DDT
Rank: A
The user fiercely kicks their foe in the abdomen, forcing them to bend over in pain. The user then grabs their head and pulls them in for a front facelock, keeping their grip tight around the head of their foe. They then slip their right arm underneath their foe's left arm, placing their right hand on their back before doing the same for their holding arm to go underneath the foe's right arm, but using their upper arm to keep the foe's head in place. They soon raise their right leg up and kick out with it, causing them to drop back with the head of their foe to slam them firmly onto the top of their skull, and with the arm placement, the user can flip the opponent over them.


Stage 5
Finally here is where the advanced skills are learned. These are both the most entertaining and the most powerful techniques of the style. Almost all of them require an immense amount of upper body strength so lots of weight lifting training is required. Other than that training is mostly pretty typical and basic. Learning this stage comes at a cost, you must create your own show name to keep your real identity a secret.

Bulldog(Variations)
Can Require: Ring Creation, Tables, or chairs.
Rank: D
The user charges at their foe from behind, grabbing the enemy by the hair as they jump with a single hand, or wrapping their arm around the head of their foe. They lean back with their forward motion to cause the enemy to slam face first into the ground. Can be used off of top-ropes, to send a foe through a chair, or even through a table for C-rank power. This is a fast acting move, best used for surprising the enemy completely.

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

Choke Slam!
Rank: B
User grabs their opponent's throat and lifts them into the air while continuing to choke them. This gives the opponent a sense of being hanged, and is extremely painful as well as terrifying. Then the user slams them on their backs, causing more pain and dizziness for three posts from the lack of oxygen mixed with a slight concussion. Can be used with only one hand if level 6 or higher.

Delayed Vertical Suplex Powerslam
Can Require: Ring Creation
Rank: A
A devastating suplex slam that requires the user to go for a gut kick first. They put the foe into a front headlock, grabbing their left hand to drape it over the back of the user's neck. They then grab the hem of the foe's pants and lift them up into the air slowly. With their display of strength, the foe caught is put into a stunned state as they are lifted vertically up and kept there for a few moments. The user then releases the hem of their pants while turning, grabbing past between the foe's legs as they use the momentum and their body to slam the enemy's chest and back into the ground. This can put enemies through breakable objects like a table. If done off of a higher platform, it increases the damage by a rank, but the higher it is done, the more damaging it can be, but causes rebuttal damage.

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

Signature & Finisher
Sometimes Requires: Ring Creation
Rank: S
The user creates their own signature maneuver and will follow it up with a finisher. THIS IS A MUST FOR ANYONE WITH THE PROFESSIONAL WRESTLER STYLE and they have to make sense on coming together. This is a two part attack.
 
PostPosted: Thu May 05, 2011 3:22 am


Muay Thai
Strength, Endurance, Tough

User Image

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

Stage 1
The first stage doesn't concentrate on the knees and elbows, as it is known for, but rather the basic tools through which the elbows and knees are used. First the user learns the basic kicks, blocks, grabs, and punches usually learned through simple practice against strong, sturdy targets so that they may begin deadening the nerves and strengthening the bones in their lower shins. They also practice jumping around on tires and really anything bouncy to develop a set rythm to their movements as well as bounce around in a crouched position for several hours to build leg strength. By the end of the stage users will be able to jump significantly higher than the average individual, and this skill will increase as the user goes through the ranks and trains their body to their utmost potential.

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

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

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

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


Stage 2
The next stage gives the user the mark of a Muay Thai expert, the shins and knees. I say mark, because first they have to train their legs so hard that they change them permanently. Kicking a particular tree found in the country, either bananna or bamboo trees for they have the desired flexibility, deadens the nerves in a user's shins and destroys the bone in them. Instead when the bone is reconstructed, it is made stronger and thicker to take more damage without breaking. A user must kick these trees over a thousand times a day to achieve this effect. Flexibility training is also used to better the user's physical condition, and by the end of this stage the user should be able to perform splits on a moment's notice.

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

Shield and Lance
Rank: D
Description: When an opponent attacks at the user's side the user raises their leg to block and deflect the attack with their shin while at the same time striking the opponent's face by jumping and hitting with the other knee.

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

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

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


Stage 3
The next greatest weapon to the Muay Thai fighter is concentrated on in this stage, the elbows. Some training to harden them like the shins is used, but it is not needed as much as the user strikes with the sharp point of the elbow instead of the blunt. By striking with the point the fighter turns his elbow into more of a cutting weapon, used to combine with blunt trauma and cut into the face of an opponent to draw blood at the same time. Precision and coordination training is used here to make the elbow blows more accurate. This allows them to find ways that work past an opponent's defenses and get in close for the elbow attacks. By the end of this stage a user should become so coordinated that he can run full speed through a crowded room and not hit anybody, as well as move through even the smallest of openings in his environment.

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

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

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

Flashing Dagger
Rank: B
Description: User focuses power onto their elbows, generating a 1/2ft long invisible ki blade out of their elbows. It can be sustained for a maximum of five posts. Its nature of being unseen is the technique's greatest power, as even simple elbow strikes can leave deep gashes, and cut those who do not dodge it properly.


Stage 4
The style's legendary toughness is learned in this stage. Brutal training that comes close to pure masochism is used to deaden nerves in an opponent's body and strengthen their stance to keep them from being knocked over. Training where user's lift weights using only their teeth is also used to build jaw and neck muscles that will help the fighter resist knock outs. By the end of this stage a fighter will seem more like a machine than man, being able to take full body blows without so much as flinching, and being able to stay conscious no matter how hard he/she gets hit in the head.

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

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

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


Stage 5
In the final stage the fighter learns to truly master all aspects of Muay Thai and fighting. The final stage is used to capitalize on any final techniques that other stages could not offer a user, as well as teach them how to intercept incoming attacks. Though Muay Thai is traditionally a striking style, it also has concepts that fit alongside jujitsu or aikido. Like them, the user learns various counter-attacks to intercept an incoming attack and then with the style's quick and powerful movements, break the bones of their attacker. Unlike aikido, Muay Thai is relentless in their attempts to severly damage their opponents. By the end of the stage, the user can instantly grab and break the bones of any opponent who attacks them head on. Unlike aikido, the Muay Thai art of counter-attacking only works from the front, and like most of the art it is very centered around plowing straight ahead through a herd of enemies. Also, at this level maximum height with the fighter's jumping techniques has been achieved, and even as a normal human they can easily jump over large cars.

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

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

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

The Art of 8 Limbs
Rank: S
Description: Taking its name from the style, Muay Thai is often called the Art of 8 Limbs because it strikes using both fists, feet, elbows, and knees. This attack combines all 8 in a single instant to take an opponent down. First the user must stand perfectly still and take an open stance with both elbows brought up to the user's chin so that their fists extend just out in front of their face, resembling something akin to elephant tusks. Then on the opponent's next post they have to try to physically assault the user. This ensures the opponent is close enough for the user to attack them so quickly. Just before the opponent's strike hits the user blocks it with an explosion of Ki and instantly counters with an extreme barage of hits in which the user strikes their opponent with all 8 of their "limbs" to instantly kill or otherwise render the opponent helpless. Whether this attack works or not, the user will not be able to use anymore Muay Thai skills for 5 posts following its attempt. Can only be used twice in a fight.
 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu May 05, 2011 6:19 am


Boxing
Punching/Merciless/Greatest
User Image

Since the dawn of time, fighting with ones body has been paramount to development. Boxing is among the oldest and has been constantly changed to fit the needs of every fighter. It's the strongest and fastest of it's kind and focuses on forcing the enemy to submit. Every single bone breaking strike is what made boxing what it is, but it's focus on not killing enemies may be a let down for more bloodthirsty combatants. A kill can be made by boxing if repeated blows connect to a defeated foe, but it's over all focus is peaceful resolution to conflicts of today's world in comparasion to other fighting styles. Boxing is the only style that stresses the use of combinations to it's limit, combos are what make fighters the greatest.

In Ludus, those who box increase their skills by constantly rushing the enemy to build up their battle hype. All skills have base effects, but constantly rushing down the enemy will sometimes add new effects to the skills that allow the user to fight without missing a beat. They become a practical lightning bruiser by never letting their assault miss a beat, and this makes them all the more powerful. Managing this 'meter' is what makes boxing unique, and provides the user many chances to overcome their opponent through sheer force and the confusing pattern of movements behind their blows. Only successive hits will increase the user's Combo Meter, which caps at three. Dropping the combo for even a single post will result in the Combo Meter resetting to zero.


Stage 1
Training boxing skills is simple and very rewarding. The one training often finds themselves beating on any object that's solid enough to take a few blows. The user knows next to knowing about the true power of boxing when they start. As they move on, they'll find their blows stronger and stronger, just like any other style.

Shuffle
Rank: E
Description: Shuffling is a skill paramount to advancing as a boxer and is often chained to other techniques. The user uses their quick footwork to dodge incoming blows if they can. Dodges can be done in any way, including ducking to the side, leaning backwards, dashing forward underneath the enemy, or the like. The skill increases speed by a single rank during the dodge. Using Shuffle to dodge an attack increases the user's Combo Meter by one, while using it after chaining it with a different move increases it by two. Three post cooldown.

Boomerang Hook
Rank: D
Description: An underhook to the ribs of the enemy that brings them closer to the user while taking their breath away at the same time. This doesn't mean the enemy will be stunned, but it may put them off guard. Whenever Boomerang Hook hits, it increases the user's Combo Meter by one. This skill can be effected by burning some of the Combo Meter.
Returning Hook: By burning a single point from the Combo Meter, whenever the user hits the enemy with Boomerang Hook, a second follow-up strike hits at the same moment, stunning the enemy for a single post.

Swivel Step
Rank: D
Description: The user brings their body low to the ground in a crouch and uses a bit of ki to enhance their speed as they spin in which ever direction they want, either to the opponent's left or right. They then bring out the hand which was farther away from the enemy's legs and sweep them off their feet with the momentum. That, or Swivel Step can just be used as a basic dodge, although it is only useful for dodging due to how the user moves and their distance from the ground along with the balance it takes to maintain that stance. Sweeping an opponent off their feet with Swivel Step increases the Combo Meter by one.

Punish Double Upper
Rank: D
Description: The user strikes the opponent quickly in the stomach, leaving a trail of dust from the speed in which their arm flies. This strike has a possibility to stun the opponent when caught off guard. The user then uppercuts the foe, sending them flying with C-Rank damage when the strike connects to their chin, and D-Rank damage anywhere else aside from the head. Double Upper does not burn Combo Meter or increase it.

Cannon Straight
Rank: D
Description: The user dashes forward, leaving dust in their wake before striking the enemy with a momentum filled straight. The strike can reduce bones to their breaking point given enough jabs, and every time the user hits with this skill, the ground shakes from their hit. It generally sends the enemy flying, but because it burns Combo Meter, it can do much more. Landing with a standard Cannon Straight will increase the Combo Meter by one.
Rocket Straight: Burning a single point off the Combo Meter allows the user to hit the enemy hard enough to cause them to bounce off whatever surface they hit and back to the user.
Jet Straight: Burning two points off the Combo Meter will allow the user to break enemies through solid surfaces with zero issue, dealing additional damage based on whatever they break through.
Nuclear Straight: Burning all points off the Combo Meter allows the user to dash directly past an enemy they just hit at almost inhuman speeds before striking them again in the back, causing momentum to jerk them forward and back as the user assaults them. This deals D-Rank damage first, and C-Rank damage next if the user manages to pull off the entire move.

Touch Gloves
Rank: D
Description: Generally the user will find themselves unable to defend properly, as such, a counter was designed to allow the user at least a chance to escape attacks aimed at their upper body. If a skill is D-Rank or below, the user strikes the enemy's limb with their hand whenever it's aimed at them, keeping the enemy from moving another inch towards them. It's taunting in nature, but it raises the user's Combo Meter by one whenever it lands. It also chains directly in to Boomerang Hook and Cannon Straight at the same time, allowing for a filled Combo Meter if all three attacks land.


Stage 2
This stage makes the boxer harder and stronger than ever before. While training, they must be running day in and day out, forcing them to gain the speed they need to be the greatest. One would find themselves as tough as stone and ready to beat anybody to near-death that crossed them. They also find themselves a little faster than before, their hitting speed increases to match strong foes.

Dirty Fighting
Rank: D
Description: The user runs towards the enemy and jumps before kneeing them, taking them down to the ground with ease. The user then sits on top of the enemy, holding their head in place by their hair and beating their face in with their other hand. Generally, only dishonorable people fight like this, and because it's impossible to combo in to, using this skill will instantly reset the Combo Meter. It makes up for this with its surprising speed, and easy ability to shoot off at any given time without warning.

It's All About Footwork!
Rank: D
Description: Momentum is the one thing a boxer doesn't ever want to lose. When the battle is in their favor, they generally have a massive amount of momentum after a combination of blows, their enemy is horribly tired, or a combination of both. To prevent the user's momentum from falling, they will often move their feet around and throughout the battle to keep themselves hyped up and ready to move at a moment's notice. While it doesn't do anything for the user to dodge or attack, it stalls the combo meter wherever it is as long as the user continues to use Footwork.

Where Are You Looking?
Rank: D
Description: The user swiftly brings their fist across their enemy's face and forces them to look at the ground from the force of the punch. Before the enemy can react, the user brings their other fist across the enemy's face and forces them to look towards the sky. The hits are powerful, and may cause the enemy to start seeing stars. Using this skill increases the Combo Meter by one, but it has no enhancements of its own.

Defend and Escape
Rank: D
Description: When regular blocking isn't enough, the user pulls their stance in tight and prepares to take whatever hits come. This skill resets the Combo Meter, but it allows the user to take all hits D-Rank and below with ease and simply brush them off. A C-Rank skill won't hurt the user, but it will break their guard and give this skill a three post cooldown while the user tries to collect themselves.

Clench
Rank: C
Description: The user doesn't attack the enemy, rather, they wrap their arms around them and prevent them from moving anywhere. The enemy will not be able to use any abilities until they expend C-Rank energy to break the user's hold and push them away. Clench does no physical damage and resets the Combo Meter, but using it allows the user to regain some lost energy, or force the enemy to lose all of theirs.

Superman Punch
Rank: C
Description: The user jumps toward their opponent before striking out at their face with the foe to try to knock them out instantly. When empowered with ki it hits with almost enough for to break necks, but not exactly. This is a very dangerous technique to use and can only be used from close up, enemies with weapons or using long sweeping styles are not the best kinds of people to use this on. This skill almost always throws foes directly toward the ground due to the power it holds, even if they aren't knocked out. This unprofessional punch resets the Combo Meter.

Swivel Beat
Rank: C
Description: The user spins low to avoid an attack and brings their fist in to their enemy's legs and lower abdomen before spinning in the opposite direction and doing it again. They do this ten times, increasing the frequency of each punch until they begin leaving afterimages of themselves in their enemy's vision. Each punch increases the combo meter, and if all ten hits land, it serves as a perfect set-up for a combination.


