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Pandora Green
Captain

Aged Gaian

PostPosted: Fri Feb 17, 2012 9:06 pm


Taijutsu Styles
Fight with all your might!


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Taijutsu. . .the tool of the hard working Shinobi. . .
Physical arts mastered through tempered hard work, determination, and sweat. Most users of Taijutsu are physically fit, but there are shinobi capable of using their odd shapes and forms to better their Taijutsu game.
Ultimately, the shinobi who master Taijutsu are a force to be reckoned with. Nothing more, nothing less

Additionally, unlike Ninjutsu and Genjutsu, Taijutsu really dont have faults or errors that can occur after they have been learned one time through. They can still be Upgraded, but they do not require a Perfection training set as Nin and Gen do

Tag Definitions:
Simple Techniques: Any attack or stance that requires no usage of chakra...
Complex Techniques: Any attack or stance that requires chakra to perform...
Rank - : This tag is installed on all techniques, whether they require chakra to perform or not, in order to define their training needed


Quote:


Taijutsu
Simple Techniques
Rank E • 3 Posts
Rank D • 5 Posts
Rank C • 6 Posts
Rank B • 10 Posts
Rank A • 12 Posts
Rank S • 15 Posts
Rank S+ • 18 Posts

Complex Techniques
Rank E • 4 Posts
Rank D • 6 Posts
Rank C • 8 Posts
Rank B • 12 Posts
Rank A • 14 Posts
Rank S • 16 Posts
Rank S+ • 20 Posts




Mastery

Only those of Taijutsu classes or their branches are capable of Mastering a Style and being crowned its savior.
No one may be the Master of two different styles (though Taijutsu can learn all of the techniques), and there can only be one Master per Style.
You may challenge your Style's Master in order to claim his position, only if you yourself have also learned every technique in the Style.
What's so important about being a Master?
Well~

• A Master of a Style is capable of teaching others his Style 2 posts faster (Must be in person)
• A Master of a Style can pass out scrolls, that give instructions on the Style
• A Master of a Style is capable of using his Style with increased proficiency (Damage dealt from all attacks increased by a C's Rank)
• A Master of a Style is capable of using his Style without error and perfect precision (Speed of all those techniques increased by a D's Rank)
 
PostPosted: Fri Feb 17, 2012 9:10 pm


Konohagakure no Taijutsu
As random as leaves in the wind

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___Description:
The Leaf has never really developed its own style of Taijutsu, as each individual Shinobi changes the styles to match the situation, never really giving way to one coherent system of teaching. The style often utilizes weaponry to assist in the attacks of the user.

___Notes:
• If there is any stage that contains more than five [5] techniques, you need only learn four [4] in order to proceed to the next stage.
• As the practitioner progresses in stages, they become stronger and more agile. Each stage gives a slight increase to agility and strength.

___S t a g e O n e [1]

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

Dainamikku-Akushon [ Dynamic Action ]
Simple :: E-Ranked
The user will launch him/herself at the opponent and then use a barrage of strikes and kicks to confuse and damage the opponent.

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


___S t a g e T w o [2]

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

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

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

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

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

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

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

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

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

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

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

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

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

___S t a g e T h r e e [3]

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

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

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

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

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

Midare Senbu [ Chaos Fan Dance ]
Simple :: C-Ranked
The user attacks the enemy with their fan, thus launching them into the air. They then throw their fan behind the enemy and disappear, reappearing behind the enemy. Finally, they grab the fan and strike the enemy headfirst into the ground.

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

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

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


___S t a g e F o u r [4]

Konoha Raiken [ Leaf Thunder Fist ]
Simple / Complex :: B-Ranked
The user will spin to gain momentum while in the air, and then lay a powerful strike into the opponent while falling.
• User's chakra element can be applied, but then become [ Complex ].

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


___S t a g e F i v e [5]

Oukashou
Complex :: B-Ranked
Oukashou is a Taijutsu technique utilizing the user‘s fine chakra control. The user will first build up a high amount of chakra to a striking body part, and then release it in an instant, increasing strength exponentially at the moment of impact.


Tsuuten Kyaku
Complex :: B-Ranked
Tsuuten Kyaku is a Taijutsu technique utilizing the user‘s fine chakra control. Using his/her monstrous strength, the user will raise a leg in a high arc and bring it thundering down and release all chakra built up in the leg, causing massive damage to whatever it impacts. If one of these kicks were to connect, they would kill a normal ninja

Kujiku Hajiku [ To Break and Snap ]
Simple :: A-Ranked
Kujiku Hajiku is a Taijutsu technique that utilizes the user's leg muscles in a unique way. The user will perform a running jump kick, but rather than attempt to make full contact, they will try to hook their legs with their opponent. If successful in doing so, the user will then attempt to cradle themselves, and wrap around the opponent's limb. After which, they will then apply pressure and pulling force in an attempt to break or remove said limb. Simply put- this is a flying limb suplex.


___S t a g e S i x [6]

Sodate Rakka [ Raising Drop ]
Simple :: S-Ranked
Boushi Gufuu is a Taijutsu technique which makes use of a person's leg muscles to their highest natural potential, without causing recoil damage. The user will start by performing a sweeping low kick, followed by a follow through twirl into a sweeping heel. Whence the target has been off-footed, the user will continue by pressing either shin against the target's torso- knee just reaching their chin. In a flash movement, the user will hammer the target with the same knee that was just a moment ago used to prop them up.
Now projected into the air, the user will follow by leaping up, raising either leg, and delivering a heel drop. As the target is now falling to the ground, the user will dash back down before their target makes contact, and raise them up again using a raising knee attack.
This movement can thusly be repeated until the user is physically exhausted.

 

Pandora Green
Captain

Aged Gaian


Pandora Green
Captain

Aged Gaian

PostPosted: Fri Feb 17, 2012 9:11 pm


Sunagakure no Taijutsu
Pi Qua Quan

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___Description:
Pi Qua Quan, among all styles of Taijutsu, involves the most movements. Mainly, it emphasizes mid to long range attacks, in which the opponent is confused by the attacker’s constant motion. It is named from the movement of the hands during an offensive: the downward movement of the hand is referred to as “pi“, while the upward movement is referred to as “qua“. As the name suggests, Pi Qua Quan is the circular motion of the hand, much like a windmill; a fist is seldom used. Instead, much of the offensive comes from hands relaxed with fingers extended, being used in a manner resembling a whip. The moves are full of beauty, yet the offenses are sharp and heavy.

In Pi Qua Quan the moves are smooth and flexible. It demands the greatest degree of flexibility in any known style of Taijutsu, for the user must learn to move gracefully and without the stiffness of many forms of Taijutsu possess. However, while the style is quite fast and fluid, it does lack the raw power of some other Taijutsu styles; as such every hit has to count. As a result, over the years countering has become a fundamental aspect of the style, and it has indeed become so recognized as a part of the style that many have expressed a great fear of attacking a user of Pi Qua Quan for fear of their devastating counters. As a result of this focus on countering, the style has evolved over time to incorporate chakra control to improve the users reflexes, better equipping them to counter attacks, making it easily the most formidable and most prominent Taijutsu style in the Wind Country.

___Notes:
• As the practitioner progresses in stages, they become more flexible. Each stage gives a slight increase to flexibility.

___S t a g e O n e [1]
Seiryu Kasho
Simple :: E-Ranked
A simple move done will facing away from the opponent. When the opponent is close. The user begins the move by starting to spin on one foot while at the same time swinging their arms downward in front of them, using the momentum from the spin to bring their arms up such that their hands strike the opponent typically below the chin making for a strong blow that is difficult to defend against.

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


___S t a g e T w o [2]
Fukanro
Simple :: D-Ranked
Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponent’s other foot, and in one swift movement they wrench the opponents other foot up high while pushing the other down low, the movement typically taking the opponent clear off the ground, causing them to spin in mid air before collapsing on the ground. Though this counter is not particularly damaging, it can provide an opening for additional attacks, making it quite useful in the right hands.


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


___S t a g e T h r e e [3]
Kasui-Sho
Simple :: C-Ranked
When an opponent attempts to kick the user while in their Bokuho stance, the user slides extended leg forward while crossing their arms over their head to defend against the kick. With the opponent’s leg pressed against their arms, the user then swiftly pushes his or her self upward, forcing the opponent’s leg high upwards, and sweeps their other foot through the opponent’s other leg, causing them to fall onto their back or neck. This is typically followed with a sharp kick to a vital area and can be devastating against ill-prepared opponents.