Stage 3
The boxer becomes even more of a wall of pain in this stage, adding even more punishing combos in to their repertoire. They are still focused on ending their opponent without killing them outright, but as blows become stronger, they need to try harder not to kill their foe. They train themselves by swinging their fists quickly, so fast that they can barely be seen. This style of training is called 'shadow-boxing.'

Shadow Boxing
Rank: C
Description: This is a simple punch, but it's power could easily knock an opponent to the ground. A forward strike so fast it can't be seen, this is used to catch the opponent off guard and possibly strike them in the face, the force is so strong it could easily break a bone like it was just a slip of paper. This can be aimed anywhere, but is more effective against the enemy's face, where it does the most damage. Landing a Shadow Boxing hit increases the Combo Meter by one.

Stinger Combination
Rank: B
Description: The user gathers all of their strength in their dominant arm and strikes the enemy, throwing them to the floor. The user's arm, like a piston, returns to its original position before striking the opponent for a second time with more force as they slide across the floor. The user repeats the process one last time and the final hit sends the enemy skidding across the floor. Landing successive hits with Stinger Combination increases the Combo Meter by one for every landed strike, while missing one after landing the others does not count as a combo drop. Stinger Combination has variations that are also useful.
Delayed Sting: The user burns one point off the Combo Meter and spends a post charging up before letting loose with an improved form of Stinger Combination. The attack is much slower than the regular Stinger, but increases damage by a single rank.
Instant Sting: After burning off two points from the Combo Meter, the user can use Stinger Combination instantly. It increases the speed of the attack by a single rank and causes the user's arms to seemingly vanish, but lowers its strength by a single rank. This version of Stinger Combination won't send an enemy flying, but it will stun them.
Shadowless Sting: A fake-out move that can only be used if the user maxes out their Combo Meter. They pretend to use Delayed Sting, and if they are attacked during this fake-out, they will appear behind the opponent and use Stinger Combination on the foe's back. Shadowless Sting is useless against ranged attacks.

Dirtier Fighting
Rank: B
Description: Going back to more street fighter-esque roots, the boxer uses Boomerang Hook to bring the enemy close in before grabbing their shoulder with their off hand. The user then proceeds to beat the opponent's stomach out through the other side of their back with their striking hand. Dirtier Fighting will reset the Combo Meter, but because of the speed it can be fired off, it makes up for it. Dirtier Fighting has the same speed usage as the user's Boomerang Hook.

Champion Upper
Rank: B
Description: User bends down low in front of an opponent with their fists next to each other and tucked into their chest. Then the user suddenly springs up to deliver a double-uppercut with their strength of their whole body, knocking out an opponent and blasting them up in the air if it hits. Using this skill will increase the Combo Meter by one point.

Skyshot
Rank: B
Description: A move that quakes the ground under the user from the ki running through their body. The user dashes forward, moving fast enough to vanish before appearing in front of their target and firing a massive uppercut that sends the enemy soaring. Depending on how it lands, and who it hits, this attack could kill somebody. If they don't die and, instead, are sent flying then the combo meter will increase by one.
Bye-Shot - A follow-up that doesn't burn meter because it deals a minimal amount of damage. The user vanishes from the ground, punching the enemy in the stomach and pushing them further in to the air while leaving them stunned. Hitting the ground will do damage, but the punch itself doesn't do much damage. Bye-Shot will not increase the combo meter.
Die-Shot - The user appears above the enemy as they reach the height of their flight and strikes them once more, sending them soaring back to the ground and, more than likely, killing hte enemy if the surface they land on is hard enough to constitute a kill if the enemy is too weak, or the surface is too strong. Die-Shot takes one point off the combo meter.


Stage 4
In this stage, the boxer is toughened to the point of being able to stay standing by pure willpower. Their intense strength came from the training they did that turned children in to men, that separated the strong from the weak, that made them the ultimate fighting machine. As long as they are focused on their body nothing could go wrong, but they must now constantly condition their body to ensure they don't become weak again. This is where the true power is. The user subjects themselves to intense workouts and impossible moves for anybody that's less than amazingly strong, such as hanging perfectly horizontally on a vertical rod.

Cyclone Delay
Rank: C
Description: The boxer throws an uppercut at the air, showing the enemy that nothing happens in that time-frame. After one post, however, a rush of wind will throw the enemy off their feet if they don't move away from where the user originally threw the punch. Cyclone Delay increases the Combo Meter by one if it hits.

Assault Dive
Rank: A
Description: If the user finds themselves in the air, they coat their next move with high amounts of ki that make them look as if the air around them is wavering. The user then rushes towards the ground and punches it, sending shockwaves through the floor that may throw the enemy off balance. If it hits nothing, the Combo Meter gets reset, but if it hits the enemy it will bounce them off the floor and send them flying. This increases the Combo Meter by one.

Dirtiest Fighting
Rank: A
Requires: Dirty Fighting, Dirtier Fighting
Description: The boxer grabs the sides of an opponent's head and headbuts them while stomping on their foot in the process. This stomp holds the opponent in place while the boxer elbows the opponent to further stun them and turn their head just before the boxer delivers the strongest haymaker he/she can muster. You've really gotta have no respect for the sport at all to use a move this dirty! This move resets the Combo Meter.

Devouring Fang
Rank: A
Description: The user gathers ki in to their fist and runs an enemy through with it, making it feel as though the foe was just struck by a bus or something similar. Devouring Fang resets the Combo Meter, but using it will surely stun the enemy and leave them standing there, while also doing A-Rank damage across their entire body from the shockwave. Devouring Fang has no variations, but it can sometimes be combined with different boxing moves if the user is willing to reset their Combo Meter.


Stage 5
This is the final stage the user must master to become the greatest boxer alive. All their training needs to pay off as they learn the strongest techniques their style has to offer. Their body is tough, they are quick, and every blow they land makes the enemy quiver in fear that it'll be the last thing they feel. Luckily boxers are all about "peaceful" solutions. The user trains by shattering thick brick walls this time, as outlandish as it sounds there is no other possible way for them to train. With their strength, breaking down a wall should be easy.

Unleashed
Rank: A
Description: The user does a tough body blow that sends everything it hits flying. Hitting a normal human would likely cause internal bleeding. If one were to inspect the wound that followed, they'd find a red fist imprinted in their body. After three posts, the user's S-Rank ki explodes on the target in a show of brilliant fireworks, a fitting show for the greatest. The damage it does is A-Ranked and it will never kill the enemy, horribly injure and possibly mentally scar yes. Kill, no.

Rest In Peace
Rank: A
Description: The user takes three posts to pump ki in to their fist until it looks like it set on fire, the color of their ki. They then punch a hole straight through their opponent, ending their life if stricken in a vital area such as the head, neck, or heart. This is the very first true killing technique and only those with the greatest discipline will not kill their enemy with this.

Lamont Haymaker
Rank: S
Description: The user rushes forward and draws their arm back, gathering enough ki within that arm alone to cause the air to vibrate around their body. The user then shoots their fist forward and strikes the enemy with everything they've got, giving them something to think about when they wake up...if they wake up. Lamont Haymaker neither increases nor drains the Combo Meter because of the slow speed at which it fires off.

Champion Straight
Rank: S
Description: A punch known to move buildings when used, at the cost of removing the user's ability to move their arms for a week. If the user hits an enemy with this, no matter where, it will most likely kill them due to the massive power it holds. If the user doesn't make contact with anything they won't lose the use of their arms, but they won't be able to use the skill itself for a week. Only the strongest of the strong will survive making contact with this strike, those that reach level ten will survive regardless. Also, enemies two levels higher than the user will survive, but be in intense pain if they weren't prepared.

 
PostPosted: Thu May 12, 2011 3:27 pm


Jujitsu
Balance, Force, Leverage
User Image

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


Stage 1
The first stage only deals with the basics. Here instead of jumping straight into powerful locks or fancy throws the user simply learns how to move. If they can't master how to pull off the jujitsu moves correctly then they will surely fail at this stage. The training for this stage is strange. They invite others to attack them. By repeatedly having people throw strikes them the idea is that they'll learn how a person moves, observe the signs that tell them what kind of attack is coming, and then move before they can be hit. This is also to implore the main principle behind jujitsu, that is, moving around an opponent's strike to get them off balance, and stepping into an opponent to block or deflect an attack before it has enough space and time to build up speed and power.

Trip
Rank: E
Description: A rather simple and childish move, the user times himself with an opponent's leg movement and simply sticks out their foot at the right angle to trip an opponent and make them fall face-first into the ground. The art in it comes from its speed and fluid motion, which blend together to make the move nearly impossible to see by an opponent, especially one that's distracted.

Phantom Feint
Rank: E
Description: This is the most basic but necessary move to all Jujitsu masters. The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side. 3 post cool-down.

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

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

Take to the Air
Rank: D
Description: The user grabs an opponent and pulls them past their body. As they pass the user sweeps their legs and lets go, making their opponent sail through the air for a brief moment before crashing face first into the ground.

Reverse Shoulder Grab
Rank: D
Description: This attack works great when used against a charging opponent. The user deflects the opponent's momentum and uses it to instead increase their own speed to spin quickly around the opponent so that they're facing its back, Then the user simply reaches out and firmly grabs the opponent's shoulders. What happens is, like being tripped, the upper body stays still while their lower keeps going, causing the opponent to trip themselves and fall to the ground on their backs.

Break Fall
Rank: C
Description: User learns how to fall with a variety of throw and is able to fall safely to protect themselves from damage. This can negate damage from any throw D rank or lower and reduces damage from C rank throws by one to D rank.


Stage 2
In this stage the user continues to learn more basic throws, but more importantly is introduced to the painful locks and chokes the style is famous for. As such these moves teach the user how to literally destroy an opponent's body piece by piece. Also, the user learns how to act aggressively to attack the opponent with their grabs rather than wait to use their weight against them. Thus from this point onward Juijitsu techniques can be done by simply grabbing an opponent and pulling them to you, or otherwise grabbing their sleeve or shirt. Training is done by practice with another fighter. You HAVE to have somebody help you out because there is no real substitute for a live human body that produces the same amount of restraint and resistance necessary for the user to use the skills appropriately in battle. Also a fair amount of balance is needed, so the user can also train by rolling and learning how to break their own falls.

Vertigo Throw
Rank E
Description: A simple throw that has the convenience to be used on enemies punching at the user from the sides as well as the front. The user raises a hand up in time to catch the wrist of the punch and moves it slightly upward so that the punch doesn't connect. Then they pull the punch into the new direction in order to build up the opponent's momentum so that they are too off balance to kick as the user pivets and bends over as they continue to pull the opponent towards them. The opponent is thus forced to trip over the user's shoulders from which the user flips them onto the ground. Despite how it may sound the opponent will only suffer some minor scrapes and bruises, but they do suffer from dizziness for 3 posts afterwards on account of their flip and fall.

Intercepting Spear
Rank: D
Description: This is used to defend against a kick. The user grabs the kick with an inward sweeping grab of the corresponding arm, and then deflects its momentum before they be hit, throwing the opponent off balance, while they spin around the leg and into the opponent, from which they strike up at the opponent's chin with the palm of their other hand. They hold the head back there after the strike, and the opponent falls backward onto the ground. This attack also works well against thrusting weapons, hence the name.

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

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

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


Stage 3
This stage focuses more on combinations and violent strikes to take down an opponent. In it the user learns how to set an opponent up by giving them a very quick but almost harmless strike to push them off balance. This in turn becomes the perfect setup for many of the throws the style uses. Speed and strike training is thus needed so the user can land a strike quickly, or otherwise move across a great distance in an instant.

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

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

Phantom Double-Feint
Rank: C
Description: Same thing as the single feint only the user shifts once more to either get behind the opponent, or fake them out when the opponent turns to try and see them. Has a 5-post cool down during which Phantom Feint also cannot be used.

Full Moon Takedown
Rank: B
Description: User grabs opponent's shoulders with both hands and flips them several times in mid-air. The users hands almost appear to multiply as they sustain the opponent in the air and in this constantly flipping circle, the likes of which is so controlled and so fast that the opponent's colors blend together into a full eclipse, giving the technique its name. The pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold if they are the same rank or lower than the user. For a finisher, the user finally lets the opponent flip head first into the ground and follows their own momentum to flip with the opponent and slam their leg into the opponent's throat, chest, or face for a powerful finishing kick, the likes of which are also usually followed up by stomping on the kicked area as the user lands back on their feet. Even if an opponent finds a way to stop their spin, the following kick from the user will almost certainly reach them amidst the struggle. Requires both hands. Can be made A-rank for A-rank cost instead.


Stage 4
The style becomes even more deadly as the user is introduced to the more advanced grappling art of dislocation. Here the user will study the joints of the human body so that they can pinpoint exactly where to pull or strike in order to dislocate an opponent's limbs. Likewise they also learn how to pop them back into place if needed, so any partners they're training with don't suffer life-long injuries. In this stage the user's training takes a less physical approach. They will study books on human anatomy and test the amount of pressure it takes to perform some dislocating attacks.

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

Pure Aerial Throw
Rank: C
Description: This move only works on fighters level 6 or above. The user fires a number of quick strikes at an opponent, that they are actually expecting to dodge. The strikes are not meant to hit, but rather guide the opponent into making themselves fall through their own instinctual reflexes.

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

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

Brain Scramble
Rank: B
Description: User stomps or otherwise puts their foot or hand on an opponent's head and then their limb seems to vibrate from how fast and powerful the user moves it. Even a small tornado of wind can be seen wrapping around their limb. Really the user is throwing the opponent's brain around so quickly and with such close proximity that their brain bounces around their skull like a pinball, causing an instant concussion and even possible death if they're not treated for their several concussions.

Graceful Whirlwind
Rank: A
Description: User grabs either the opponent's throat or collar of their shirt and spins them horizontally off of their feet so quickly that the pressure placed on the opponent from being pulled through the air keeps them from moving or thus breaking the hold. To the outside eye all they would see is a blurred form of the opponent and a sudden twister that seems to be formed from the user. Its ends when the user finally slams their opponent's head into the ground, which can easily break the necks of even those trained to handle head trauma. Can be done with just one hand if level 6 or higher.


Stage 5
The final stage of Juijitsu marks the growth into a true master. Incredible and seemingly inhuman techniques are used that baffle the mind, and yet the user can often pull them off so effortlessly they no longer seem human at all. As a grappling master the user can thus grab and easily dislocate most limbs it can grab, making most attackers think twice before stepping within range of the user's reach. Training is taken to extremes and while it is left up to the user it must require them to rise to great levels of balance, speed, and strength.

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

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

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

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

Graceful Death
Rank: S
Description: A frightening technique in which after grabbing their opponent's hand or wrist, the user jumps high into the air and flips forward several times, pulling their opponent along for the ride. The flips come so quickly and the pressure placed on the opponent is so great from being pulled through the air that they cannot move. The user gains height with each flip until finally they stop when they pull the opponent up and stomp on their face with one foot, the force of which is also so great that they are both sent straight down to the ground. The user's foot remains on their face until after they hit the ground, so the opponent's head gets crushed between the ground and the user's foot. This attack can be extremely deadly if the user wishes it, and deep cracks are left in the ground after the terrible impact.

 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Wed May 18, 2011 5:30 pm


Dim Mak
Fast, Precise, Deadly

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

Stage 1
The first stage of Dim Mak isn't about attacking or even defending, but rather opening a new sense within the fighter, the ability to read chi. By being able to see chi within everybody around them the fighter learns where their chi points lie within their body, as well as other things such as their health/physical condition, emotions, and murderous intent. While for beginners this technique is actually very straining for them, and thus costs Ki to use, by the time the style is mastered the ability to reach chi will become passive. All training in this stage is done internally, through several hours of meditation and by first recognizing their own flow of chi. It is only by recognizing their own flow that they can learn to apply it through their attacks, and with over 361 basic points in a single body there is much to discover.

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

Chi Block
Rank: D
Description: Similar yet opposite to the Chi Sense skill, being able to see other's chi system and their own gives them the same ability to hide their chi, preventing other Dim Mak users or those who can sense chi from detecting the user's own system. This lasts for five posts, and requires a cool down of 2 posts after usage. This skill only prevents against chi senses, not ki. Don't get confused.

Stage 2
Next the users can finally start to learn how to attack with their newfound sense, hitting specific chi points in their opponent's arms or legs to cause temporary paralyzation. Training is done through repetitve practice of the technique against random opponents or even one's self, and then is performed on human dummies of straw and wood. The reason is to make the movements of hitting the points quicker and to strengthen the fingers and weaker parts of the fist while they are at it so that a stronger signal can be created.

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

Limb Immobility
Rank: C
Description: User grabs an incoming strike with one hand, or just grabs the limb in general, and then sharply strikes an opponent's chi point on said limb with two fingers. This sudden message delivered by the sharp strike, combined with the pressure being placed on the limb by the grab, cause it to become immobile for 5 posts. It will continue to be paralyzed even out of combat.

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

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

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


Stage 3
Besides just stopping communication to a limb or organ, other much more deadly and permanent effects can be inflicted on an opponent's body. This stage teaches users how to deal those lasting blows by showing them combinations of points that can be hit to inflict damage on a body that mimics poison. Again, training is performed through much practice and meditation.

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

Resuscitation
Rank: C
Description: Just as the style can be used to shut down internal organs it can also be used to revive them. After sitting up an unconscious person, the user strikes open-handedly an energy point on their back right by the shoulder blade. This resets the electrical node of the heart and brings their chi back into its normal rhythm and thus brings them back to consciousness. Only works if the person was knocked out from a Dim Mak or other chi attack.

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


Stage 4
YOU HAVE TO PAY ANOTHER STYLE POINT FOR REST OF THE STYLE

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

Death's Second Coming
Rank: B
Description: This is the most used striking skill behind this stage's deathstrikes. The user first uses D-rank energy to strike any ki point on their opponent's body. Then if the user is able to strike that same weakened point a second time, this time for B-rank energy, then the opponent will fall backwards unconscious with a rapidly increasing heartrate. If left alone without medical treatment for three posts plus an extra for every level over the user, then the victim will go into cardiac arrest and die shortly thereafter. After the first hit is made the user has 2 more posts to hit them with the second strike. After that the effect from the first strike has to be maintained with a D-rank energy cost each post or else it will disappear and the user has to start all over again.

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

Stage 5
The final stage creates the full application of the "chi shooting" that the user started to learn in the previous stage. Here the user learns the most legendary of techniques, where users can knock out their opponents seemingly without touching them. A fighter who learns these techniques is truly a master of the Dim Mak, and should under no circumstances be treated lightly. Training is taken to extremes, and a user must sit and meditate on their own selves for three days and nights (real time). By discovering themselves they will come to understand their true power, and thus learn how to use it to its maximum potential with full control. During their meditation stage, they are put into a coma-like state, and thus are extremely vulnerable to outside influence and attack.

Gentle Shutdown
Rank: A
Description: User molds Ki into their palms and then sends an invisible wave of energy towards an opponent. The energy washes over their body and causes them to instantly pass out. This technique requires two posts to mold up enough Ki to use, and will only cause a knock out within 5 meters of the user and in only one direction. Anything outside of that range may make an opponent dizzy but that's about it. Whether this attack hits or misses the user can't use anymore Dim Mak techniques for 5 posts. Knocked out opponents are knocked out for 10 posts.

 
PostPosted: Fri Jun 10, 2011 9:49 am


Tai Ji Quan
User Image

Taijiquan literally translates to "supreme fist", incorporating the elements of Taoism and Chinese philosophy in this unique form of martial arts. Its main elements include nei gung (inner strength), tui shou (response drills) and san shou (defense techniques). Contrary to other fighting styles, Tai Ji Quan is usually practised using exceedingly, almost painfully slow movements. In fact, the slower they are performed, the harder it is. The most important element when fighting with Tai Ji is to maintain a calm mind, and to keep your entire body relaxed even in combat, hence it is called a "soft" style of combat. Tai Ji seldom has lethal attacks, but opponents will find it next to impossible to land a clean blow on Tai Ji users, infuriating them to no end.

The three basic steps involved when studying Tai Ji include:
Health - Tai Ji's health training concentrates on relieving pain or stress on the body. In later stages of training, by directing their Ki to different parts of the body, users are able to speed up healing processes and relieve pain.
Meditation - Also can be interpreted as maintaining homeostasis and optimum health.
Martial art - Tai Ji is the study of yielding to a change in outside forces, and practitioners will never meet an attack with an opposing force, and will very rarely dodge attacks. Instead, they yield and "stick" to oncoming attacks, using the opponent's strength and momentum against themselves.


Stage 1
Users start by meditating and doing various breathing exercises, as well as repeating the same movements again and again. At first they will do it quickly and stiffly, but gradually they will be able to slow the pace down and perform the exercises slowly. As they advance, they will often hold the same stance for long periods of time, sometimes for an hour or more. Users first have to get used to the fact that Tai Ji is the polar opposite of common martial arts form, being slow in practice but fast during combat.

Basic form: Grab
Rank E
This is the one of the forms that forms the basis of all attacks in Tai Ji. The user stands in a relaxed stance and raises his right hand. If the opponent throws a punch, the opponent's arm (not fist) will come into contact with the user's arm. The user then brushes the opponent's arm aside, step forwards to close the distance between himself and the opponent, and pushes his body against the opponent's to send him stumbling away, losing his balance.

Basic form: Push
Rank E
As the opponent performs a punch, the user brushes it towards the opponent's chest with his own right arm, step forwards to close the distance between them both, and locks the opponent's arm against their own chest, rendering him immobile for a split second. The user then places his left palm on his right arm and push, sending the opponent stumbling away.

Basic form: Rise and push
Rank D
A useful technique as it can be used whenever the opponent has a limb or limbs outstretched, be it leg or arm. Raising both hands to brush the attacks aside with the "sticking" method, the user steps forward and pushes the opponent with both hands, sending him stumbling away. If the opponent had punched with his arm/s, the user will push the opponent's stomach, leaving him winded. If the opponent had kicked with his leg/s, the user will push the opponent's buttocks, sending him flying and falling onto his face.

Single whip
Rank D
Used when the opponent has struck with one or both arms. The user steps forward to lower his stance, raise one hand to knock the attacks aside, and then use the same hand to grab the opponent's face. A dirtier trick to follow is to stab his fingers into the opponent's eyes, blinding them.


Stage 2
By stage two, users are beginning to grasp the concept of sticking and using the opponent's strength against themselves. The training methods are essentially the same as stage 1, but this time users are usually blindfolded so they can calm themselves and shut themselves away from the rest of the world. Usually they practice in a quiet area, where they cannot be disturbed. Stage 2 is when the attacks start to be offensive, but still using the "sticking" and pushing theories. Stretching exercises are also performed, as flexibility is key to performing the moves with fluidity.

Wings of the Crane
Rank D
This is used when the opponent punches, kicks or sends a flurry of attacks towards the user. The user raises his right hand above his head to brush aside incoming attacks from above, while sweeping with his left hand to deflect blows from below. This inevitably knocks the opponent gently off his feet for a split second. Using this split second, the user raises his left arm, flips the opponent's feet up and slams down with his right hand, sending the opponent face-first into the ground.

March of the Crane
Rank C
Used when the opponent attacks, in whatever way. The user steps forward and sweeps the opponent's outstretched limb aside gently with his left hand, then delivers a stunning blow to the opponent's unprotected torso, with just enough strength to wind. The attack continues 3 times (3 posts), during which when the opponent tries to defend himself by raising an arm or limb, it is again knocked aside and another stunning blow delivered to the chest. By the end of the attacks, the opponent would be greatly stunned.

Grasp the Crane's tail
Rank C
When the opponent's arm is outstretched after a strike, the user raises his right hand and sticks to the opponent's arm, following the arm to grasp the shoulder. At the same time, the user's left hand comes up and grabs the opponent's wrist. In a split second, the user uses the opponent's own power and momentum from the punch, pulling the opponent forwards and down while the user steps forward and sideways at the same time. As the opponent loses his balance, the user strikes the opponent behind the neck with an open handed chop, sending him sprawling onto the ground.


Stage 3
At this stage, the user starts to incorporate Ki into their attacks. They start to feel and regulate the flow of Ki within their own bodies, and practice sending Ki to their arms for attacks. Blindfolded training at this stage is still common, and ambitious practitioners will sometimes put a bowl of water on top of their heads during training to ensure that their core is not wavered, and that they are being smooth and gentle. Attacks at this point suddenly more lethal, and not merely sending opponents stumbling away like before.

Tiger's embrace
Rank C
Raising one arm to deflect and stick to any incoming attack, the user takes a step forwards, possibly locking the opponent's legs with his own so he cannot use any kicking attacks. He then raises his left hand to wrap around back of the opponent's head, and uses the opponent's own momentum to slam his head into the user's own knee, with enough force to break his nose.

White snake's strike
Rank C
The user stands ready with his left arm outstretched, ready to deflect and brush aside any incoming attacks. Once the opponent attacks, with either a punch or kick, user steps in and locks legs with the opponent and prevents him from moving, while the user blocks and bushes aside the incoming attack. At this point, the user will be at an unbalanced and awkward position. The user quickly kicks his feet up, knocking the opponent off his feet and sending him flying away.

Straight kick
Rank C
Just as the opponent raises one leg to kick, the user makes use of this split second when the opponent is only balanced on one leg. Using a fast, blinding forward kick, the user strikes at the opponent's lower abdomen, unbalancing him and sending him sprawling onto the ground.
Straight kick

Advancing strike
Rank B
Whereas it may not sound like it, this is a truly painful technique and offers a glimpse into what stage 4 is like. The user stands relaxed, and when the opponent advances for an attack, the user simply turns sideways and raise one arm to gently deflect and push aside the attacks. At the same time, the user takes a step forward, tackling the opponent's unprotected torso with his shoulder. He then quickly performs a backhand slap onto the opponent's crotch, strengthened with Ki. The result would be the opponent left writhing with pain on the ground.


Stage 4
As seen in Advancing Strike, at this stage the attacks become much more lethal and painful, often aiming to cripple and break the opponent's bones. It is at this point where Tai Ji is seen as a form of fighting that takes as much advantage of the opponent as possible, striking at any possible area, regardless of rules. The user trains by blindfolding themselves and performing push and grab exercises on training partners repetitively, called "tui sho" in Chinese. The user has now mastered manipulating Ki in their own bodies, and at this stage they are able to incorporate the manner of their Ki in their attacks. E.g. fire, lightning, ice, water, etc

Diving into the Abyss
Rank B
The user stands sideways in a relaxed stance, and when the opponent attacks, the user takes a step forward and leans backwards dramatically at the same time. This backwards motion allows the user to avoid any high and middle attacks. Bending his upper torso in a circular motion, the user then ends up in a low, crouching position, his legs spread wide apart and bent. One hand is already held ready with an open palm. Just as the opponent strikes and leaves himself vulnerable, the user strikes at the opponent's crotch with an open-handed stabbing motion. This is enforced with Ki, making it excruciatingly painful for the opponent. It sends the opponent flying away, and probably howling in pain. The name comes from the dramatic backward and ducking motion the user performs.

Shooting the tiger
Rank B
When the opponent strikes, the user makes a small turn sideways and grab the opponent's outstretched arm at the wrist, at the same time making a stunning punch to the opponent's unprotected stomach. The user then bends the outstretched arm, forcing the opponent into an uncomfortable backward position. He then strikes the opponent on the shoulder, sending him sprawling onto the ground, and ends with a lethal punch to the chest strengthened with Ki, with enough force to completely shatter ribs.
Shooting the tiger

Grinding hands
Rank B
When the opponent attacks, with whatever flurry of strikes, the user takes small steps backwards, using both hands to quickly and quietly redirect and deflect the blows. Just when the opponent stretches out one arm, the user quickly deflects it with one arm and delivers a quick chop to the neck with the other arm. If the opponent retaliates with another strike, the user repeats the motion but the other way round, so both sides of the opponent's neck is chopped. When reinforced with Ki, this has enough force to break the opponent's neck.
Grinding hands

Feinting hands
Rank B
Instead of waiting for the opponent to attack, this time the user moves in for an attack of his own. The user takes a step forwards and strikes the opponent's head with a stunning blow, and when the opponent retaliates with his hand, the user quickly brushes it aside and delivers another stunning blow to the skull. This is performed so quickly that it looks only like a blur, and has enough force to crack the opponent's skull.
Feinting hands

Returning the Crane's soul
Rank A
When the opponent punches, the user ducks down and strikes with his right hand at the opponent's rib cage. Without stopping, he rises up and punches the opponent's skull with his left hand. This is done in such blinding fast motions that the opponent almost has no time to attack. When reinforced with Ki, this has enough force to shatter the opponent's ribs and skull.
Returning the Crane's soul


Stage 5
At this stage, the user has become so advanced at the "sticking" method of combat that it is essentially lethal to come into contact with the user. They are now able to fight hand to hand completely blindfolded, and only needs one touch of the opponent's arm to predict correctly where their next position and strike will be. To train, users usually blindfold themselves and fight opponents without using their sight, only relying on their sense of touch to fight, honing their "sticking" method. Anyone who fights these masters will find that they are inevitably being guided and controlled by the users, their attacks always being predicted and always seeming to stand in where the user's next attack will land the hardest. Opponents will also find that masters of Tai Ji are very hard to knock down. This is achieved through breathing exercises and by letting their breath "precipitate" at the bottom of the abdomen.

Bu dao yung
Rank A for training, becomes passive afterwards
This is a skill that becomes passive after achieving stage 5. Users have trained to let their breath "precipitate" at the bottom of the abdomen, making them able to stand their ground, unable to be knocked over or topped by the opponent. When the opponent charges in, either for a body slam or a tackle, they will find themselves rebounded and knocked backwards by their own power. The trick to this is flexibility and to relax; like a bamboo shoot, the user sways and rebounds the opponent's force, using their own power against themselves, leading to them sending themselves flying away.