___S t a g e F o u r [4]
Tenshin-Bansa
Simple :: B-Ranked
A deceptively simple counter, in which the user catches the opponent’s punch with both hands, then pulls the opponent forward and turns such that they are behind the opponent. The user then leans forward, forcing the opponent to the ground while still holding onto their arm, typically resulting in the arm breaking, or being dislocated at least.


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


___S t a g e F i v e [5]
Uryu-Banda
Simple :: B-Ranked
One of Pi Qua Quan’s signature moves, it is essentially a very fast spin in which both the users body and their arms spin rapidly, though their arms are focused in one direction making them appear much like the sails on a windmill. The speed and fluidity of this move is easily the most impressive part, and due to the swiftness with which the move can be started it is a very dangerous move to anyone foolish enough to get too close. Lastly, the move provides an ideal opportunity to move into the Bokuho stance, allowing the user to press the offensive further afterward.


___S t a g e S i x [6]
Hebi Taba
Simple :: Rank A
One of the few submission techniques of Pi Qua Quan.
The user will attempt to wrangle themself around their opponent in anyway possible. Abusing their flexibility, they will perform various constricting holds on the opponent's vital limbs. Even a few moments of being within the grip of an expert of Pi Qua Quan can be lethal.




-_-_-_-T a i j u t s u M a s t e r:
-_-_-_-
 
PostPosted: Fri Feb 17, 2012 9:12 pm


Kirigakure Style - The Elegant Flow Of Water

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Description: The Elegant Flow Of Water is a martial art that is practiced by certain skilled members of the Shijikin Clan. While deadly on land, The Elegant Flow Of Water has a number of devastating underwater moves designed to be suitable with the Merman strength and speed while under water. This fighting style emphasizes the Merman's greater power and mobility underwater.


Stage One: E-Ranked

Description: This is a very unique style that is mainly used by those of the Mist Village since they are surrounded by Water. This Style of Martial Arts is used with the mixture of the Suiton [ Water Element ] using as if they can control Water itself in actuality just using it in their Techniques.
Abilities: Hand To Hand [ Suiton Elemental Control ]
Graduation Requirements: The users of this Style are just now starting to begin their Training learning the Basics of how to mix the Suiton Element with their Techniques. This requires a good amount of control over the Suiton Element. Regular Techniques are Genin Level and the Special Techniques are beginner Chuunin Level.
Techniques:
○ Karaku Sagawara Seiken [ Water Cannon Punch ]
Description: The user punches at a fair distance from the intended target, so instead of the fist connecting, it releases a shock wave that sends them flying.

○ Gosen Maigawara Seiken [ True Water Punch ]
Description: A much stronger version of the Karaku Sagawara Seiken. It is a very powerful punch that can send more than one Target flying. It is used like an uppercut, rather than a straight punch, sending the opponent flying skywards.

○ Joudan Bakushou [ Exploding Palm ]
Description: Done underwater, An open palm attack to the chin of the user’s opponent. By using the Water around they will push against the Water to increase the impact of the attack.

○ Gekido Suiton Chikara [ Raging Water Force ]
Description: By summoning Water you shoot it as if they are high pressured jets so you force your opponent back.

○ Kire Yoko Ashige [ Slicing Axel Kick ]
Description: By summoning the Water around you the user will use that Water as they kick Horizontally having the Water mimic their kick making the Water turn into a Crescent Slash that will fly towards the opponent and slice him as if he was cut my a Katana.


Stage Two: D-Ranked

Description: The pupil now can attain a great level of Water Element control both external and internal increasing the strength behind the pupils combination attacks. Regular Techniques are Chuunin Level and the Special Techniques are Beginner Jounin Level.
Abilities: none
Graduation Requirements: learn all techniques
Techniques:
○ Kaisoku: Hara Kudashi [ Sea-Speed Stomach Kick ]
Description: An underwater attack, the user uses the water around him to push him to increase his speed as he darts forward and uses that momentum to deliver a savage side kick to the opponent's stomach.

○ Kakato Otoshi [ Severing Heel Drop ]
Description: Done underwater, the user uses the water around him as he spins to increase the speed of his rotation then hits his opponent with the heel of his foot.

○ Mizu Toku [ Water Shields ]
Description: By Summoning the Water around the user will use that Water to form something similar to a Shield that is strong enough to protect them from blunt attacks from Taijutsu users. It can be defeated by its natural Elemental weakness.

○ Mizu Yaiba [ Water Sword ]
Description: By summoning the water around the user will use that Water to form around their hand that will mold into the shape of a Sword that can be used like a Sword or sliced then release from your hand to catch someone from long range. It can be defeated by its Natural Elemental Weakness.


Stage Three: C-Ranked

Description: This stage shows how the pupil is growing gradually but has gained a great increase in Water Element control which is why they are able to use the Suiton Element with less work. Showing that their Combination of Techniques do not tire them out as easily.
Abilities: none
Graduation Requirements: learn all techniques
Techniques:
○ Suichuu Ukiyo [ Underwater Lifestyle ]
Description: The user has grown accustom to using the Water around him when fighting underwater to wear it does not take as much time and energy when using it for Underwater Techniques.


Stage Four: B-Ranked

Description: This stage of the training becomes most serious since they will be learning traits that the Shijikin Clan created themselves. Regular Techniques are Jounin Level and the Special Techniques are Beginner Anbu Level.
Abilities: none
Graduation Requirements: learn all techniques
Techniques:
○ Mizu Kiri [ Water Drill ]
Description: After summoning up enough Water to hold within your Palms you will create a high-pressured, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill.

○ Mizu Kigen [ Water Spout ]
Description: After summoning up enough Water to hold within your Palms you will create a whirlpool-like pillar of water as a similar to a Water Tornado, rotating it and directing its movements at the same time.

○ Mizu Arashi [ Water Maelstrom ]
Description: While in a large body of Water the user will begin running in a circle moving at such a fast pace it will cause the Water to begin swirling as well creating a Whirlpool that is as large the radius you were running. Trapping those who were inside while this was taking place.


Stage Five: B-Ranked

Description: A state of The Elegant Flow Of Water Style that is not often reachable to those outside of the Shijikin Clan. Needing an astounding deal of Water Element Control as well as Martial Arts, the Mastery of these skill allows the previously known techniques to require slightly less Control. The Masters of the The Elegant Flow Of Water Style have been known to be those of ranks such as S-Rank, Village Leader, and Kage.
Abilities: none
Graduation Requirements: none
Techniques:
○ Gyojin Jujutsu : Mizugokoro [ Way of Yielding : Water Heart ]
Description: An underwater technique that the user initiates by first performing a bowl-shaped gesture with his webbed hands [ one hand over the other ] while underwater right before giving the water itself around him a mighty yank; this allows the user to physically grab and redirect currents as if he were manipulating cloth.

○ Kairyu Ipponzeoi [ Sea Current Lifter ]
Description: An underwater technique performed after Mizugokoro. The user heaves the current upward, where it erupts from the ocean surface as a towering stream of water.

○ Yarinami [ Spear Wave ]
Description: A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures.

Master Of Taijutsu: Open
 

Pandora Green
Captain

Aged Gaian


Pandora Green
Captain

Aged Gaian

PostPosted: Fri Feb 17, 2012 9:13 pm


Kumogakure no Taijutsu
Shadow of the Heavens


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___Description:
Around the time that shinobi began to gather at the place that is now known as Kumogakure, several similar styles of fighting came together to form a coherent fighting system. This style, known as Kyuuten no Kumori (Shadow of the Heavens), invokes the powerful combos that can be created within the air itself. The style itself is not very fluid, but rather involves more of the surprise of a sudden aerial strike, keeping the opponent confused and disoriented.

___Notes:
• Practitioners cannot be of heavy body frames.
• Each stage mastered gives a slight increase to agility.

___S t a g e O n e [1]
Wall Scaling Technique
Complex :: Rank E
The user runs at a wall or other vertical, flat, surface and uses a small amount of chakra to jump up a few feet, then uses a small amount more to propel themselves up the rest of the wall (typically 1 story). More chakra increases the height of the building that one can scale.
• 1 additional story for each [5] chakra spent.

Fall Breaker
Complex :: Rank E
Allows the user to break falls by sending chakra through the area that is going to absorb the attack. Overuse (typically more than 2 uses in a row) causes internal pain to build up in the afflicted area. More chakra increases the height of the blow that can be absorbed.
• 1 additional story for each [5] chakra spent.

___S t a g e T w o [2]
Flying Kick
Simple :: Rank D
The user jumps off of the ground or some elevated structure and angles his or herself toward their opponent, attacking with an outstretched leg.

Flying Tackle
Simple :: Rank D
The user jumps off of the ground or some elevated structure, and angles his or herself toward their opponent, attacking with a flexed shoulder.