Closing winds
Rank A
As the opponent moves in for a strike, the user lifts the opponent's arm to head level by the elbow, exposing the previously protected ribcage. He then strikes the ribs with a fierce open palmed strike enhanced by Ki, causing a shattering blow to the opponent's ribcage.
Fierce strike

Crane's finale
Rank S
Only masters of the style are able to perform this move. As the opponent attacks, regardless of any barrage of physical attacks, the user gently sticks to the opponent's limbs and parries them aside. This exposes the weak points of the opponent, and the user ducks down to for an open palmed strike at the opponent's stomach, strong enough to rupture organs when strengthened with Ki. Without stopping, his other arm shoots upwards and delivers a painful uppercut to the jaw with his palm. The user then takes one step forward to close the distance between him and the opponent and delivers a shoulder tackle to the opponent's torso. This sends the opponent flying away, possibly with rib and jaw fractures as well as ruptured organs.
 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Tue Aug 16, 2011 11:01 pm


Primal Drive


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Fast, Powerful, Vicious

This style of combat focuses upon the ability to function similar to an animal. Most of the time the user is down upon all fours on the ground. This makes them a smaller target and it allows them to easily evade most attacks as well as use their entire body to move, rather than just their legs.

Stage One (E-Ranked): The Ground
Stage Description: This stage focuses around the basic stances of the user and how they can easily get to this stance. It also involves various ways of evasion and basic attacks. This involves not much more than simple rushing techniques such as being capable of tackling their opponent. Though the tackles are more of shoves with the shoulders, like a football type tackle. One can simply evade by "pouncing" or "leaping" to the side but that is merely limited to the sides since one cannot pounce back on all fours. In this stage they will practice dropping to the ground without hurting themselves or tripping up. They will also practice basic movements while on the ground and will do so until they become completely comfortable with such a thing. This way it becomes possible move around upon the ground without flaws.
Stage Techniques:
Drop - E-Ranked
This is a technique used to initiate the stance of the style and is one which can also be used to evade attacks. The user simply allows his body to become completely relaxed as they lean forward. This allows gravity to literally shove the user's body towards the ground. Due to the added force of gravity the user's speed increases by two for their fall, and ONLY their fall.
Roll - E-Ranked
This is an evasive maneuver which can be easier to perform then attempt to "leap" from spot to spot. Just as the name suggests the user will perform a simple roll in order to evade an incoming attack or, possibly, use it to create an opening. The user can use this technique in almost any direction possible. Rolling to the side, front, back, etc.

Stage Two (D-Rank): The Uprising
Stage Description: In this stage the user will learn how to quickly transition between their current state, on all fours, to a brief state of standing(or, more so, a hunched like position, just not on all fours). This allows for the user to become capable of attacking other than tackling. The user becomes able to stand up enough to throw a brief punch or possibly a simple kick, such as a side kick. This stage also includes a few techniques based off of the Roll technique. In this stage the training is pretty simple. They user simply practices coming up from the floor. They will practice this over and over to unsure they do not trip up or become disorientated in anyway when rising from the ground.
Stage Techniques:
Mule Kick - D-Rank
In order to perform this technique the user much first dodge an attack by rolling forward and beneath it. When the start to come out of the roll they do not resume their stance. Instead they stop before their back comes of the ground. At the same time they thrust both feet into the torso of their opponent with more than enough force to break bones.
Rolling Straight - D-Rank
The user, like in the Mule Kick, with perform a roll to evade an attack. This time, however, they do not stop partially through the roll. Instead the pop out of the roll and deliver a surprising straight punch to the face of their opponent.
Jaw Break - C-Rank
This technique is highly similar to the Rolling Straight. The different between the Rolling Straight and the Jaw Break is the power and type of punch used behind them. In this technique the user will use the exiting part of the Roll as a sort of spring board and leap straight up into an uppercut. If the uppercut connects it would most likely break the enemies jaw and send them flying up into the air.
Falling Axe - C-Rank
In this technique the use will proceed to head into a Roll. Once they do they'll throw one leg out in the form of an axe kick at the end of their roll. The kick, wherever it lands, is capable of breaking bone. Whether it be the head, collar bone, neck, and/or shoulder.

Stage Three (C-Rank): Versatility
Stage Description: In this stage the user becomes capable of completely standing up in a near instant to follow up attacks or deliver incredibly swift and powerful ones without notice. They become capable of standing up just long enough to through several punches and two or three kicks before resuming their stance down on all fours. They learn how to do various things which point out extreme flexibility, such as sudden back-bends, to dodge. For the training in this stage the user will do nothing but push-ups for hours on end. With every push-up they make sure they are capable of pushing themselves up from the floor into a standing position. After training with push-ups the user will begin to practice jumping in place. However they will start from the ground in a crouched position and spring up into the jump. The combination of the push-ups and the jumps placed into one is what allows the user to be able to instant stand to attack.
Stage Techniques:
Caving In - C-Rank
The user will charge at their opponent all the way up until they get inches from them. At the last second they shoot up into a standing position, still moving forwards, and drive the tip of their elbow into the sternum of their opponent. There is enough energy behind this technique to dent iron. Caving in the chest with such a blow will be like nothing.
Zipline - C-Rank
In this technique the user's charges their opponent. They continue to up until about a foot away. At that point they slightly change their course. It will seem as if the user is attempting to fly right past their target when they suddenly stand up from the ground. As the do their leg will shoot out and attempt to slam into the torso of their opponent with a sickening roundhouse.

Stage Four (B-Rank): Brutality
Stage Description: During this stage the user comes to learn more vicious and devastating attacks. This mostly consists of grapple-like moves. He will tend to try and grab at his opponent. His attack, now, also consists of things such as clotheslines, full on tackling(like slamming), and more. This stage requires nothing more than weight lifting and building the strength of the user's upper body. Not only will they do that but they will also practice the stages strikes upon a training post, tree, etc.
Stage Techniques:
Oops! - D-Rank
The user will speed by his opponent in any direction and stick out his arm in the process. He'll aim to sweep the legs of his opponent right out from beneath him with a low to the ground clothesline.
Esophagus Crush - B-Rank
The user will get right up to his opponent before pouncing up into the air. His aim will be to latch onto the opponent's throat. If he can the opponent will be brought up into the air with him. The two with come crashing down to earth almost as soon as they had gone up. Right before impact the user extends his arm, as if he was punching, to add to the strength of the impact. This will cause a crater where the head of the opponent landed and the opponent's throat with be crushed.
Human Hammer - B-Rank
This is a technique which is used in coordination with Jaw Break. Once Jaw Break has been used this technique is now capable. The user, while his opponent is within the air, will take hold of his legs. He will then slam him around four times onto whatever he can, whether it be the ground, a tree, a wall, whatever.
Flip-Flop - B-Rank
The user will pounce exceptionally high at his opponent. High enough he can latch onto his opponents shoulders while in midair. He will then flip over him in a form of a front handspring. All the while he's holding onto the opponent until he lands. Once he lands he can either bring his opponent straight down into the floor in front of him or send him hurtling through the air.

Stage Five (A-Rank): The Pounce
Stage Description: This stage focuses around the ability of the user to utilize his pounce to generate speed and strength in coordination with various attacks. Once this stage is learned the user is capable of attaining a rank in speed and strength thanks to his pounce, though only while using this style's techniques. In training this stage he may want to do a lot of push-ups, pulls-ups, sit-ups, and leg presses in order to become capable of generating enough strength and speed to perform outrageous leaps which could reach up to fifteen feet.
Stage Techniques:
Invisible - A-Rank
No, this is not a technique which turns the user invisible. It is more like he travels so fast he becomes unseen until the last second. The user will build up energy into nearly every part of his body as he stays still momentarily. He will then use all of his muscles simultaneously to propel himself forward in what seems to be a simple pounce. Then, as he begins to leave the ground, he'll let the energy explode from his body. This will shoot him forward at rates that make him seem to be invisible until the last second when he reappears right before the opponent.


Creator: blackflash  
PostPosted: Fri Aug 26, 2011 11:42 am


Wing Chun
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The best defense is a good offense. Wing Chun is the fastest and most aggressive punching style around, choosing to consistently advance and have a fist in the enemy's face at all times rather than entertain exchanging blows. It is a machine-gun punching style that constantly lays down a barrage of strikes in rapid succession, and even higher ranked opponents will have great difficulty escaping their assault. That being said the power of Wing Chung punches are weaker than most other styles since the punches come straight from the elbow to strike faster rather than sacrifice the speed for the power that comes from the shoulder. Still, while one punch may not drop your opponent, thirty will shake them to their core.


Stage 1
The first thing any student of this style learns is how to chain-punch. Like a machine-gun, you don't use just one shot but a chain of strikes. Wing Chun punches are designed to be very fast and very straight so they come straight out from the chest to their opponent, bridging the closest gap possible. After punching your fist doesn't come back to your chin to guard like a boxer would, it only comes back to the forearm of your other arm as that other arm punches. So you create something of a windmill effect where one arm punches as the other arm pulls back to the point where you're always punching and you always have something in your opponent's face. Despite how fast the punches are supposed to be the training is actually done very slowly. Accuracy is key to the style so you practice the punches slowly along the body's center to ensure that you hit them exactly where you want to. This takes hours of practice even for talented fighters like yourself so make sure you train in a quiet place with a lot of time on your hands. Also, striking pads is necessary as it helps build up the toughness of your knuckles without breaking them from the number of times you'll be striking.

Shifting Punch
Rank: E
Description: The user rotates their shoulders to the side, useful when dodging an attack aimed at the center-line, and counters with a single swift punch to the opponent’s face or throat. Because they are striking the opponent while they are still trying to strike the user, the opponent has little chance of dodging this strike.

Straight Blast
Rank: D
Description: A simple chain-punch combination that can dish out a lot of damage very quickly. Once in close range the user first unleashes 3 or 4 chain-punches to the opponent's chin/throat before bringing closing with a powerful elbow. All the while to user moves forward with their punches to blast the opponent off balance and finally send them to the ground with the final blow.This technique can also be linked up well with a close ranged kicking maneuver immediately afterwards.

Lunge Punch
Rank: D
Description: A fast advancing move where the user lunges up to 15ft into an opponent's space and strikes them with a straight punch to the face, sending them tumbling back. Ki propels the user so fast that there appears to be 3 after images behind him, and if this is the only skill used in the post then the user can lunge into the opponent before they can counter (only against lower level opponents). Three post cool down.


Stage 2
This stage introduces the defensive and reflexive training of the style through the art of Chi Sao or "sticky hands". The idea is that the user sticks their hand or wrist to their opponent's, and by keeping it there they can reflexively block any attempts the opponent makes to hit them with that arm. By nature tactile information is received by the brain much quicker than visual, so by simply feeling the push or pull of the opponent's energy they can react to it far quicker than they could ever do with their eyes. This is done through partner training, where the fighters practice sticky hands against each other to build their reflexes. Once learned the fighter can perform techniques that both attack and defend against an opponent, all in the same simultaneous motion.

Intense Friction
Rank: E
Description: While the user’s forearm is connected to their opponent the user vibrates the energy around their arm so quickly that it causes burns on direct skin-contact, giving your opponent something of an indian burn. It doesn’t cause any major or permanent damage, as its purpose is to either harass your opponent or create an opening for attack when they pull their arm away from the pain.

Palm Block Counter
Rank: D
Description: The user deflects a single punch or kick attack up to C-rank with a twist movement from their palm/forearm, while striking their opponent simultaneously with their other fist. Lasts two posts.

Snap Strike
Rank: D
Description: After blocking a punch with the corresponding arm the user snaps their wrist out to strike into their opponent’s body, thus blocking an attack and countering with a strike in the same motion.

Encircling Palm Strike
Rank: D
Description: After blocking a punch with the corresponding arm the user encircles their hand around the opponent’s arm, leading into a natural palm thrust to the opponent’s midsection. It has the same principle as the Snap Strike only the palm strike pushes the opponent away with the thrust.

Sticky Hands (Chi Sao)
Rank: C
Description: User places their hand/wrist/forearm against their opponent’s hand/wrist/forearm on the corresponding side. So long as the touch is maintained the user can deflect any attacks that try to come from the arm they are blocking. Ki is used to keep the user and opponent stuck together in this fashion so it can be difficult to break free.

Trapping Hands
Rank: C
Description: The user grabs the opponent’s arm just above the elbow and pins it against the opponent’s chest so the opponent’s arm extends out to its opposite side. This keeps the opponent from being able to strike at the user or advances towards him, as simple pushes on the arm/chest of the opponent knocks them off-balance and thus negates their attack. Also their other arm can’t get enough range to punch the user as the lock prevents them from turning their shoulders enough to reach. An excellent technique for stopping enraged opponents.


Stage 3
This stage concentrates on the kicks of the style. Just like its other principles everything is built for speed, so there aren’t any flashy spinning or flying kicks here. In fact, none of the kicks ever reach much higher than the waist of the opponent. This is because in those other styles kicks are used to keep your opponent at a distance, but in this style you want your opponent as close as you can get them so instead the kicks are used to mock, provoke, or stun the opponent. Also, while in most other styles the kick is used mask a punch, here it works the opposite and the punches are used to mask the low kicks, adding to the frustration of your opponent. Training is done by practicing masking kicks in with punches, and is best used with a wooden training dummy.

Intercepting Front Kick
Rank: E
Description: When an opponent tries to throw a round-kick or a variation of the sort that is C-rank or under, a quick front kick from the user strikes their exposed thigh and stops the strike before it can hit the user.

Front Heel Kick
Rank: D
Description: In most styles a kick is often used to hide a punch, but in this move it works the opposite way. The user blocks an attack with their arms while striking out with a front kick to the opponent’s mid-section roughly the same time. This kick is not used to push the opponent away or heavily damage them, but instead its power is used stun them for an instant and give the user a chance to strike back. If this move is combined with an attacking skill in the same post it is used, ignore the energy cost of this skill. 2 post cooldown.

Double Stomp
Rank: D
Description: The user strikes their foot out to give a quick stomp on the opponent’s kneecap. If the opponent has placed their weight on the target leg, then this stomp may break their leg. If the opponent tries to step back or retreat from the first stomp, done using the inside of the user’s foot, then the user can quickly stomp the opponent’s other kneecap with the outside of their foot to harass and push the opponent off balance.

Stomp Kick Combo
Rank: C
Description: The user strikes their foot out to give a quick stomp into the opponent’s kneecap using the inside of their foot. If the opponent has placed their weight on the target leg, then this stomp may break their leg. The user then turns their foot and strikes the opponent’s midsection with a side kick. This is an effective combo because once the stomp breaks the opponent’s balance the side kick will make them fall.

No Running!
Rank: C
Description: Most efficient when an opponent is charging the user, but can still be used regardless, the user hits the opponent’s midsection with a stunning front kick to stop their advance. Then while the opponent’s body is stunned the user can either trip-throw the opponent to the ground by pulling their striking leg back to sweep the opponent’s front leg, or they can stomp down on the opponent’s kneecap instead to push them off-balance. This technique can be made B-rank for B-rank cost instead of C-rank.


Stage 4
This stage focuses further on improving the chain punch and adapting it for more deadly purposes. This is where the brutality of the style reveals itself and aggression is taken to a new level as the user learns to dominate opponents with barrages of blinding-speed punches and strikes. Training is done through excessive practice on a wooden dummy, along with palm strikes and punches on sand bags or variations of the device. These are all done to harden the user’s hands and forearms to the point where their blocks can be considered E-rank strikes. It also helps prevent their fingers from breaking during their strikes.

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

Down to the Ground
Rank: B
Description: The user takes a strong stance from which no move D-rank and lower can shake them and lets loose a long barrage of chain-punches to their opponent’s chest and solar plexus. They strike so quickly that the opponent’s body can’t recover from the blow before the next, so much so that they can’t even move backwards which leads the user to keep punching them until the opponent’s shaking body finally falls backwards to the ground. For a few moments even after the user stops striking the opponent’s body will still shake as it desperately tries to keep up with the blows.

100 Punch Riot
Rank: A
Description: In the span of a few short seconds the user lets loose a mad explosion of aggression and unleashes 100 chain punches into the opponent. The strikes come so quickly that they blur together with the others and at one time it can seem like ten different fists are coming at the opponent which makes it near impossible to dodge completely unscathed. If a person were to take the full force of this attack, nearly every bone in their mid-section up through their face would be broken. Requires both hands. 4 post cooldown


Stage 5
The final stage teaches the user to become so quick and adapted to the chain-punch that they can now use it with only one fist. Furthermore their Chi Sao practice reaches its height in being able to be used in complete darkness. The user no longer needs to see the opponent’s arm in order to predict its next move. Training for this stage is taken to a more challenging level. The user must first surround themselves with candles, with those candles as the only light. Then one by one the user must punch the lights out of the candles using only one fist. They have only a single second to punch out the lights around them. Once the user can blow out ten candles in a single second, they will be ready. After that the user must put on a blindfold and spar using only the Chi Sao technique only to see their opponent. Finally the user must practice on a wooden dummy until it breaks, proving that their forearms are now stronger than the thick wood of their practice dummy.

Gut Buster
Rank: C
Description: Using only one arm the user chain-punches their opponent’s stomach at blinding speeds, knocking the breath out of them and probably causing them to lose their lunch.

Demonic Advance
Rank: S
Description: Much like the 100 punch riot, except now only faster. Each of the user’s arms goes into overdrive and unleashes 1,000 super-speed punches into their opponent, with each punch pushing the opponent further and further back as the user advances. Even if the staggering amount of the blows does not do the opponent in, by being able to push them back the user can creatively push their opponent into a position of their choosing.

 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Fri Sep 16, 2011 10:27 pm


Masochist Unlimited
Pain, Adrenaline, No Rest
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The means of fighting beyond pain and using the sense of protection as a drive for increasing offensive capabilities. This is used to give a boost to strength and endurance while the user is under great physical pressure. This is works by using Ki to force the body into a state of sped up adrenaline giving the user mass amounts of stamina and a large boost in Ki effectivity making Ki attacks more powerful. This state means ripping the muscles and speeding up the users blood flow. Due to the nature of this ability the user cannot normally use this unless in battle and takes damage. The more damage you take the more stages that are available to someone to use of course the user must first learn the stage to use it and the training for it is quite painful as damage is needed to reach higher stages.

The long term damage from this style is shortened life span, the short term damage is comas and being bed striken for weeks at a time depending on the stages reached. User also is not able to keep fighting if internal injuries occur they are not gods.



Stage 1
The user at this level must train by inflicting minor damage to one self but at this level scraps and bruises are all that is needed to reach the first stage. This first step in the style is used to increase power slightly by ripping muscles and increasing strength.

Bull Charge
Rank: E-A(increases with stage)
The user within the increased muscle mass can charge forward to tackle the opponent with increase weight which can send an opponent off of their feet and is capable of damaging stone at higher stages of the style. This is usually used to close the distance between the user and target and is really not effective for close range.

Turtle Muscle
Rank: D
A tactic in which the user flexes and uses muscle to take more damage without internal injury. This is useful but needs about 3 seconds to use making it a defense to be used before and attack is launched. While in use the user usually may not move unless skills permit so.

Turtle Fist
Rank: E
The lowest Offensive technique this style uses is the Turtle fist, as it has power but no discipline. But this attack can be used during turtle muscle, making it special as the user would otherwise be stuck in a position when using turtle muscle. This technique is a slow and sloppy punch that has power but leaves the user open to an attack.


Stage 2
The next step in training is usually done by using vices to squeeze the users head, and muscles to a point of extreme pain before doing work-outs. The point of the next stage is more muscle mass and pain is less effective as the sense of touch is dulled by a layer of muscle.

Spring Impact
Rank: C
Requirements: must not be bond to ground
A skill to be used after an opponent is knocked onto the ground; once an opponent is vulnerable the user jumps up and aims both feet towards a target and proceeds to jump up and down off the opponent like a trampoline. This is quite unsportsman like but is an effective technique as it can break bones with each jump. Effectiveness goes up with the weight of the user.

Black Impact
Ranked:C-A
The user will dash towards a target and aim to clothes line an opponent and throw them into objects doing two mediums of damage.. The damage done by this depends on what object the target hits but initial damage is enough to bruise but not much more.

Mortar Impact
Ranked: C or A
Requirements: to boost to A rank user must learn the stage 3 skill "Jack Rabbit"
An attack which can break an opponents jaw and rattle a targets brain. The user jumps up and on the way up aims his knees to hit the chin of his opponent. With enough effort the attack is a winning move as long as the opponent isn't able to more before impact. This move gives no bonus but merely works with the present boost in the stage.


Stage 3
The training for this training is large amounts of self inflicted damage before working out and is often done by ramming ones self into wall and structures to cause mass damage. By this point the movement of the user is finally increased by the burst of adrenaline and unlocks the speed tactics of the style.

Rush Blitz
Rank: C
A short burst of speed using a shot amount of increased blood flow and better muscle control. This increases movements speed by 2 levels, for 2 posts.

Jack Rabbit
Rank: B
A spring like jump that quickly makes the user airborne and uses the muscles in the legs to quickly spring upwards. This is mainly used to dodge and launch mid air combos.

Rabbit Blitz
Rank: B
The user lowers them self and dashes towards and opponent and delivers a flash like punch towards the opponents stomach. This move makes use of Rush Blitz to focus momentum into a powerful punch as this punch is capable of breaking bones.


Stage 4
The training is more extreme as anything that hurts will be useful, whips chains, vices, rocks, sticks to make sure the users is extremely hurt by the time they train. The users strength is at an extreme as strength level is up by 2 and speed is up 1, this stage gives the users further endurance as well as skills to reach the final stage. This is the second defense stage and is used as a way to take damage without losing or taking internal damage.

Dead Muscle
Rank: A
Drawback: - 1 level of speed when active
The user builds extra muscle over areas in need of protection and then removes the connection to the nerves making it numbed muscle and this is used to strengthen the arms and torso mainly but can be used anywhere if necessary. When this skill is active the user loses speed.

Ki Protection
Rank: A
The user with the increase of Ki can actually create a round shield from the palms of ones hands. The shield is enough to protect the torso and upper legs from C-rank and lower attacks. So the size of the person makes this shield vary in size. The shield needs about 1 second to form making it great last minute protection. 5 post cool-down.

Battle Shout
Rank: A
A loud shout fused with ki that has the ability to send a shock wave from out of their mouth. This acts like a strong wind and if nothing else makes oncoming enemies approach much slower. The shout also weakens dash attacks by 1 strength level and 1 speed level.


Stage 5
Near death experience often acquired from dropping from a long drop or being brutally beat by a group, the things you will go through will not only make you cry for joy but finally give you the love for pain the creators of this style feasted for. Pain tolerance is actually a good thing at this stage as when breaking a bone or getting cuts or bruises won't slow you down as the pain is the greatest feeling you can experience. The strength and speed of the user is increased by 2 levels and endurance is increased a great amount to the point that breaking bones is like trying to break an iron bar. Pain is also no draw back for this stage it actually increases battle fluency.

Pain Release
Rank: S
Drawback: -1 level of speed, drains Ki Every post
It's painful to touch the user as the skin becomes rough like sand paper and making contact with it causes bleeding. This skill has a downside as the skin becomes stiff lowering mobility.It takes half a second to transform skin into this state. This skill is done by taking all moisture from outer layers of the skin then compressing the skin to harden it, over the process the user will bleed as the skin is dried and compressed. Then when compressed blemishes, cut, bruises become rough and sharp and regular skin is also given an impressive rough texture. This is not a very powerful defense but does cause the opponent to be less willing to attack making it more mental than anything as pain is the key defense behind this skill.

Cross Chop
Rank: S
A very powerful attack in which the user crosses their arms and hits a target in the chest which is not deadly but very, very painful as it makes the target unable to breathe for a post making movement near impossible as their rib cages is compressed for a short time. This attack by itself is capable of breaking bones.

Saciers Foot
Rank: SS
A powerful kick that can break bones like a twig but can only be preformed after 3 posts of stage 5 use. The user draws all ki to one leg over the process of three posts before releasing a deathly kick.

Death Grip
Rank: S
An unbreakable grip that turns bones to dust as the user squeezes til the area they grab is mush. This is done by focusing Ki in the form of a vice in the hand and is quite a violent attack.

 
PostPosted: Mon Nov 14, 2011 11:42 pm


Zhen Chi Quan [ Red Wing Fist ] - Is called by Family Members / Exorcist Li Long Quan [ Exorcist Dragon Fist ] - Is called by the public
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The Red Wing Fist, or to those of the Red Feather Family, is a descendant of the creator of the Clan or family known as Magabarari. He was an monk, way back in the times where China was still in it's feudal era, and was learning the ways of Gung Fu when it first was developed. Learning the ways of the animals and the ways to defend the temple utilizing the methods the animals fight to preserve the sanctity of the temple. But there was one attack on his particular temple, that unfortunately came to a loss. A loss where the temple was destroyed and the relics therein where stolen. It was after this defeat, that the Monk took knowledge that learning only one assortment of a fighting style was not going to help him achieve the true aspect of Martial Arts. Taking his new found belief that to become a true Martial Artist, one must dwell themselves in various types of Martial Arts, he took his temporary leave from the temple to learn other styles. And that, he did. Learning the styles of Tai Chi Quan, Wushu, and many other types of Chinese arts. Enough that he got to a point of knowledge that he could create his own fighting style.

But alas, there was something missing from his style. Something that he couldn't quite grasp. He held the fluidity within power that Gung Fu stresses, the strength and power that Japanese styles held, yet there was just something missing that would truly make his style unique. This is where, the story becomes somewhat of Chinese Lore as to how the descendants of the Magabarai gain their power, but it was said that during one particular day that he descended from his training grounds withint he forest did he come upon a village that had a dragon surrounded. As they prepared to slay the beast, the retired yet devout Monk appeared before the blades and halted the crowd. Telling the townspeople that to slaughter and innocent beast simply because of it's looks and because of the stories that were made of dragons of evil intent, did not mean they should kill an innocent dragon just to sedate their fears and hatred for them; or else they, would be no better than the one's they hate. His words calmed the crowd, and took notice of the dragon, who would thank him for any wish that the man wished to be granted. Magabarai wanted only one thing. To have himself become the Martial Artist, that will be able to protect that which he cherishes and to find the missing component to his Martial Arts Style. The Dragon watched the man as he performed the techniques of his style to him, and gave Magabarai what he desired. Giving him the Ki, of a Dragon to further his goals to protect that which he cherishes the most; and promised him, that his seed will be granted this gift, for as long as you keep the will to protect that wish you cherish dear.

With the Dragon's Ki flowing with his own, the Monk returned to his home a new man. Who upon the next time, held off the invaders with little to no worry; in fact even chased some of the bandits down to force them to speak on where the stolen goods stolen from their temple and other's temples lay. After a challenge with the bandit's bosses ghost before his region of China, the crowd was amazed by the stamina, the ferocity, and the absolute extent of Ki Masabarai held. It was monstrous. To the point that some, more specifically the bandit leader, witnessed seeing the Ki swirling around him. The image of a golden dragon coiled around his body while it's fangs laid pointed at him. As if his Ki was simply going to devour him and remove his sin from the world for good. It was after Masabari's landside victory, that he became famous and started to spreed the power of his Clan to others; or at least those that were kin and were able to learn the techniques. When the time came that he was passed, he was known as the Exorcist Dragon because of all the evil he vanquished from the land, until his part of China made those of wrong in their heart to fear coming nito Masabari's region.

After the death of the creator, the seed of Magarai have constantly continued to keep his tradition alive. Making it known of the certain traits of a Red Wing Fist or those within the family. One, would be their stamina. The Dragon's Ki that flows within them has strengthen the stamina within them, somewhat boosting their abilities to a great height. Also, each member of the Red Wing Family hold some form of a dragon that represents their Ki or rather personality. For example, Magarai held a Golden Dragon to represent his Ki, meaning perfection. No one else has obtained such a Ki, but their have been cases where the Ki of the Clan member is extremely vibrant. Illustrating the true power of the individual. But the last, and most fiercesome ability of the Red Wing Family is their Dragon Gates. Where, upon high emotional need to protect what they cherish or to lose themselves in anger, will open up their Dragon Gates; or at least until they learn how to control it. [ Will be able to be controlled after Stage 3 ] This occurs, by 'absorbing' ki in a constant rate while then at the same time releasing it out. Making a continuous flow of Ki which provides the user to assess superhuman abilities. Their hair will turn black and their physical attributes will jump; making them a deadly opponent for a set amount of time. For with them being human, as everyone else is, the body cannot release and absorb Ki at such a frequent rate without taking some form of extreme exhaustion.



Stage 1
This is the Stage that the descendant of the great Magabarai in their veins. From here, they will learn how to fine tune their abilities of the Red Wing Fist and learn how to better cultivate the powers of the Dragon's Ki, which will later help in developing the member's Dragon Gates.

Uraate [ Backing ]
Rank D
This is fulcrum-based transference skill; an example of Ki transmission that teaches one to shift the point and force of impact by striking the dead center of an object.

Tetsushikō [ Iron Finger ]
C
Known to be a particularly lethal technique; using one finger or hand to punch through the muscle and directly striking the internal organs, or the area which is struck. It usually can't only do true lethal damage unless the opponent is two ranks below the user. In which the strike will rather just be a nicely powered punch. Masters of this technique though, will usually puncture through a person's body in a stealthful manner, and leave the opponent to be die.

Mukuuken [ Empty Fist ]
D
Is Chinese martial art technique, where the user is trained to empty their minds and allow the body to strike out. Meaning, that the user will in a fighting situation utilize this move out to confuse his or her opponent. With an empty mind and letting the body strike, the user will make the opponent be somewhat looking at a blank book. In which striking at them with such an empty mind, makes it sort of hard for a Martial Artist or even just the regular 'ole joe read when the attack is coming.