Double Jump
Complex :: Rank D
By pushing chakra from their feet, the user will burst themself upward, acting as a mid-air jump.
• Can only be used once per jump.

___S t a g e T h r e e [3]
Wall Run
Simple :: Rank C
The user runs almost parallel to a wall, stepping up on to it once they have reached nearly their full speed. The momentum of their run allows them to run in a large arc along the wall without using chakra, allowing the user to traverse large gaps with ease.

Air Disperse
Complex :: Rank C
By shifting the form of the air with a chakra lined limb, or some other tool, the user breaks the fluidity of many techniques that require air or oxygen. (Sound, Minor Flames, Etc.)
• Cannot be used continuously.

Area Disruption
Complex :: Rank C
By using the sound generated by another object as a decoy, the ninja will use their chakra to mimic the same noise, and make it seem as though it came from the same direction. Although a useful technique, being even slightly off in timing utterly ruins the technique's prowess.


___S t a g e F o u r [4]
Angled Dive
Simple :: Rank B
The user will perfectly manipulate falling momentum to further increase their drop speed. A simple kick, punch, or tackle, is made lethal by this simple adjustment.

Tunnel Sound
Complex :: Rank B
By manipulating the flow of the air with a quick chop of the hand, the user will change the origin of any noise they choose.

Triple Jump
Complex :: Rank B
An extension to [Double Jump].
The user will mimic the same method, however this can be used after the second jump.

• Can only be used once per jump.


___S t a g e F i v e [5]
Needle Distraction
Complex :: Rank A
A senbon needle is thrown, the user deliberately attempting to miss so that the needle will stick into something. As the clang of the needle dims, the user is simultaneously adjusting themselves to a comfortable, hidden, and silent position. When the user believes it appropriate, they will trigger a sound to radiate from the previously thrown senbon. This noise can be absolutely anything, and will likely be something loud to throw the opponent's attention.

Wall Squirrel
Complex :: Rank A
During [ Wall Run ] the user will send an additional surge of chakra through their legs. So long as they are attached to this wall, and chakra runs through their legs, the user runs at an increased speed, and never loses traction with the wall (or elevated surface).
• Rather than using [80] chakra, this technique drains [2] chakra per post.


___S t a g e S i x [6]
Heaven Dropping Array
Simple :: Rank S
The user will again perfectly manipulate falling momentum to their advantage. This time, however, they will do so in an attempt to capture their opponent in an absurdly swift and hasty attack.
Punches, kicks, slashes, the whole arsenal is unleashed in a brief moment.
The only drawback is the amount of pressure this barrage puts on the user's limbs.

• Can only be used once per battle without incredible recoil damage.


-_-_-_-T a i j u t s u M a s t e r:
-_-_-_-
 
PostPosted: Fri Feb 17, 2012 9:14 pm


Iwagakure no Taijutsu
Body of stone


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___Description:
Iwagakure no Taijutsu is a style as old and timeless as the mountains themselves. It is unknown exactly when the style came into existence, but it has been passed down in various dojo in the Earth Country for generations.
The purpose of this style is to train the body to take and deliver incredible amounts of physical damage. Because of this basic teaching, speed is typically ignored for strength and stamina training.

___Notes:
• Practitioners cannot be of light body frames.
• If any stage contains more than five [5] techniques, you need only learn four [4] in order to proceed.
• Each stage gives a slight strength increase.


___S t a g e O n e [1]
Tsuruhashihijishou [ Pickaxe Elbow ]
Simple :: Rank E
The user delivers a solid downward or backward elbow drop.


___S t a g e T w o [2]
Shoushitsu [ Rising Knee ]
Simple :: Rank D
The user brings up his knee in order to deliver a swift, winding, blow.

Hourakushou [ Cave-in Palm ]
Simple :: Rank D
The user slams their opened palm into the target, typically aiming for the stomach as a direct hit there can wind them.


___S t a g e T h r e e [3]
Hasai Houyou [ Crushing Hug ]
Simple :: Rank C
The user lunges forward, attempt to wrap their arms around their target. If successful, the user will then apply crushing pressure while lifting the target into the air. With enough force, this technique can easily shatter rib bones. It should also be noted that stronger shinobi are able to break out of this rather easily.

Axe Kick
Simple :: Rank C
The user swings his back foot upward, then brings it slamming down to hit the opponent with the bottom of the heel, usually on the shoulder. If the user misses, the foot can just swing back into position.

Kuma Kobushi [ Bear Fist ]
Simple :: Rank C
A stiff, yet swift, swatting attack. The user raises their hand high and slams down with either a stiffened or fully outstretched palm. It should be noted that the power of this attack comes from the legs and having sturdy footing, rather than the arm itself.

Kannyuu Tanima [ Collapsing Valley ]
Complex :: Rank C
The user readies either one of his palms against his target’s sides. With a sudden, sharp undulation, the user pounds their hand into the weaker point of the aligned area, causing excruciating damage. Because of its slow method, this technique is hard to perform, but the benefits are self-evident.

Maruton: Goryu Dango [ Null Release: Mud Beachball ]
Complex :: Rank C
The user will slam both of their fists into the ground, then, using their chakra to stabilize, rip a hunk of stone and clay from the ground. This piece of Earth is typically one half the size of the user, and the max distance it can be thrown is obviously a variable depending on the user’s own physical strength.

Maruton: Gurabo [ Null Release: Stone Gloves ]
Complex :: Rank C
The user will slam both of their fists into the ground, then, using their chakra to stabilize, force the dirt and mud to wrap around them. These newly formed gauntlets work well to inflict additional damage, or act as shields.


___S t a g e F o u r [4]
Mountain Rising
Simple :: Rank B
The user first adjusts himself to achieve a comfortable and powerful footing, they will then swing either arm in a lower arc in order to perform an extremely powerful palm-uppercut that can send weaker shinobi flying.

Double Rock Swing
Simple :: Rank B
A powerful two-hit combo that is capable of faking an opponent out. The user first swings forward with a roundhouse kick from the back foot. Using this momentum, the user continues his turn, brining up either arm in order to clothesline the opponent. If the two hits do not make contact together, it is likely the second half alone will still make contact.

Jishin Kobushi [ Earthquake Fist ]
Simple :: Rank B
The user will assume a rock steady fighting post, their right arm extended, the left tucked near their stomach. When the time seems right, they user will release an extremely powerful, close range, punch. If contact is made with the chest, this attack can easily fracture the sternum.

Shougekishou [ Rising Impact Palm ]
Simple :: Rank B
The user delivers an open-palm uppercut attack from a sturdy position. The attack is designed not to deal external or internal damage, rather, to lift heavy opponents off of their feet.

Tokken [ Tackle Charge ]
Simple :: Rank B
As the name would suggest, this technique is a powerful shoulder thrust. The user rushes forward, aims his shoulder to his target, and attempts to break through anything in his way.

Yamayagi Mozou [ Mountain Goat Mimic ]
Simple :: Rank B
Requiring no additional momentum, the user performs a full front head butt attack. Because the opponent is likely physically weaker than the user, only minor recoil is taken.

Stone Floor Sweep
Simple :: Rank B
Quickly crouching, the user swings one of his legs in order to knock out the opponent’s legs. If successful, and the opponent begins to fall, the user will follow up by using the swinging momentum to bring forth his other leg in the same sweeping motion. Seeing as the second kick hits as the opponent is falling, there are many areas where it could possibly land.

Jagged Armor of Dust
Complex :: Rank B
The user manipulates their chakra in order to attach a thin layer of debris and shrapnel to their outer body. Thanks to this newly applied skin, any attack performed by the user becomes a bit stronger, and any attack taken by the user is reduced slightly.


___S t a g e F i v e [5]
Banjin Houru [ Savage Throw ]
Simple :: Rank A
This technique calls for the user to perform a close range grapple maneuver. The user will attempt to grab their target at two key points- the shoulder and the knee. After successfully doing so, they will perform a number of circular rotations, discombobulating the opponent. When the user sees it fit, they will flip their prey, so their face is aiming the ground, and end the throw will one solid and brutal face slam. If done correctly, this should be a rather fluid and impossible to break move.

Hishoumaruish [ Flying Boulder ]
Simple :: Rank A
The user grabs the opponent by the limbs or body, and spins while such a firm grip is present. When enough speed and power has been gathered through the rotations, the user will let loose, tossing the opponent into something solid.

Steady Mountain Palm
Simple :: Rank A
A very powerful Taijutsu counter-attack. The user adjusts to get a firm and comfortable footing, they will then wait, anticipating their opponent’s next move. When the moment seems right, they will lift either arm, their hands opened in order to block the attack. When the opponent’s attack makes contact with the palm, they will feel as though they’ve just tried to strike the side of a mountain.