Stage 2
At this Stage the Red Feather family member will start to learn more about their Dragon Ki. At this level, they will be able to outbreak into their Exorcist Dragon Form, but won't be able to control it in the least. Their outbreaks will be violent, and will lash out at any and all those that stand around. In order to reach this level, they will have to be at the level adequate to learn the Stage and will start to exhibit greater Ki and stamina to help out with the techniques they have.


Tetsu Te ( Iron Hand )
B
This is the next stage of the beginner technique 'Tetsushikō [ Iron Finger ]'. This technique will utilize the entire hand instead of simply utilizing a single finger. After conditioning the hand enough ( Through multiple microfractures and toning of the bones ) the user will be able to hold a hand like that of Iron. With enough force and torque of the hips, the user can inevitably pierce skin like a blade or dagger.

Kakuu Gaō Tetsushi Kikoku Ken [ Aerial Wailing Demon Fist]
B
Unlike the beginning version, this technique will take the opponent to the air. in the event that the user puts the opponent up into the air, the user will position themselves behind the opponent while airborne and grab take hold of their opponent to slam them upon their cranium. Or in other words, tilt the opponent until they are upside down and then drop the opponent straight upon their heads from the height they were in the air; being that one is still human, realistically the height won't be that high from the ground even with the many years of training one may have. So it would mean that this technique is rather quick in motion, for one will have to loop around in order to take hold of their opponent.

Hakka Soudou Shō
C
A move that uses the palms to transfer momentum from the fighter to opponent in one fierce action, normally yielding incredible force, sending the opponent flying backwards and holding a sever loss of breath.

Shin'irikugō Taihōtenshi Tsūhaiken
C
This Ki-based technique is fundamentally similar to the "Ryukei Qigong Tashinkō", but the martial artist transmits their ki through a solid medium (such as a tree, a concrete construct or even a living being) rather than air. When done to an opponent, the Ki will pass violently through the body and usually does direct internal damage when struck directly. 3 post cool down.

Stage 3
Here is where the fun starts. This is near the stage that the Dragon Wing Member will start to unlock the powers and truth of the Red Wing Fist. The powers that this style has been feared for way back in the times of Ancient China. Here, is there the practitioner starts to learn about the 'Dragons' within them, and their true heritage within this style. The technique's here get deadlier, hold more power, and the practitioner gets closer to unlocking the hidden stage that lies within every Red Feather Family Member.

Kongou Hasshiki: Taizan Hougou
B
A technique which uses "reverse striking" transference through a stiff-shoulder charge to shift the force and impact of the blow over a distant; demolishing most anything upon impact with its pressure wave. It takes 1 post to charge the technique to about a fourth of it's full capacity, 2 posts to bring it up to a third of it's full capacity, 3 posts to bring it up to a half of it's capacity, and ultimately 4 posts to bring it up to the ultimate capacity. Every increase of the technique will send the opponent back faster and harder. Even the immediate release will provide a decent amount of distance after the strike, the charging and release of the compressed Ki only adds on to that power. 5 post cool down.

Kongou Hasshiki: Renkan Tenpen Tetsukageki
B
This move is a set of precise, bone-crushing blows. The user will charge at the opponent, forming their Ki into their muscles, enough to strengthen the muscles without losing speed or power. It will rather be a 'bum-rush' of strikes, in which if one part of the combo strikes, it usually is hard to defend against the others. For though this style isn't totally built around speed, the power along with the speed it does have is hard to put up a solid fight against.

Radotenko
B
A technique combining a fierce shoulder charge with an immediate release of Ki upon impact; that sends the opponent flying backwards, along with internal damage along with the strike.

Tsuwan
B
A technique that is rather one of the few, that provides the Red Feather Member the ability to experience a burst of speed at one single point. Upon being attacked, the user will indeed take the damage of the strike, but only half due to the user positioning him/herself in an angle to absorb the strike. Immediately, the user will make a 'disappearance', and strike the opponent from below or outside of their Line of Sight. The move makes it seem like the user has disappeared, due to the fluidity and the agility the user utilizes to counter strike the opponent. User must stand still for one full post before this technique can be used. No other skills can be used in the same post that this skill is used. 5 post cool down.



Stage 4
YOU HAVE TO PAY ANOTHER STYLE POINT FOR REST OF THE STYLE

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Congratulations on finally making it to Stage Five. Now it is time for you to experience the brutality of what made this style so legendary. At this Stage, the body should be conditioned enough that the user can tap into the Exorcist Dragon Form. Every member, will tap into it eventually at this stage due to their bodies now being able to hold the strain that this transformation provides. This usually occurs or rather activates, first, when the Red Wing member is watching someone they truly care for be destroyed with them not being able to do anything about it. The stress and shame of not being able to help, awakens what legends within the family say, the dragon's blood within them and allows them to tap into their Dragon Ki Gates. The hair will turn a different color, and their physical attributes will skyrocket while at the same time their strikes will increase due to the constant rate of Ki flowing in and out of the body.

After the initial release of the Dragon Gate, the user will be able to tame their Dragon Ki Gate. They will only be able to stay in the Gates for 8 posts but at a dire cost; due to the Ki flowing constantly in and out of the body the body can't handle but so much before it breaks down; which will be felt after the release. If one were to, for example, go through the max limit of their Dragon Ki Gates, they will have to spend equal days in Real Time, to recover as well as going into a coma immediately once the Gates release. It is a price to pay, for the power that was bestowed upon the family so many years ago.

Dragon Ki Gates
-- The Dragon Ki Gate will be needed to be trained after the initial release of the gates, if one wishes to hone their body enough to hold the form longer, they will need to go off of this chart:

Dragon Ki Gate Stages
Note: Outside of the Mastery Form, all forms prior only boost the strength by 1 level of physical prowess. By the Mastery Form, the user will have the capability to utilize two levels of physical prowess

Ⅰ. Initial Release
- Needs high emotional release of needing to protect someone, and having the inability to protect them. After the first release the user will be able to hold up the form for 3 Posts.

Ⅱ. Beginner Dragon Ki Gate User
- After that first release, the user will have to have 5 more releases in order to unlock the beginner stage. Upon unlocking this, they will be able to hold the transformation up to 5 Posts.

Ⅲ. Intermediate Dragon Ki Gate User
- During this Stage, the user has transformed up to 10 more times after the last five, conditioning the body to last in the Dragon Ki Gates longer. They will now be able to hold the form for 6 Posts and show more prowess and control over the transformation itself.

Ⅳ. Exorcist Form Mastery
- The practitioner has mastered the style of their Dragon Ki Gates. They will now be able to utilize the full limitation of their bodies and utilize the maximum length that one can stay in the form. ( 8 Posts ) In order to do this, they must have transformed 20 times before unlocking this mastered form.




Stage 5
Your are a master of your kind. This is the final stage that a Red Wing member hold. It holds the ultimate technique that has been passed down to the family for generations. Though this stage holds only one technique, it is said this is the only technique that is needed for you to finish off your opponent.

Ryukei Qigong Tashinkou Shinden: Gaō Sōryu Enrenshō
S+
This high-class, Ki-based technique works off the principles of the Dragon-Ki Qigong "Forged Needle" technique; which applies the fulcrum-based transference skill of "Uraate" to transmit the user's Ki through the air. The technique follows the same required preparation as the "Forged Needle", though the most distinct difference lays in execution; firing out the rotational energy in a dual-palm strike instead a traditional straight punch. However, the technique's most defining quality lays in strength and Ki capacity.

 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu Dec 08, 2011 10:11 am


Mixed Martial Arts
Brutal/Efficient/Adaptable

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Known around the world for its combination of technique and power, the style known today as Mixed Martial Arts is no longer a derivative of any one style, but three different methods of combat. Any style can be used to execute any of the maneuvers involved, with the goal of victory as the only prerequisite. Starting as no-holds barred combat between competing styles from different countries, it evolved into a full-on combat style, transferring from professional cage fights into a fully-developed self-defense art.

Combat in this form does not end even when one is grounded. Defense on one's back is crucial to remain an active threat, and changing the tide in one's favor is possible even in this supposedly helpless situation. It is this integral component that makes MMA special: the ability to adapt to any given situation and shift it to one's favor.

That said, a punch is still a punch, and a kick is certainly still a kick. Just because you know how to blend styles does not mean you are not incapable of being knocked out... Because there's always someone better.



Stage 1

Striking, or stand-up fighting, is the basis of all combat. Punches, kicks, knees and elbows are the order of the day in a cage, but on the street it's a whole different story. Shots to illegal locations in combat sport are pefectly fine in a street situation. As the saying states, 'anything goes'. Training can come in the form of anything from bag work to shadow boxing, but in order to properly judge distance and build a quick reaction time, partner sparring is the best method.

Inside Kick
Rank D
A quick round kick with the front leg meant to cause the target's forward leg to give out. Aimed for the knee or inner thigh, this kick, when properly thrown, can crank out a nice thirty mile-per-hour whack. It's like a whip with a crow bar at the end of it. Enough of these, and movement can and will be hindered.

Double-Up
Rank D
The inside kick followed by an outside kick is a basic combination. Used mostly on an exposed front leg, this will more than likely be a painful experience. A successful inside kick can be chained into this without hesitation.

Battering Ram
Rank D
This involves putting one's opponent in a very bad situation by controlling an arm, ducking under it, bending it against the target's back, and forcing the hand toward the neck in one swift motion... before driving them into a nearby wall, car, or any other hard and painful object. Ki is used to power the initial launch, giving this move a lot of kick upon impact.

Slippery
Rank D
The key component in evading getting one's head knocked in is escaping a clinch hold, a method of controlling one's opponent that originates from various styles such as Judo, Muai Thai, and Combat Sambo. Amounting to a throw escape, this technique allows one an opportunity to get away from this potentially life-threatening situation if one is the same level as their opponent, or if their foe is lower. But if they are one level higher, the chances are slimmer, and two levels forces the attempt to fail, opening them to a free hit. Use with caution.

Rushdown
Rank C
A flurry of punches from close-in, with the chance to ruin ribs and knock the wind out of the opponent. Five shots in total, this combination is sure to leave the target in stiches.

Stage 2

Takedowns are vital to succeeding in combat when one wants to end a fight as quickly as possible. Ramming someone on their back or neck can ruin their day, but that's not the half of what could happen when one has an opponent on the ground. Requiring knowledge of posture, position, and basic clinch holds, this stage is best trained with a sparring partner who understands safe practice.

C.E. Tie
Rank C
The basis of grappling is not just position or posture. The Collar & Elbow Tie ensures that no matter what, you and your opponnent are equal in position. This hold is the basis for all kinds of setups and takedowns, and serves as the initial struggle for position in a grappling match. The hold involves grabbing onto the back of the neck with one hand, with the elbow against the chest. The other hand hooks onto the target's elbow or bicep on the other side. If one can get hold of the bicep, just below the shoulder... they are in position for some good times.

Fireman's Carry Takedown
Rank C
The fighter has to get to their knees to pull this one, but it's worth it as one takes control of an arm, drags them over their shoulders while hooking an arm around the thigh on the same side, and dumping them on their back. Takedown naturally ends in Side Control.

Double-Leg
Rank C
The traditional method of shooting for one's legs as they call it, is this right here. The goal is not to drop one's head too low, because... well, the neck will be a fine target for a savvy defender. Just grab the legs under the knees, pick 'em up, and put 'em down with authority.

Double-Leg Cannon
Rank C
A variant of the standard Double-Leg takedown, this serves as more of a charge than anything else. The arms are in the same position, hooking around the knees, except the head rams right into the chest. The initial thrust from the legs is no longer upward, but forward, driving them to the mat or pavement with even more force. Takedown naturally ends in Mount Position. Causes extra damage when done near a wall, car or any other object that will leave a bruise when smashed into.

Walldown
Rank C
Forcing one's opponent against the wall will more than likely be a good situation, but it can be made even better. All one has to do is put their center of gravity below their target's, grab the legs, and pull the foe down. Hard.

Ankle Pick
Rank C
This move takes out one of the legs as a support while pushing back on the opponent's upper body. It requires proper positioning to get just right, because if timed improperly, it will lead to serious concequences and a loss of position.

Inside Leg Trip
Rank C
From Greco-Roman grappling comes this deceptively simple move that involves capturing an arm, bringing the leg opposite to the captured arm toward the ankle for a trip, and leaning forward. This is all done in one quick, fluid motion and results in the opponnent going down hard, depending on the speed of the attacker.

Not today!
Rank C
Ah, the sprawl. The basic defensive technique against all takedown attempts. Impossible in certain situations, but invaluable in all others, this involves sliding one's legs backward, so that any attempt to pull, drag, or sweep them out from under the fighter is null and void. Used to counter a takedown attempt with the possibility of forcing the foe's head to the ground, putting them in a sticky situation

Stage 3

What does one do when they're on the wrong end of a ground struggle? Fight back, of course. The ability to shift one's position in such a crucial stage is critical to survival, because when you're on your back, you are in deep, deep trouble. Of course, if you're the one in control, on the offensive... well, it's just a matter of making the guy below you miserable. Understanding the various positions can be done alone, but proper training has to be done, again, with a sparring partner.

Mount Position Rush
Rank C
Getting on top of someone is a good thing to do in a ground fight. It's also a hard thing to do, as one is trying to kick you away, trap you between their legs, or just plain stand up. This technique cuts the effort of gaining this advantageous position by a significant amount. Focusing ki in the legs to increase speed, one rushes toward a downed target in an attempt to pounce right on top of them.

Mount Reversal
Rank C
Someone else is on top. One is now in deep s**t. But they can get out using the leverage of the hips and a swift turnover. Who's the boss now? Of course this won't work if the aggressor is two levels higher, so make sure you have at least an even match before trying this. Ki can be infused in this technique to make it more explosive, and thus more effective.

Fists for Lunch
Rank B
Requires Successful Takedown or Mount Position
One of the best ways to make someone give up is by this royal, grand beatdown. All you have to do is get on top and let the fists and gravity do the work for you. The rain of punches however, lasts only for so long, either for two turns or until a successful attempt to escape or counter is made.

Side Control
Rank C
A variant of Mount Postion, this requires one to be on either side of the opponnent with their chest pinning the target. Whichever side one ends up on though, they must slide one arm underneath the arm near their head and a knee underneath the other arm. If one doesn't accomplish this, an escape is highly possible.

Side Control Smash
Rank B
Requires Successful Takedown or Side Control
Moving to either side of one's target while they're down is a good way to get more leverage. It's also a good way to drive the point of a knee into a few ribs. Three knee slams from this position are executed with authority. Ki can be infused into this maneuver to increase the chances of breaking something... fragile.

Guard Position
Rank C
More than just a mere change of position, the guard is a position of opportunity! Sure it just involves wrapping one's legs around the torso of an opponent on top, but it offers control, leverage, and the setup for some nasty comebacks. Used for when one actually tries to get up top after a takedown.

Guard Break
Rank C
The fighter is on top... but still not dominant. Someone has their legs around their waist, and they're still in control of how and where the attacker moves. This is a matter of getting the legs out of the way so one can do what they do best. However this involves some struggle, and if the target is two levels higher than the fighter, it's not going to end well.

Back Control
Rank C
This is something that everyone wants, a position of total control. If a fighter locks this in, there's a massive struggle to escape from the opponent. Avoiding this position is great, but getting it is even better. It has the requirements of a mount, but getting them on their belly instead, hooking the legs onto the waist and the arms around the upper torso. All one has to do from there is either roll over or lean back until the target is sitting, and they have back control.

Get Off Me!
Rank C
Having someone on one's back is no fun, and a sure way to lose a fight. But... get at least one leg out of the way and keep the arms from locking around the upper torso, and one can effectively worm their way into a guard. This requires the attacker to be at the same level or lower to be successful. One level higher will result in a struggle, and two levels higher will result in failure... and a free hit.

Stage 4

Finishing the battle is what's important, and there are many ways of doing so... but if one wants to do it right, these techniques are the best method of truly ending things. Destroy an arm, and you take away a punch. Take out a knee and you remove an opponent's ability to stand. Cut off the blood supply for long enough... and the fight is over in seconds. All finishers have a three turn escape-or-submit window before the effects take hold. Safe training is always important, and one with a jujitsu background will know how to properly submit. Otherwise, one must execute strict control over their movements to safely practice these techniques.

Minus One Arm
Rank B
Requires Fists for Lunch
Any time during Fists for Lunch, this trick can be pulled out. It's called an arm bar, and it's the best way to take away a punch. While mounted, one takes control of either arm, turns their body so their legs end up over the chest area, and lays on their back, bringing the arm with them. With the elbow trapped between the legs, all that has to happen is a raise of the hips, and the arm essentially bends in a direction it's not supposed to.

G-Bar
Rank B
Requires Guard Position
A different take on the arm bar, from the last place one would want to be... on their back. While on the ground and in Guard Position, one must grab an arm, pull it to their chest, turn so that one leg is over the back of the target's neck and the other is as close to the shoulder as possible, and from there it's just a tweak of the hips.

Minus One Leg
Rank B
Requires Side Control
The arm bar... on a leg. This one's simpler than it sounds, actually. Same principle, different limb. From Side Control, all it takes is grabbing the leg on the side the fighter is facing, trapping the knee with one's own legs, and bending it in a direction it's not supposed to be bent in.

Sleep Tight!
Rank B
Requires Back Control
If one is ever in a position where they end up behind their foe and they're on the ground, this is a nice, solid way to get things done. With one arm around their neck and the other hand pushing on the back of their head, it's a simple manner of squeezing the arms together and pulling the shoulders back. The best part is, they're not bruised, battered, or dead afterwards!

Triangle Choke
Rank B
Requires Guard Position
Just because someone's on their back, doesn't mean the fight's over. This move proves just how fatal underestimating an opponent can be, as one drags one of the opponent's arms down, puts the opposite leg over the back of their neck, and the other leg over the ankle. Given the proper angle, one can simply pull down on the target's head and essentially choke them with their own arm.

Arm Triangle
Rank B
So one is on their back, being beat to a bloody pulp and they need an offensive option. Just catch a fist, drag the arm down, put one arm underneath said arm and behind their head and use one's other arm to grab onto the target's head. Sound familiar? It should... because it's the Triangle using the arms instead of the legs, with the fighter in a bad position. If anything else, they'll never see it coming.

Crucifix
Rank B
Requires Back Control
One of the style's iconic finishers, this technique is capable of applying up to six hundred pounds of pressure on the neck, causing significant damage if the opponent is unable to escape. Requires the opponent to be face down. Starting from a side mount... from behind... The fighter traps one arm between their legs and hooks under the other. There are only three steps from this point. Roll over, spread one's arms, and pull on the far side of the target's head.

Stage 5

The moves that have flash and flair, the best ways to destroy someone's will to keep going. Requires a massive opening, but delivers specacular results. Most of these moves combine aspects from multiple forms of combat to produce a decisive result, and thus require exeptional agility, strength, and knowledge of anatomy to execute. Training of these techniques is considered highly dangerous if done improperly, and must be done with a partner that knows how to protect themselves from the types of injury these moves have the potential to inflict.

Sambo Leg Breaker
Rank A
It's hard enough to catch someone in a knee bar while on the ground. But how about while standing? This trademark move from Combat Sambo requires one to somehow get side to side with the opponent during the struggle, then hook one of their legs between the target's and an arm between the fighter's legs. After the arm snags the target limb, the roll becomes simple... and painful, as it drives the target onto their neck and shoulders. From there, the kneebar is the final touch, and the same three turns are required to escape.

Drop the Hammer
Rank A
One of those moves that makes everyone stop and stare. Performed from a standing, close-in position, the fighter takes control of an arm and the back of the head before leaping upward and moving their legs into the same position as a ground-based arm bar. Then the fighter uses the legs to slam their foe onto their back with brutal force, like a giant sledge hammer. Pulling the trapped arm back is the final nail in the coffin, with a high possibility of destroying the attacked limb outright.

Showstopper
Rank S
Requires Double Leg Cannon, Mount Position Rush, Fists for Lunch
The destructive force that being on top of an opponent can deliver is unrivaled. So many fights end up on the ground... and can be ended on the ground, whether by submission, stoppage, or one of these. After driving the target to the ground and getting up top, the fighter delivers twenty damaging blows, now charged with their ki, all to the head. With the constant pounding of such a vital target against the ground, a knockout is all but guaranteed.


 
PostPosted: Thu Mar 15, 2012 12:08 am


Eight Drunken Gods
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The Drunken Fist, also known as Zui Quan, is a category of techniques and forms combined into a style that it is meant to mimic the movements of a drunkard. These movements become highly unpredictable in battle, even more so than Capoeira, and this is only heightened by visibly drinking before or during the fight. Drinking is very important to the style as it does two things. One, it coaxes your opponents into underestimating you based on what appears to them to be clumsy, off balance movements when in actuality the user is perfectly balanced at all times. Two, the alcohol relaxes your muscles and makes it easier to perform many of the style's flexible movements with increased strength.

Rules of the Style
-After drinking for a number of posts (based on what alcohol your character drinks) your character will become "Drunk". In Drunk mode the power of all skills of this style are increased by 1 rank.
-While in Drunk mode all other sub-style attacks become sloppy and are weakened by 1 rank.
-In Drunk mode all Drunken Fist skills that're used to simply dodge or block an attack only cost E-rank Ki.


Drunken God Lu, the drunkard with inner strength & Drunken God Li, the drunken cripple with the powerful right leg
In this style the user focuses on building their core and abdominal muscles, as well as learning the basics of fighting while drunk. After this stage is mastered the user's drinking will not be interrupted by normal attacks to the stomach or chest. Training is done by hanging upside down with a large bucket of water atop where the feet are, and two smaller buckets of water by each of the user's hands. With just two tiny sake cups they are to fill up the empty bucket at their feet with the water from the buckets below. When the bucket is overflowing with water the user will either be dead from exhaustion or have the required abdominal muscles for this style.

Returning the Goods
Rank: E
Description: After taking a swig of alcohol and being hit in the chest or stomach the user sprays the liquor into the opponent's face and eyes. The attack from the opponent is absorbed (only if D-rank or lower) so it doesn't hurt the user at all. The user can also use this attack normally, without being hit if they want. They can spray the alcohol up to 12 ft.

Stumbling Takedown
Rank: D
Description: User stumbles around a strait forward attack and falls into an opponent, embracing them like their hugging. Meanwhile the user plants their foot behind the opponent's knee so when the opponent tries to back away they lose their balance and bend backwards instead. They might fall on their own, but just in case the user delivers a quick barrage of punches to their stomach and chest to knock them to the ground quickly. This prevents the opponent from trying to grab and drag the user down with them.

Drunken Fall
Rank: D
Description: User stands straight and then purposely falls either forward or backward to unpredictably headbut an opponent on the way down, or possibly fall on an already downed opponent with a lot of force.

Loopy Worm
Rank: D
Description: Usually a follow-up to the Drunken Fall, the user flops forwards and slams down on the opponent with both fists as they try to crawl or roll away. They can do this up to three times before the opponent gains enough momentum to avoid the hits. Additionally, this move can be used to make the user squirm in or out to just narrowly avoid an attack.

Wine Wheel
Rank: C
Description: On the ground, the user repeatedly swings their right leg around their body 360 degrees at a low angle to sweep the ankles of multiple opponents. A ring of Ki is also shot out from the leg like a shockwave to hit and trip any opponents outside of its short physical range.


Drunken God Jun, the drunkard holding a pot in his arms & Drunken God Lan, the drunkard with the sudden deadly waist attack
After mastering the basics the drunken fighter learns how to fight using wide and obtuse angles. As a stance the user usually stands with their arms outstretched from their body with their elbow joint pulling in so it literally looks as if the user is holding a large pot of mead or wine, even if they're not. A part of moving in this way also includes lots of hip movements to balance out the weight of the 'pot', so the user trains to attack using their hips and clever footwork. For training the user will wrap three long bands of bungie-jump rope around three posts and tie one to their hips and the other two to their wrists. Then the student must train tirelessly to pull the posts out of the ground using their strength alone. This usually leads to many hilarious and embarrassing moments as the user pulls against the post with all their might only to launched back into the post the moment they tire out.

Head Hula
Rank: D
Description: User grabs the sides of the opponents head while arching their arms in the wide circle of the Jun stance, and quickly rolls the opponent's head around their arms in a never ending loop (like a hula hoop). The move itself doesn't do any damage but it makes the opponent disoriented which leaves them open to a more powerful attack. Even after the attack the opponent will continue to be dizzy for 2 more posts.

Gin Ground-slam
Rank: D
Description: After knocking an opponent to the ground the user flips forward and lands on their back, slamming them back into the ground while the user takes the drink. Because the weight can do more damage, if the user is holding a heavy pot this attack will do C-rank damage. By the time the opponent tries to roll away, the user will have planted their feet on the ground and will often continue to drink from the same position.

Sake Spin
Rank: C
Description: User kicks at an opponents side or kicks an attack out of the way before spinning down with the motion by dropping to one knee and continuing to spin into the opponent, hitting them in the groin or gut with their swinging wrists/fists along the way. With their sudden hip swings propelling their spin and arcing fists apart in the Jun stance, the user can keep spinning and hitting the opponent until they collapse. Usually afterwards the user is so dizzy from the spins that they fall down too.

Rum Rebel
Rank: C
Description: User suddenly bends the upper half of their body back to surprise attack an opponent with a series of rapid drunken punches. Very effective against opponents attacking from behind, or if an opponent thinks they have you turned around.

Whiskey Waterfall
Rank: C
Description: A grab move where the user grabs an opponent from around their neck and hip like a large pot and lifts them sideways up onto their shoulders. From there the opponent can't do much but flail around while the user walks up to the highest point they can reach and then dumps the opponent behind their back to hit the ground hard. Does B-rank damage if the user drops the opponent from higher ground.


Drunken God Chan, the drunkard with the swift double-kicks & Drunken God Tso, the drunkard with the powerful throat lock
This stage features the impressive footwork and two-legged attacks taught by the Drunken God Chan, as well as the unbreakable vice-grip of the throat lock which will ensure that no man will ever take your drink away from you. Training includes crushing a whole barrel of macadamia nuts using only their fingers to build grip strength. Also the student must tie their feet together several days to master the double-kicks. After this stage is learned it becomes nearly impossible for someone to pull the student's drink from them.

Tequila Tumble
Rank: C
Description: User locks both arms behind their back and flips forward across the ground using the top of their head instead. This puts them closer to the ground when they flip, and can easily uppercut an opponent with the legs when they're flipping away from them or smash down overhead if the user is flipping towards them.

Lighten Up
Rank: C
Description: User grabs the collar or side of the shirt from an opponent and then grips and jerks the shirt so hard that part of it rips off as it throws the opponent to the ground.

Champagne Supernova
Rank: B
Description: User launches themselves forward off the ground with both legs, spinning in the air to tackle into an opponent with incredible force. Because of their swift double-leg technique this attack can launch the user well over 15ft in a single direction, and is often too fast and unpredictable for an opponent to properly block in time. 3 post cool down.

Down the Hatch
Rank: B
Description: Like in Rum Rebel the user will bend backwards to surprise attack an opponent. Only instead of punching them the user will attack with a sudden throat lock and possibly rip out the opponent's jugular if the lock isn't immediately broken.

Vodka Vice
Rank: A
Description: Channeling a large amount of Ki into the throat lock a user is able to attack in a menacing way where they literally pinch and tear out flesh and muscles from an opponent's body. Lasts 3 posts.


Drunken God Han, the drunken flute player of the powerful wrists & Drunken God Miss Ho, the drunken woman flaunting her body
These last stages focus on refining the student into a master. First is through hardcore training on the wrists, the key to the style's punches and strike-grabs. The second is by teaching the true mark of a master, innovation and humility. I say humility because acting like a drunken women is often too humiliating for students to take seriously, but on the plus side it opens up a creative set of powerful techniques that combines the skills of the other Drunken Gods. It truly takes a man without any pride at all to master this style.
While one focuses on weights and the other footwork, the training of this style is taken to yet another new extreme. A partner of some kind is required for this training. While heavy prison balls are chained to the wrists of the students, the partner also ties and controls two ropes to their ankles. Then the partner guides and pushes the student's feet through the appropriate stances and techniques. A wrong step will easily push the student off balance and send them crashing to the floor. Because fighting with your drink in hand is essential to the style (hence the reason to attack with the wrists), the student must also hold a cup of liquor in each hand while training without spilling a drop. As a bonus to the student they get to drink what they don't spill.

p.s. every student has always spilled their cups before the end of training twisted


Naughty Boy
Rank: D
Description: User makes girly giggles while tiptoeing away from an enemy advance to change pace and direction, which then causes the opponent to give chase. Then when they get near the user suddenly stops and thrusts their hips into the opponents stomach to knock the breath out of them.

Woman Sitting on Toilet
Rank: C
Description: User jumps up with both legs pointing up to slam onto a downed opponent with their butt. Its a risky and embarrassing move but one that deals a lot of damage due to its aerodynamics. Deals B-rank damage.

Putting On Make-Up
Rank: B
Description: User rubs their hand in the opponents face, distracting them and blocking their vision before the other hand slams on top of the other to break the opponent's nose and send them hurling away.

Brandy Bashing
Rank: A
Description: User continually falls into the opponent while delivering a number of elbow attacks to their head as their twist and turn their body around them. With the user in so close its difficult for an opponent to counter, and if they try to break away the user easily turns their angle with the opponent to keep falling into them. Can last up to 3 posts, but the Elbow attacks only deliver B-rank damage.