Meteor Drop
Simple :: Rank A
While the target is in the air, the user will manipulate their physical strength to jump upward and latch onto them. If successful in doing so, they will then flip their opponent so that they are both aiming face first to the ground below. The user will them adjust himself to be sure that the opponent will make contact with the ground before he does, and merely enjoy the descent back down. It is rather obvious that the damage inflicted by this attack is incredible, but screwing up a move like this is more lethal to the user than the target.

Gangeki [ Boulder Strike ]
Simple :: Rank A
Rather than tackling, the user will rush an opponent with their arm cocked, building focus and power into one point. When the timing seems right, they will release an incredibly powerful hook punch, capable of turning boulders into fine powder.

Rising Earth Fragments
Complex :: Rank A
The user will channel chakra into a single hand, then slam it hard into the ground beneath them- releasing it all in one big impulse. The force and chakra together causes the earth below to fragment and rise up in lethal sharp hunks. Without Doton [ Earth ] elemental chakra, this technique is radial, but if the user does have Doton, they can pinpoint the location of where the earth will rise up.


___S t a g e S i x [6]
Saido Nadare [ Second Avalanche ]
Simple :: Rank S
When someone is hit, their body naturally absorbs the shock of the impact. This technique manipulates that resistance to deal maximum damage. The user delivers a quick punch, dealing a respectable amount of damage and triggering that natural resistance. Within a split second, the user will let loose an additional punch with the same fist- hitting the opponent before their natural resistance has recovered. Because it hits during a weak point, this technique is capable of dealing absolutely brutal damage all throughout the body.

Ishi Suji [ Stone Muscle ]
Simple :: Rank S
Through their vast training sessions, the user’s skin has become tempered and tough, and this technique further manipulates that fact. Before the user is hit by an oncoming attack, they will stop dead in their tracks, flexing their muscles. During this momentarily ironed out state, the user is capable of withstanding most any attack and brushing it off as if it were nothing.
• Can only be used twice per battle.

-_-_-_-T a i j u t s u M a s t e r:
-_-_-_-
 

Pandora Green
Captain

Aged Gaian


Pandora Green
Captain

Aged Gaian

PostPosted: Fri Feb 17, 2012 9:15 pm


Sazanami
Using your enemy's power against them


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___Description:
The Sazanami (Ripples on Water) style uses the opponent’s attacks to do damage to any attackers, dictating the flow of battle with the back-and-forth movements that throw the enemy off balance and mold around the attacks. The style was formed when swordsmen and traditional fighters came together to learn each other’s ways, and has since been passed down undiluted by time. Many of the moves can also be executed with a sword or other bladed weapon without changing the move much, and as such the shinobi often uses a bladed when executing this style’s movements.

“Finesse” refers to the ability to execute movements without excess damage, as in fine-point striking. It’s like having two thin boards of wood, one on top of the other with a small space in between, and striking it so that only the top board breaks. Another variation of this is hitting a cinder block placed on another one, and only breaking the lower one.

___Notes:
• Training is usually done in attempts to learn each level’s footing.
• Each stage learned gives a slight increase to reflexes.

___S t a g e O n e [1]
Footing one
Simple :: E Rank
The first stance taught, the standing stance. The user places his/her feet, while standing casually, a small distance apart to provide extra stability when facing an opponent.

Parry
Simple :: E Rank
A simple deflection of incoming techniques using either the hands or weaponry. While it does not change the direction of an attack entirely, the technique changes the direction enough for it to miss the user and sets up for a counterattack.


___S t a g e T w o [2]
Footing Two: Horse Stance
Simple :: D Rank
The user places his/her feet at about one shoulder’s width apart and sinks down by bending the knees, sinking until they could be sitting on a bench and their height would not change, all the while keeping the back straight. Used mainly for training purposes.

Bell Ring
Simple :: D Rank
Having mastered enough finesse not to move the shell of a bell, and yet still ring it with one strike, the user uses this skill to strike the opponent. This strike, aimed at the chest area, causes pain and the feeling of not being able to breathe in the opponent that lasts for a short while. (About two posts.)
• Must be unarmed



___S t a g e T h r e e [3]
Sweeping Strike
Simple ::C Rank
The user steps in to an attack, gently redirecting it with their forward hand or with a weapon in the same hand. After the strike has been deflected, the user thrusts his/her palm upward in to the opponent’s jaw, causing dizziness and disorientation in the opponent. The second attack must be unarmed.

Half-Step
Simple :: C Rank
A very short step in one direction that is used to dodge incoming blows and set up for a counterattack. The range of movement cannot be more than two feet, but if used correctly, this range can serve as more than enough to avoid most Taijutsu attacks.

Spin Step
Simple :: C Rank
This footwork is a fluid spinning movement that sets up and reinforces the offensive techniques of the style. While it adds power, this technique is not necessarily fast, and as such cannot be used without some prior setup.

Attack Redirection: Upper Body
Simple :: C Rank
The user sidesteps a straight attack (Punch, lunge, etc.) by the opponent and grabs the outstretched limb before momentum is lost, pivoting to keep the movement going by yanking the limb in the direction that it was sent in. This sets the opponent greatly off balance, and possibly sends them sprawling on to the ground.



___S t a g e F o u r [4]
Attack Redirection: Lower Body
Simple :: B Rank
The user, similarly to the Upper Body Redirection, sidesteps the opponent’s attack when he/she is attacking with the legs or some part thereof. This time, however, the user steps quickly towards the opponent while evading the attack, then grabs the offending leg and pivots, throwing the enemy towards the ground after setting them greatly off balance. This technique is often augmented with an offensive technique to increase effectiveness.

Hummingbird’s Flight
Simple :: B Rank
The user, after practicing with many forms of throwing weapons, gains the ability to throw any weapon, regardless of size, with almost perfect accuracy over a very large range. While this does not compensate for any movement on the part of the opponent, the user can now create effective distractions that he/she can use to maneuver the opponent, or can even incapacitate the target.

Cross Split
Simple :: B Rank
A two-part attack that ends in the snapping of an opponent’s bone, causing great pain and the loss of usage of the limb until it is healed by a medic. In the first part of the movement, the user blocks an incoming attack and grabs on to the limb. In the second part, the user brings in a strike from the opposite direction and strikes further down along the bone. The force snaps the bone at that particular point. If performed with weaponry, this technique can be used to break an opponent’s weapon or to disarm him/her.

Third Footing (Back Stance)
Simple :: B Rank
The user stands with his/her feet around three feet apart, the user’s non-dominant side toward the opponent and far away from him/her and the dominant side closer to the core of his/her body. This stance is intended to provide power to strikes and make throws much easier, though it is slower than other stances.

Flat Step
Simple :: B Rank
A long, quick step used to get around attacks and set up for a highly effective counterattack. The technique is used without lifting up either foot more than a few inches off of the ground, so it is not very feasible for usage on extremely uneven ground. This technique is faster than the Half-Step, but has a higher range of one to two meters.

Sword Drawing Skill
Simple :: B Rank
Similar to a movement taught in Iaido, the user moves his/her hand across the body in a movement so quick that it is difficult to see. This technique will crack bones and can be used in place of a traditional blocking technique. If used with a sword or other blade, the user will draw the weapon out of its sheath and carry the strike across the body, making this move a great offensive attack, as the blade slices through most things in front of the user up to the end of the blade, and then stirs up the air to kick up small particles to hopefully blind the opponent. Can be used to set up a combo, but it is very difficult to go from this technique directly in to a defensive position.



___S t a g e F i v e [5]
Fourth Footing (Cat Stance)
Simple :: A Rank
A very fast, agile, and coordinated stance that nevertheless lacks balance. The Cat Stance, starting from the Back Stance, is assumed by drawing the forward foot in so that it is very close to the backward foot and raising its heel from the ground, focusing weight on the back foot. Once successfully in the stance, the user’s back should be straight. From this stance it is very easy to go in to any movement in most Taijutsu and Bukijutsu Styles, and footwork is exceptionally fast. While this is the most difficult of the stances to learn, it is considered one of the most effective.

River Flow
Simple :: A Rank
After evading an incoming attack using the Spin Step, the user counters with an exceptionally powerful kick to an opponent’s side or head. This counterattack carries with it enough force to shatter bones and can do serious damage to armor. In addition to this, the technique can slip through techniques meant to pinch it and hold it in place. River flow can be used more than once in quick succession without straining the body.

Hawk Dive
Simple :: A Rank
A technique that allows the user to bounce one projectile off of another object, including other projectiles, to reach places that were otherwise unreachable through standard means and to confuse an opponent. Through this, the user can also return the opponent’s thrown weapons back to the opponent.


___S t a g e S i x [6]
Palm of Heaven
Simple :: S Rank
The user strikes the air in the direction of the opponent using an open palm strike, a harmless-looking move. The air, however, carries the force quickly, and if the enemy is hit with this technique it is as if the user has struck them up close and with all of the force of a regular hit. Can only be used unarmed.

Rising Star
Simple :: S Rank
After dodging an incoming attack, the user throws the attacker, not to the ground, but in to the air. This technique can be used on most attacks, and is usually followed up with Falling Star.

Falling Star
Simple :: S Rank
A technique consisting of a single kick or palm strike to the upper body that crushes the bones of the opponent and causes the muscles in the entirety of the upper body to seize, preventing the target’s escape if he/she is even conscious after the fact. Can be executed on ground, in the air, or underwater, but can only be used once per fight. This attack cannot be dodged by an opponent more than one rank under the user’s rank, and can penetrate armor without significantly weakening.

Ripples on the Water
Simple :: S Rank
A series of very fine strikes that cause no visible damage, but lock joints and prevent the escape of the opponent by slowing them to a near standstill. After the joints unlock, all movements still cause a great deal of pain until the affected rests out of battle or is healed.



-_-_-_-T a i j u t s u M a s t e r:
-_-_-_-• Choukyu Akimichi


*Note: Master of this style gains a further plus one to reflexes.  
PostPosted: Fri Feb 17, 2012 9:16 pm


Kanjo-Tekina Ikari

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Description: Kanjo-Tekina Ikari is a style solely derived from emotions, turning your feelings into fuel for power. This style is enigmatic, and not much is known behind the mechanics of how it works. The only way to learn more about the way of Kanjo-Tekina Ikari is to learn the style itself. Pupils are normally very emotional; they normally reach extremes of how they feel. When they are happy, they are jubilant. When they are angry, they are furious. Masters of this style have complete command over their emotions and always appear calm, nearly to the point of emotionless. It is assumed that chakra is affected by emotions, which is what may make this style so powerful. Apprentices and Masters of this style are known for their secrecy and temperance. Masters and disciples alike will feel mentally drained after using the Kanjo-Tekina Ikari. This Taijutsu belongs to no one group of people; its origins are unknown, so it is passed down sporadically. The style centers around agile movements and enormously powerful attacks. Blows are swift and deadly, strikes revolving around pressure points and vital spots. Its disciples have very low stamina and the higher you climb through the stages, the more likely you are to receive serious injury. An unfortunate trade-off for its ludicrous power.


Stage One: Hate (E-Ranked)

Description: The user is completely new to the technique, and the idea of using emotions to rule your actions is extremely strange. They will know no defensive techniques, but they will have an access to a myriad of powerful, yet slow techniques. Whether in training or battle, disciples will be forced to meditate for a period of time in order to gather their emotions. Their power can be drawn from literally any negative experience.
Abilities: In using this stage, the user will grow unnaturally strong. Fury is the baseline of every attack and the disciple will push his/her physical abilities to the far extremes. Inexperienced users can easily hyper-extend limbs and break their own bones if not careful. Those who have become accustomed to this stage can become blind with rage. Your stance is wide and open.
Graduation Requirements: Complete mastery of this stage means meditating and physical training such as weight lifting, stretching, and sprints. (5 posts)
Techniques:

○ Spiteful Strike
Requirements: NONE
Description: Concentrate on your hatred and unleash it with a furious strike. It is strictly close range. A fairly unsafe technique without proper execution. The power put behind the attack can shatter boulders and blow through trees, but is also capable of tearing muscles and fracturing bones of both your enemies and your own.

○ Disdainful Elbow
Requirements: NONE
Description: Concentrate on your hatred and aim a strike into the sternum or face with your elbow. Support the strike by forming a fist with the striking arm and grasping it with the other. Shatter bones and smash faces with this technique. It is easy to break your own elbow if not careful.

○ Unrefined Kick
Requirements: NONE
Description: Concentrate on your frustration and release it into a strike aimed for the torso. Stand on one leg, pull the other up to your chest and make an all-or-nothing side-ways kick into your opponent. It can bury your foot in rock, but careful, for it puts much stress on your leg if not practiced properly.


Stage Two: Envy (D-Ranked)

Description: In the initial stages of learning this style, the user will find himself/herself very emotionally unstable from hours of meditation centering around stirring emotions. Despite this drawback, the user's body will be in incredibly good shape, assuming that he/she had not already injures themselves. Muscles will be sore from constant misuse and the user will be constantly mentally exhausted. Users will definitely doubt the value of such tiring training, but they'll fail to notice the strength they have gained. This stage immerses learners into agile movements and meticulous techniques. Naturally, jealousy is what builds this stage, instilling caution and suspicion.
Abilities: Users will find themselves flexible and they'll begin to gain a fundamental understanding of the Kanjo-Tekina Ikari. Since this particular stage is not quite as intense as Hate, the amount of muscle required to utilize this technique is much lower. When in this stage, the user will appear cynical and anxious. Centers around quick and oily movements.
Graduation Requirements: Learn at least two techniques and go through rigorous meditation (2 Posts) and outrageous stretches (2 Posts).
Techniques:

○ Introverted Step
Requirements: Stage 1 Mastered
Description: Some consider it cowardly, others call it "playing it smart". Disappear from sight and reappear at your opponent's exposed back.

○ Distressed Block
Requirements: Stage 1 Mastered
Description: Catch your opponents lunge, sword swing, punch, or kick in between your arm and body, holding it firm so that your opponent will have trouble moving. If done correctly, the user can lead into an attack while still holding onto the enemy.

○ Step Counter
Requirements: Stage 1 Mastered + Introverted Step
Description: When assaulted by an opponent, place your left palm on their weapon/limb and spin on one foot to your left, allowing a clear chance to jam an elbow/dagger into your enemy's back. (It's possible on reversed sides as well. it's only easier to explain while talking of a specific side)

○ Dishonorable Strike
Requirements: Stage 1 Mastered + Distressed Block
Description: Disappear from sight and reappear before your opponent, especially in midst of confusion and aim a punch/kick to the crotch, stomach, sternum, throat, nose, or eyes.

○ False Sweep
Requirements: Stage 1 Mastered + Dishonorable Strike
Description: Make a feint to the upper body, creating an after image, while you actually drop to the ground and sweep your opponents legs from underneath them.


Stage Three: Fury (C-Ranked)

Description: Stage Three revolves around balanced, elegant, yet very powerful techniques, using anger as cause for powering techniques. Disciples will just begin to learn how to use the Kanjo-Tekina Ikari without causing themselves physical harm. Though they are still temperamental, they have better control over their emotions. Users will not have to think as much about how they should feel. They are in great physical health, but they will feel worn out or tired all the time, if following the proper training regimen. Every technique in this particular stage can be made fatal.
Abilities: Users will have great balance and their movements gain a certain uniformity. Muscles are tempered and disciples will be able to exercise control over their power. Fury, unlike hate, is a very tame emotion (comparatively). Moves are straight-forward and uniform.
Graduation Requirements: Learn at least three techniques and undergo intense meditation (4 posts) and temper your body and precision of your strikes through target practicing, swinging dummies, etc (3 posts) in order to reduce extraneous movements.
Techniques:

○ Invisible Spear Strike
Requirements: Stage 2 Mastered
Description: Modeled after eastern martial arts. Slam a palm into an enemy while sending out a pulse of chakra. Can cause internal damage. Its original purpose was to bypass armor or overcome blocks with weapons. It is a swift strike, but the stance taken is difficult to maneuver from.

○ Burst-Step Strike: Tantrum
Requirements: Stage 2 Mastered + Distressed Block
Description: With one hand, block a "straight attack" by letting it slide across the forearm to one side. The user then stomps on the ground and sends an elbow into an enemy's torso. Utilize the combined momentum of you and your enemy. Has enough force to rupture organs. Developed after eastern martial arts.

○ Burst-Step Strike: Treachery
Requirements: Stage 2 Mastered + Break-Step Strike: Tantrum
Description: A unique kick that is more like an upward jab, where you jam your foot into the underside of your enemy's chin. In doing so, you can launch your enemies into the air, often breaking necks in the process. Derived from eastern martial arts; it is initiated from a low point, where the user will place their palms on the ground and hoist themselves up for the attack.

○ Break-Step Strike: Devastation
Requirements: Stage 2 Mastered + Introverted Step
Description: Become blind with rage; stomp down to create a small crater and use the force and momentum generated to propel your arm(s) into your enemy(-ies). Fashioned after eastern martial arts and improvised into a strike that can cause internal destruction or merely blow enemies away from the air pressure.