Ogre Killer
This final and long-kept secret of drunken boxing revolves around creating the most powerful liquor ever known to man, the Ogre Killer. Just one sip of the stuff to a normal man and the next thing he'll remember is waking up the next morning in the arms of a partner you really don't wanna get to know. However, a master of the style is required to drink the whole bottle of Ogre Killer if he wants to use its hidden powers. To do something so daring requires time though. Adrenaline in particular will block out the pain the drink brings and quicken its distillation in the stomach, so Ogre Killer cannot be drunk until at least 5 turns into a fight. To drink the whole bottle before that time you'd die a quick but very painful death from what can only be described as instant alcohol poisoning. Even after waiting you'll still throw up almost immediately, mind you, but afterwards the magic of Ogre Killer starts to work, seeping alcohol into your very Ki while darkening the shade of your own skin. After drinking Ogre Killer the user will enter a permanent Drunk mode until the end of the fight. Also because the alcohol effects the user's Ki, their Main Style skills are increased in strength by 1 rank. This bonus does not stack with any others. Also the user can only carry one bottle of Ogre Killer at a time. To brew even just one bottle of Ogre Killer includes days of hard-work and preparation. The user must go out into the forbidden jungle to collect the rare herbs and ingredients necessary for its concoction, and then brew them together in a pot over a powerful fire for 3 days irl to make the bottle. The character does not have to constantly brew the whole time, but is not allowed to leave the thread as the pot must be carefully watched over to assure everything cooks appropriately and protected from any outside interference.

Rules of using Ogre Killer:
-Only one bottle can be carried at a time.
-Ogre Killer is not available in any bar or store on campus.
-Must drink whole bottle to achieve desired effects.
-You must wait at least 5 turns into the fight before drinking Ogre Killer.
-You will still vomit every time.
-After drinking, user will enter Drunk mode for the rest of the fight.
-After drinking, Main Styles skills +1 rank in power.
-After drinking, the skills of this stage can be used.


Taste the Rainbow
Rated: B
Description: User charges the opponent but stops just inches away before an attack can reach them and instead vomits everywhere. When your opponent helps or attacks the user disappears above them and kicks their head hard into the sick.

Drinking Claw
Rated: A
Description: An interesting Ki enhancement where the user wraps their alcoholic energy around their wrists and fingers. Then when they hit an opponent with one of this style's techniques the target will instantly enter Drunk mode as well, decreasing their effectiveness in battle. Each successful attack landed will push the opponent into drunk mode for 3 posts, stacking with each hit. This technique lasts for 4 posts.

Drunken Gods Barrage
Rank: S
Description: An attack that combines aspects from several of the Drunken Gods to create a combo that is so unpredictable that its impossible to see through. User first starts by countering with Drunken God Lan's sudden waist attack to knock the breath out of the opponent which will ultimately lead to the downfall. This diversion leads to the user stumbling into the opponent, wrists and fists punching to the face and throat. Assuming an opponent manages to block those though a wave of Ki learned from Drunken God Lu will keep the user standing from any counter impact and continue to press through closer for Drunken God Han's wrists to turn to elbow strikes to the jaw and throat of the opponent. Once this blasts the opponent away the students uses a leap from Drunken God Chan to close the distance and fall into opponent's chest, making the opponent look down while the user looks down only to be poked in the eyes (or fall for a feint) as Drunken Goddess Ho teaches so that the user can step on the opponent's chest and come down on them with Drunken God Li's powerful right kick to the head. Before this kick sends them to the ground, however, Drunken God Jun's broad arm stance grabs the back collar or hair of the opponent while Drunken God Tso's powerful lock keeps the opponent from dodging the final blow. Back on the ground the master finally swings his other fist around to punch through the head of the opponent, knocking them out cold.

 

Fist of the Bro Star
Captain

Shirtless Seraph


Fist of the Bro Star
Captain

Shirtless Seraph

PostPosted: Thu May 24, 2012 3:40 pm


Taekwondo
Fast, Kicking, Striking

User Image

Taekwondo is a popular and systematic striking style originating from Korea. In most forms of media today it is most renowned for its strong and lightning quick kicks, though it practices punching as well for when opponents get in too close. Through its speed practitioners can deliver powerful blows at a longer distance, and pummel an opponent into submission before they build up enough momentum to get close.


Stage 1
The first stage teaches students the basics of Taekwondo kicks and punch combinations while training develops the flexibility and speed needed to master future stages of the style. The speed aspect of training comes from wearing a very heavy set of weights to their ankles and legs. These weights can be obtained from the storage closet in the Track and Field area of the School. The weights are often so heavy that the user has difficulty even walking around, but they must be worn at all times, even after the first stage has been learned. These weights provide a +1 rank in power, but they also dramatically slow the user's movements and don't allow the student to perform stage 3 or higher Taekwondo techniques. The user can remove these weights if they want to use the Taekwodo (or other kicking) techniques, but otherwise the movement of those skills will be dramatically slowed in exchanged for a bit of added strength.

Pick-Up
Rank: E
Description: A neat trick the student can use where they can pick up and lift things off of their foot.

Vertical Kick
Rank: D
Description: User shifts to their side and kicks an opponent up under their chin with the outer ridge of their foot to uppercut them into the air. Has a longer reach than the Arcing Uppercut and deals C-rank damage.

Snapping Axe
Rank: D
Description: User throws an axe kick to stun their opponent and bring their head/posture downwards while the user steps forward with a snap-kick to send them flying backwards to the ground. A snap-kick to the head can possibly result in a concussion while a hit to the abdomen will knock the breath out of the opponent.

Cake Walk
Rank: D
Description: User steps onto the thigh of their opponent's leading leg and kicks them in the back of the head with the heel of their other foot as they step over them. This is a powerful blow so it has a chance of knockout. It also puts the user behind the opponent.

Flying Side-Kick
Rank: C
Description: User turns their body and launches themselves off the ground at an opponent while thrusting a powerful side-kick into their chest/abdomen. The attack comes so fast that it will often knock the wind out of an opponent while the power knocks them to the ground or breaks bone. The speed of the attack does come at a price though, as the user can only launch themselves straight ahead in one direction. This attack can break the instant-hit effect of Wing Chun's Lunging Punch.

Tornado Kick
Rank: C
Description: Notorious as a study of controlled chaos, the user performs a quick spin to confuse the opponent and build up momentum. Then one knee is thrust into the air, launching the user's entire body high enough to fire a powerful kick. The momentum generated by your body weight rotating freely, combined with a powerful hip thrust, creates a devastating blow of over 700 pounds of force upon impact, more than enough to break a jaw or even fracture the skull.


Stage 2
One of the unique practices that comes from Taekwondo is 'juggling' an opponent with their kicks. This came out of a necessity to constantly have a kick coming at an opponent to control their movements and keep them in a range preferable to the user, but it quickly evolved into a series of quick and creative combos used to set an opponent up for a strike. A user trains for this style by balancing themselves on one foot, with the other always at least hip-high out to the user's side. Within minutes this becomes extremely painful, but after every hour the user is instructed to lift their legs several inches higher than the hour before. All of this is done while still wearing the weights, of course. After a couple days of training a user will either have thighs of steel or they'll be in the clinic, recovering from multiple pulled muscles and tendons.

Double-Bladed Axe
Rank: D
Description: User kicks their leg upward to break an opponent's defense and then axe-kicks (with the same leg) down into the opponent's chest immediately after. This can break through D-rank or lower defenses.

Lumberjack
Rank: D
Description: User sweeps the opponent's legs with a low kick and then snaps the leg up to deliver a powerful hook-kick to the opponent's temple that will smack them sideways to ground.

Guard Breaker
Rank: D
Description: A useful technique to create an opening in an opponent's defense. The student swings a powerful hook-kick inside an opponent's defenses and pulls down their arms to expose their chest and head. While this is only a D-rank technique it can break down B-rank or lower defensive techniques (with exception to full-body defenses like Iron Form, Steel Form, full-body carbon death, ect.)

Bringing Down the Axe
Rank: C
Description: User sweeps the opponent's legs with a low kick so powerful that it will knock a standing opponent sideways into the air. Then the user smacks the opponent to the ground with an axe-kick of the same leg.

Violent Juggle
Rank: C
Description: The student, from kicking furiously with a single leg in short bursts, has learned how to put that short burst to work upon the enemy. In a blurred fury they quickly kick the enemy wherever they can land the hits. Depending on the student’s level they may be able to carry on more hits. This skill has the same power as Violent Fist, but has a longer reach.

Sudden Air-Spike
Rank: B
Description: The user snap-kicks an opponent under their chin to uppercut their body into the air. While the opponent is still dazed, the user flips over and spikes the opponent to the ground with a quick and powerful kick to the head, giving a very high likelihood for a concussion. This skill can be used in combo after the Vertical Kick for an instant hit.


Stage 3
After balance and flexibility have been mastered the student has acquired the ingredients necessary for mastering the air. With overwhelming momentum powered by their Ki the student learns how to take their kicks to the air to deliver stunningly powerful kicks and combos that seem nearly inhuman to pull off. In training the straining weights the student has been made to wear can finally be taken off, as it would be impossible for them to perform such aerodynamic kicks with the weights on. Afterwards the student practices mastering their newly freed strength by combo-ing kicks in the air. They can use other measures of increasing their jump height such as truck tires or trampolines as well until they get the hang of their aerial kick-combos.

Rising Kick-Flip
Rank: C
Description: The student plants one foot in the opponent's chest to stun them. Then the student steps off and flips backwards to uppercut the opponent with their other heel.

Rebounding Kick
Rank: C
Description: This is a technique made to hit two opponents who are standing next to or to the side of each other, but can be used on just one opponent as well. The user performs a flying hook-kick to an opponent's temple, but as soon as it connects the user kicks out their other leg to roundhouse kick the other target across their head in mid-air. To a single opponent, if the flying hook-kick is dodged then the roundhouse can still be used to land a surprise hit.

Fake-Out Push
Rank: C
Description: User jumps high at the opponent with a wide arcing kick that goes from across their body out to the side. Then while the opponent is busy looking up at the wild arc, the user blasts them with a powerful snap-kick to the chest/gut while still in the air. This trick will usually get opponents who haven't seen it before or are unaccustomed to fighting a Taekwondo user, but even if they manage to block it the force of Ki built up in the snap-kick will push the opponent backwards.

Shifting Vortex
Rank: B
Description: This is a technique made to hit two opponents, but can be used on only one if the user spins around their target instead. The user performs a flying kick to an opponent's chest, and after it lands they kick off to spin and roundhouse kick another opponent across their head in mid-air.

Flying Vortex Kick
Rank: B
Description: The user leaps towards the opponent and spins their body sideways several times. Their feet are kept close to each other, blurring together with the instant of speed as they rotate around each other in a vortex of energy until the user kicks the opponent with the built-up momentum. The lower half of the user's body appears so blurred that the opponent is often too dazed or confused about where the attack is coming from to block or dodge it properly. Even if an opponent manages to block this attack, the explosion of force upon impact will blast them away.


Stage 4
Now that the student has built up their balance and speed to its fullest bodily potential they begin mastering how to apply Ki to their kicks to dish out unheard of power and abilities. To train for this the student must navigate themselves to a warm sauna or hot spring and meditate. The training is a long but relaxing process. As the warm water loosens their body and relaxes their muscles the user can more easily focus their Ki into their legs and feet. This will make it easier for the student to apply and use Ki to enhance their kicks during a fight. The meditation requires full focus though, so the student will not be able to react to any actions happening around them during their training.

Rolling Double Axe Kick
Rank: B
Description: The student launches themselves at an opponent in a front flip to deliver an axe kick with each leg. They can both damage the enemy but usually the first kick is used to push down an opponent's defenses while the other delivers the powerful blow, ending with the student landing in a vertical split. Ki is wrapped around the legs to prevent the user from harm during this attack, allowing them to block bladed counters.

Flipping Axe Kick
Rank: B
Description: The practitioner performs a back flip to launch themselves and uppercut their opponent into the air. Then the student comes down upon their opponent, while they're stunned from the uppercut, with an axe kick that blasts them to the ground.

Bladed Triple Threat
Rank: B
Description: The student juggles an opponent with three kicks, but the leg is coated with a sharpened Ki to give the attacks a razor edge that can cut through limbs. This Ki can be spotted radiating from the limb, but it also goes out an additional two inches from the foot, invisible to the human eye, to leave shallow to deep cuts on those who barely dodge the kicks.

Jumping Stampede
Rank: A
Description: The user leaps up to their opponent and, in a short bust of fury, stomps down on their head/face repeatedly. The student kicks down so fast that it shakes the opponent's body, similar to Wing Chun barrages, which makes it very difficult for them to counter when the attack hits.

Mirage Barrage
Rank: A
Description: By expelling a great amount of Ki the student launches themselves at an opponent, moving so fast that the opponent only sees an after-image of them kicking off before the student is directly in front of them. Then the student rapidly punches/kicks the opponent, and moves behind them to punch/kick them back so fast that there appears to be two blurred users attacking them from the front of and behind the opponent. Any forward counters launched at the user during this epic barrage of strikes only appears to go through them as the user quickly moves either in front of or behind the opponent in time to dodge. After a short fury of strikes the opponent's body is too bruised and battered to defend itself as the user jumps above them and delivers a powerful axe kick to their head for a final strike that deals the A-rank damage. The barrage of strikes only deals B-rank damage. Because of the large amount of energy needed to pull off this attack it has an S-rank Ki cost and can only be attempted twice in a fight.


Stage 5
This stage requires that the student already have learned the Trained Eye before attempting, for they train their body to accelerate at such high bursts of speed that the normal eye would hardly be able to glimpse some of their movements. Hence it becomes very difficult for the student to control their own movements without having adapted their vision. This stage utilizes all training methods before it to strengthen the legs and burst large amounts of Ki through them to quicken their attacks and push their movements.

Air Trick
Rank: C
Description: The user seemingly disappears and appears above the target suddenly. You may use this to your advantage. 5 post cool down. Can only be used twice in a fight if the opponent knows the Trained Eye technique.

Line Drawer
Rank: A
Description: The student extends their foot out to the ground, as far away from their body as possible, and spins in a circle. They channel Ki into their foot to engrave a circle into practically any kind of ground, symbolizing the distance of their strike zone. Then, so long as the user does not move away, if anything tries to penetrate the circle the user can activate the Ki they left when engraving the circle that blasts out like a shockwave. This shockwave has C-rank strength, and can reflect normal C-rank or under projectiles. This 'force-field', as it could be called, covers all sides of the user. If the user moves then they lose focus on activating the trace amounts of Ki within their circle and the skill becomes useless. The student cannot use any other skills while standing in the circle. The circle lasts 3 posts, but can only be used once before it loses its power. This skill has a 6 post cool down after the shockwave is used.

Fatal Prism
Rank: S
Description: A very quick technique where, but one that requires a post of charging during which no other taekwondo skills can be used. During this post the user's ki glows three different shades of colors and it becomes more visible than usual as they prepare to unleash this high-level attack, which must be used on the following post or be canceled entirely. Then in a split second the student strikes and his image seemingly splits into three, one throwing a jumping round kick behind the opponent's head with the other two throwing different kicks to the front/side of the head. This effectively seals the opponent within a triangle of attacks that seem to all hit at the same time, making it nearly impossible to dodge because of its speed and unpredictability. If it lands successfully the opponent will suffer an instant concussion while still standing, and often times three rips will be made along their shirt correlating with power of the strikes.

 
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