○ Break-Step Strike: Frenzy
Requirements: Stage 2 Mastered + Break-Step Strike: Devastation
Description: Go berserk: send an all-or-nothing knee flying onto your enemy. Generates enough force to create a crater from where you had launched off and has the capability to shatter boulders. Derived from Muay Thai and improvised into a strike that break bones and smash faces.


Stage Four: Sorrow (B-Ranked)

Description: This particular stage is strictly defensive. A common attribute of all disciples who have progressed from this stage is their incredibly sturdy bodies and rock-hard muscles. Users will have achieved a new stage of calm and will no longer feel the ache and pains of their difficult training; either that or they don’t care anymore. Their understanding of how the Kanjo-Tekina Ikari comes naturally to them; the experience tends to be different for every person.
Abilities: Steel muscles that do not make users’ bodies appear physically larger. Enemies may underestimate your strength. The basis of this stage centers around defense: the kind that hardens your body to withstand explosions, swords, and jutsu. However, never overestimate your capabilities. Attacks will hurt.
Graduation Requirements: Users must learn two techniques while undergoing fierce meditation while hardening their bodies through unbelievable exercises such as sitting underneath of a waterfall for hours on end, or sitting while having enormous weights placed on your body (6 posts).
Techniques:

○ Iron Body
Requirements: Stage 3 Mastered
Description: A technique mostly used in more dire situations. Minimize damage done to your body by hardening all of the muscles in your body and gritting your teeth together for an enemy strike. It will hurt, and chances are, you will be injured (but to a lesser extent).

○ Cross-Block
Requirements: Stage 3 Mastered
Description: Simply cross your arms, enabling you to shield your face, torso, or lower body with a mere pivot of your limbs.

○ Hook Block
Requirements: Stage 3 Mastered + Cross-Block
Description: Defend from high attacks with a ludicrously muscled arm. Hook your arm over your head and brace for some impact. Not to be confused with the hooking block.

○ Flash Counter
Requirements: Stage 3 Mastered + Iron Body
Description: Mimic a movement/attack closely to neutralize the force that you would otherwise take. Strictly centers on weapons and other physical attacks. Limbs can be used in place of bladed weapons. Does not actually fully mimic attacks.

○ Passive Redirection
Requirements: Stage 3 Mastered + Flash Counter
Description: Usually used as enemies’ are about to hit you. It is then you use a palm or the back of a hand and slap the attack to another direction.

○ Flash Redirection
Requirements: Stage 3 Mastered + Passive Redirection
Description: When an attack comes from above and you have no choice but to brace yourself, place your forearm by your head, slanted slightly off to your side. In doing so, you force the attack to slide down your arm. Can block anything from sword strikes to drop kicks. It will hurt.


Stage Five: Serenity (B-Ranked)
||Activation Period: 20 Posts||Passive Effects: Minor Mental Instability + Minor Muscle Damage||

Description: At this point in training, disciples will have reached a level of calm beyond what nonmembers could possibly ever hope to achieve. Users can easily control their emotions and their individual strength is quite remarkable. The next step in training is to incorporate chakra control and chakra manipulation. Doing so takes an enormous amount of dedication. The stage centers around non-hand-to-hand combat, specializing in distanced strikes. Users in this stage of Kanjo-Tekina Ikari will begin to appear unbelievably calm and their expression is nearly unreadable. However, their emotions are still easily swayed.
Abilities: Users will have a strong control over their emotions and have the ability to strategize and calculate in even the most desperate of situations. Channeling chakra into this style is going to be very foreign for them since users have thus far relied on emotions to do all of the work. But now that they must master serenity, they must learn to not always rely on emotions to fuel their power, seeing as emotions are not a very reliable source. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATED
Graduation Requirements: You must first learn at least three techniques. Also, master your emotions through rigorous meditation; find a quiet spot with no disturbances (3 Posts). Chakra exercises are also essential. For example, adjusting your output of chakra, push-ups on water, and moving objects with bursts of chakra (3 Posts).
Techniques:

○ Spacial Fist
Requirements: Stage 4 Mastered
Description: Make a simple punch to the air and release a burst of chakra. It is normally invisible, but the more strength you put into it, the more powerful it will end up being. It has the range of approximately 20 meters.

○ Spatial Uppercut
Requirements: All previous techniques in this stage
Description: Make a flat palm strike to the air to help shape your chakra into a strike beneath your enemy's chin. Not particularly powerful, but useful for pressuring enemies and pushing them back. It has a range of approximately 15 meters.

○ Moon Sickle Strike
Requirements: All previous techniques in this stage
Description: Disappear from enemy sight and reappear behind them, having already stricken them several times with sharp blades of invisible chakra. Nearly impossible to track under normal circumstances. It can be easily countered since users are forced to slide to a stop.

○ Twin Star Strike
Requirements: All previous techniques in this stage
Description: Master your inner strength and unleash a two pronged attack. An apparition of your self will aim a shop to the back of your opponents head while you make an assault to the stomach.

○ Dragon Drop-Dive
Requirements: All previous techniques in this stage
Description: Drop from the sky spiraling. Concentrate chakra below you as you fall, allowing your spin and momentum to create a flashy, yet powerful drilling move. Breaks rock, stone, and faces.

○ Earth's Artifice
Requirements: All previous techniques in this stage
Description: Stomp the ground with all of your might while sending a burst of chakra through your foot. The result is a sizable shockwave of earth, hurtling giant boulders through the air and raising walls of rock twice your own size, making it a choice defensive technique. The tremor has its maximum effect within a 20 meter radius of the user.


Stage Six: Happiness (A-Ranked)
||Activation Period: 15 Posts||Passive Effects: Mental Decay + Muscle/Tendon Tears||

Description: Originally thought to be the final stage within the Kanjo-Tekina Ikari. Disciples will now incorporate all of their past learning into this one stage. By far, happiness is the most difficult to master and utilize. Only "true happiness" can fuel this technique, so users will have to use feelings of love, affection, achievement, and hopes in order to make full use of this stage; there is no meeting halfway. User's will have complete mastery over their emotions. At this point, they may have trouble expressing emotions at all. One of the dangers of reaching this stage is the loss of differentiation. For few, they grow more logical, meaning the loss of a "human" personality. For others, they notice these changes and fight them. Emotions will not come as naturally since users constantly meditate upon and single out emotions to carry out assaults.
Abilities: Users will have a great air of calm about them. Both their mind and bodies are strong, incredibly so, making them tolerant to lower leveled genjutsu and strong enough to withstand having entire boulders dropped on top of them. Their level of discipline exceeds even the masters of the most ancient arts. CAN ONLY PERFORM TECHNIQUES IN THIS STAGE WHILE ACTIVATED
Graduation Requirements: Master all techniques.
Techniques:

○ Soul Reflection Assault
Requirements: Stage 5 Mastered
Description: Master your inner spirit and attack with countless images of yourself. These apparitions will only last a maximum of three seconds each and are all restricted to basic attacks. IE Punches, kicks, knees, elbows, etc. Takes an enormous amount of concentration, allowing for no diversions.

○ Flawless Suffocation
Requirements: Stage 5 Mastered
Description: Disappear from sight and reappear upside-down above the head of your enemy, arms placed beneath their chin. Use them as a pivoting point to ground yourself. Will snap their neck in most cases.

○ Shatter Strike
Requirements: Stage 5 Mastered
Description: Disappear from sight and reappear, sending a flying knee into your enemy from any angle. Is coated with a layer of chakra. Will rupture organs, break bones and tear off skin.

○ Heaven's Blitz
Requirements: Stage 5 Mastered
Description: Appear in the air and as you all, rain apparitions of your inner self hurtling towards your enemy, each performing their own action.

○ Inner Might Projection
Requirements: Stage 5 Mastered
Description: Send a small blast of air infused with trace amounts of chakra towards your enemy. Incredibly forceful and is normally invisible to the naked eye. It can turn your enemy into a living rag doll being flung through the air.

○ Air Walk
Requirements: Stage 5 Mastered
Description: Literally walk through the air by fanning your chakra underneath of your feet. Your mobility is reduced slightly since the air is obviously much less dense than the ground, but once you get up to speed, there will be little difference in speed.

○ Eternal Plight: Imperfection
Requirements: All previous techniques in this stage
Description: Sacrifice the remainder of your activation time for 3 posts of blindingly fast speed. Your strength is lowered, but you cannot be seen unless you stop completely, or unless your enemy has a unique technique/bloodlines that can allow them to track such movements. You can only travel in straight lines, so to turn, you must stop to redirect yourself.


Stage Seven: Pandemonium (S-Ranked)
||Activation Period: Refer to "Description"||Passive Effects: Refer to "Description"||

Description: A truly frightening mile stone in Taijutsu history, and the unofficial "Final Stage" of the Kanjo-Tekina Ikari. It was established by ancient masters who had ventured far beyond the realm of human possibilities. Merely using the techniques under this stage can prove extremely harmful to one's physical and mental health. In many ways,
Kanjo-Tekina Ikari is still incomplete, since users cannot gauge what is within the capabilities of their own body's any longer. They will tend to think that they have grown more powerful or reached new stages of flexibility, but all their doing is growing numb to pain. The longer you stay within the activation time, the more damage you do unto yourself:

Activation Time: 5 Posts - Minor Muscle Tears + Temporary Slight Mental Instability

Activation Time: 10 Posts - Major Muscle Tears + Mental Decay (long recovery time)

Activation Time: 15 Posts - Major Tendon and Muscle Damage + Major Mental Decay (hospitalized recovery/permanent)

Activation Time: 20 Posts - Muscle and Tendon Tears + Bone Fractures + Major Brain Damage + Loss of Functions (Sight, Hearing, etc) || MAY LEAD TO DEATH

Activation Time: 30 Posts (MAX) - DEATH

Abilities: Unbelievable strength and speed. All techniques and periods of activation are incredibly dangerous. It is best to use them sparingly. Bypass their natural limiters. CAN PERFORM TECHNIQUES FROM ALL STAGES DURING ACTIVATION
Graduation Requirements: Master all techniques
Techniques:

○ Break-Step Strike: Perfection
Requirements: Mastery of all "Break Step Techniques"
Description: Create a chain of three feints, each leaving behind disorienting after images: one to the face, one to the kidneys, and one to the legs. The fourth strike is the heart.

○ Burst-Step Strike: Perfection
Requirements: Mastery of all "Burst-Step" Techniques
Description: In the event of being stricken, disappear from sight at the moment of contact and reappear behind your enemy, counter attacking with a strike to any vitals open.

○ Life-Force Battalion
Requirements: None
Description: Send an army of apparitions hell-bent on latching onto your enemy. No time limit, however, will disappear after being stricken.

○ Eternal Plight: I
Requirements: None
Description: Your body is engulfed by a black, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable speed. Perfected Eternal Plight allows for non-stop motion.

○ Celestial Nexus: II
Requirements: None
Description: Your body shimmers in white, flame-like chakra. Burns away clothing and surrounding objects. Users will gain unbelievable strength.

○ Heaven-Hell Correspondence: III
Requirements: Eternal Plight + Celestial Nexus
Description: Your body is covered with glowing white markings that map your "Ki" paths, or Chakra Paths, while your entirety is consumed by a rolling, black, flame-like chakra. Users will gain both unbelievable strength and speed.

Master Of Taijutsu: Open
 

Pandora Green
Captain

Aged Gaian


Pandora Green
Captain

Aged Gaian

PostPosted: Fri Feb 17, 2012 9:20 pm


Haraise
The ravaging beast within



User Image



___Description:
The style Haraise was first adopted by the Inuzuka clan to train with there partner dogs and wolves. Soon after many other types of tamer ninja with other varieties of beasts adapted and changed this fighting style to suit there own beast partners forming countless numbers of look alike styles to the Inuzuka clan but changing from tamer to tamer. Now its completely different per person but still has the hint of the original adapters in the style.

___Notes:
• Can only be learned by those of the [ Animal Tamer ] class.
• Grants a slight increase to speed for each stage learned.

___S t a g e O n e [1]
○ Akuma Sutansu - Devil Stance
Simple :: Rank D
The user will stretch, becoming very nimble, most style users will have their nails cut longer, pointed, as though they are talons, they will crawl around on their hands and feet, similar to a beast. Allowing for rapid speeds, and quick attacks.

○ Kuro Tsume - Dark Talon
Simple :: Rank D
The user will run on all fours, quickly in a zigzag formation to confuse their opponent, then they will quickly use either their nails, or senbon, to slash their opponent's side.

___S t a g e T w o [2]
○ Akuma Kamu - Devil Bite
Simple :: Rank C
The user will sprint on all fours towards their enemy, throwing kunai as a diversion, they will lunge baring their teeth, as they enemy will try to block, they will sink their teeth deep into them, kicking them in any location in the process to weaken them.

○ Jinsoku Biribiri
Complex :: Rank C
Rapid Ripping: The user being blindfolded,will use smell to detect their opponent, with they will release a burst of chakra increasing their speed, with this they will jump into the air, trying to land on their opponent, while citing them rapidly with their senbon, or Fingernails.


___S t a g e T h r e e [3]
○ Akuma Ataru - Devil Strike
Complex :: Rank B
The user will release chakra, pushing off, allowing for a quick burst of speed, for the best effect they will be directly next to their opponent, they will rip their body through the air, making a speed bust, and try to shove their hand through their opponent, with enough force they will kill them if hitting a major organ.

○ Akuma Sutansu Ni - Devil Stance Two
Complex :: Rank B
The user will begin to pop their limbs, making them more flexible, and even more deadly, they will force chakra onto four nodes, making movement more nimble, and more rapid.

___S t a g e F o u r [4]
○ Akuma Mochi - Devil Charge
Simple :: Rank A
The user will release a burst of speed, running rapidly digging their nails, or senbon deep into the earth they will use them to lunge out at their enemy, charging at them with their shoulder, with enough force to fracture bone.

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

___S t a g e F i v e [5]
○ Akuma Hasami - Devil Scissors
Simple :: Rank S
The user will run at their enemy, while crossing their arms into an ex, with their nails, or senbon flat out, the will launch themselves into the air spinning, with enough speed and force the essentially become a drill, allowing for movement underground, being able to shoot up from underneath their opponent and attack.

○ Akuma Jisatsu - Devil's Suicide
Complex :: Rank S
Forbidden Technique
Description: The user will release all of the nodes in their arms and legs, and release all restraints on their own body, this will kill them, this is their last attempt move, they will seal themselves with explosive, and ice tags, making them a deadly bomb, the will force all remaining chakra in their body to force them out at inhuman speeds, making them almost impossible to follow (Sharingan, Sandetsu) using their nails, or senbon the will latch onto their enemy, and use the tags to blow themselves, and their enemy into oblivion.
 
PostPosted: Fri Feb 17, 2012 9:28 pm


Suiken: Drunken Fist
Channel your pathetic drunken nature and use it to bludgeon your enemy!

User Image


___Description:
Some would think that Drunken Fist isn't a literal term, that this style merely mimics the nature of a stumbling drunkard and uses that to remain unpredictable and fluid. Well, they are WRONG. You, the chosen few, will be imitating the movements of a drunkard to gain the fluidity and unpredictability, but you will be doing so WHILE DRUNK! Suiken is the style of future alcoholics, as well as future badasses. The practitioners are graceful, unpredictable, and fluid beyond understanding, all from first watching the drunken movements of their masters, then by emulating and finally, partaking of the sauce and becoming masters themselves. These masters are combat pragmatists, no move being too dirty or dishonorable. After all, when you're a drunken wretch, how much honor can you possibly have? When you're a numb, graceful wreck, they'll laugh... Only until you crack a brew and beat them to death with it.

___Notes:
• Practitioners are fluid in their movements, moving with a natural grace and elegance. This comes from a lot of training and drinking, although to everyone else they look like they're stumbling around.
• Practitioners need a container for their alcohol. It can be anything, from a gourd, flask, wine skin, or what have you. They must keep it on them at all times.
• Suiken contains various techniques branded with the type "Training." When these techniques are learned, they become passive benefits for the practitioner.
• "Training" techniques are learned as if Complex techniques of the same rank.
• Grants a slight increase to agility for each stage learned.


___S t a g e O n e [1]
Drunken Dancing
Training :: Rank E
The first move one will learn in this style, it is nonetheless the most important. Drunken dancing is simply that: moving around, be it stumbling or the Tango, as if you're drunk. It prepares the neophyte, really, and can really add some flair to whatever situation is at hand. This is the most basic move in the arsenal of a Suiken master, but the most important.
• Required to learn before moving on to other techniques.

Drunk Dropper
Simple ::Rank E
A simple combo, normally learned after the Drunk Dance. The user simple belts out a quick one-two combo, but this combo isn't specific in what is involved in the one-two combo. Rather, it allows the student to learn and adapt that unpredictable nature this style is famed for. In the hands of a novice, a stepping stone, but in the hands of a master this is a useful teaching method, if not a useful combo.

Fallen Drunk
Simple :: Rank E
The fallen drunk is ground-fighting, simply put. It's ground-fighting for the drunken master, however. The user practices fighting while knocked down, whether they're on all fours or flat on the back, if they aren't standing up then they're on the ground. The user will practice basic spastic strikes, a common staple of the style, in an attempt to keep the opponent from gaining an edge. There's no move that's off-limits. Throwing sand, biting, gouging, groin kicks, anything goes.


___S t a g e T w o [2]
Headbutt
Simple :: Rank D
A simple, if useful, technique. Can be used at any time, really. The user is most likely under the influence, or this would be pretty painful. Any way, it's a simple headbutt. The kicker is that, while the user is probably under the influence and thus dulled to pain, the victim is most certainly not. Used for disorienting an opponent, but it can kill with enough force. If you somehow include a kunai on your head, you're a mad genius. Using chakra is possible, in lieu of alcoholic numbness
• Disorientation for the opponent lasts one post, as well as the user if not protected.
• If chakra is used in stead of alcohol, this technique is slightly more powerful, but because complex.

Crazy Legs
Training :: Rank D
The user simply focuses on fluidity, movement and simple attack routines. From now on, the user's movement is a bit more graceful and liquid.
Required to move to next stage


___S t a g e T h r e e [3]
Slapfest
Complex :: Rank C
Kind of an infuriating technique, to be honest. The user pumps chakra into their palms and goes to town on whoever they're fighting. Normally, this would be nothing but an annoyance, but with the chakra in the hands these blows have the tendency to rip skin of of wherever they hit. It's the first real, deadly technique. Just be careful not to slap yourself!
• Requires alcohol.
• Lasts as long as the user pumps chakra into their hands.

Drunken Counterblow
Simple :: Rank C
The user takes a stance resembling that of a Muay Thai fighter. Every attack thrown at them has the ability to be countered from this stance, with either a quick snap kick or any combination of punches. Takes timing and training, but useful once mastered.
• Requires Alcohol.
• Can only counter blows that the user can track.

Jazz Hands
Training :: Rank C
As with Crazy Legs, Jazz Hands is meant to increase the fluidity and speed of the practitioners hand movements. This doesn't really raise any physical stats, it is just advancement in the style.
Required to go to the next stage.


___S t a g e F o u r [4]
Rancid Breath
Complex :: Rank B
A distraction technique, all in all. The user, after chugging a bit of whatever drink they have, focuses some chakra into the mouth and turns that normal bad-breath into straight foul territory. Then they simply breath on the enemy. Nausea, vomiting, blurred vision and cotton mouth are all possible outcomes... Immediate vomiting is the most common, however.
• Requires alcohol.

Drunken Deception
Simple :: Rank B
A deceptive move, it requires a lot of cheating. Normally, the user will throw sand in the face of the enemy and use the momentary respite as a chance to attack, but anything will do. Usually opens the enemy up for a nasty combo.
• Requires alcohol and an object such as sand, flowers, smoke pellets, etc.

Influenced Battle Dancer
Complex :: Rank B
Dance Battler requires a good amount of alcohol, and it's the last step from student to master. After imbibing the sauce, the user harnesses all that raw potential and training so far and melds it into an unpredictable dance of death. Punches and kicks hit harder, the user moves faster, and moves in ways previously thought impossible. The user in numb to feeling of any kind.
• Requires alcohol.
• Lasts [10] posts.

Drunken Tango
Training :: Rank B
Just like Crazy Legs and Jazz Hands, this is another passive training technique. This time, the user trains their entire body for the coming techniques. It's all for grace and power.
Required to move to the next stage.


___S t a g e F i v e [5]
Belly Slam
Complex :: Rank A
The user begins by pumping chakra to the legs and jumping into the air; any height will do. Then, the user focuses that chakra into their entire body and becomes dense, very very dense and heavy. One could call them almost diamond-like. Then they drop, belly-first, onto whatever they want with all the power they can muster.
In conjunction with a wind jutsu to propel them forward, this can create medium-sized craters. A deadly, if ridiculous, technique.

• Hardened state passes as you make contact with a surface.

Dead Drunk Sweep Combo
Complex :: A
The user pumps themselves full of chakra, and performs what seems to be a simple leg sweep. Then, once the opponent is swept off of their feet, the user explodes into motion and quickly delivers a kick to the solar plexus, knocking them into the ground with enough force to, if not knock them unconscious, than at least knock the wind out of them. While on the ground, the user proceeds to stomp the victim's face into the floor with enough power to turn that hairline fracture into a full-on broken face. Not a very kind technique.
It should be noted that if the sweep is successful, the rest should fall into place easily.

• Requires alcohol.

Dead Drunk Fisticuffs Counter
Complex :: A
Just like the Drunken Sweep, this technique works on the same principal; with a few twists. The user grabs the arm of an opponent, blocking whatever blow they would have landed, and proceeds to whale on the victim with impunity. Mainly, this starts with a jab to the throat. Once that is done, and the victim is gasping for breath, the user drops the held hand/arm/leg and goes to town on the body and head of the enemy. With chakra pumping through their arms, the user is hitting much harder than normal. Easily a killing move, or, with some self retrains, a fight-ender.
It should be noted that if the throat jab is successful, the rest should fall into place easily.

• Requires alcohol.


___S t a g e S i x [6]
Alcoholic Mist
Complex :: Rank S
The master of this style wants to share the booze with everyone, even the enemy. By turning their chakra into sweet, sweet liquor, the user excretes a drunken aura. The color corresponding to their chakra color. Every exhale made by the user forms a sickly sweet smelling booze cloud, the size of the user's torso, and the color of their aura.
• Requires alcohol.
• Exposed for 1 post: Tipsy.
• Exposed for 3 posts: Drunk.
• Exposed for 5 posts: Blacks most people out.

Scotch Slammer
Complex :: Rank S
It begins as a simple grapple, but the user suddenly shifts into a full nelson and lifts the enemy of the ground and slams them back down with frightening speed and strength. All but guaranteed to break the neck, arms, spine and possibly the ribcage, resulting in nasty, debilitating and possibly permanent damage should the victim survivre. All through the technique, the user is pumped full of chakra and drunk as a skunk. They don't feel a thing, and the chakra also works to release the mental blocks on muscles, so the user is utilizing their complete, full strength. The penultimate move in any Suiken masters' arsenal.
• Requires alcohol.
• After used, practitioner is exhausted and nigh useless on the battle field.

Enlightened Drunkenness
Training :: Rank S
Difficult, yet for the Master Drunk, essential. The practitioner of this style is able to, once true drunken enlightenment and zen-like status have been bestowed upon him/her, induce a perpetual drunken or tipsy state by sheer force of will~
• Does not receive reduction benefits during training.
• Techniques no longer require alcohol to perform.
 

Malak Zalinto


Malak Zalinto

PostPosted: Fri Feb 17, 2012 9:29 pm


The Kaiser Fist
Brutal straightforward power!

User Image


___D e s c r i p t i o n:
Only pathetic ninja try to run when conflict shows its face! Fighting is inevitable! When the chips are down and s**t hits the fan, would you rather have someone good at running and hiding, or someone who excels at beating their opponent into the dirt? The Kaiser Fist is a style that aims to inflict incredible physical damage by utilizing body enhancing Armor techniques, along with their already impressive physical forms. Because of the brute force nature of The Kaiser Fist, it is almost impossible for those of small body frames to properly use it, however, with enough dedication and muscle training, even the most slender of ninja can pump up to proper size.

___N o t e s:
• Rigorous: This style consumes two [2] taijutsu slots, and cannot be learned if you possess another rigorous style.
Armor techniques are learned as if Complex techniques of the same rank.
• Each Armor technique can only be performed once per battle.
• However, if an Armor technique is dismissed before its full duration, it can be started back up with its remaining duration.
• If the practitioner runs out of chakra while an Armor technique is active, it immediately dissipates.
• Each stage gives a slight strength and agility increase.


___S t a g e ○ O n e [1]
Heavy Punch
Rank: D :: Training
Description: All practitioners of The Kaiser Fist take pride in their powerful yet basic punches, both masters and beginners are no exception. Although it seems fundamental, practice and proper footing are needed to deliver a strong punch without recoil or offsetting. This is the first step toward developing that incredible raw power; throwing a punch with all of your might, while keeping yourself balanced.

Stimulating Armor
Rank: C :: Armor
Description: A basic Armor technique developed by an old master of the style which allowed his students to maintain their potential for an extended period. In a sense, it mimics the technique Raiton no Yoroi, though on much a lower level. Rather than increasing the abilities of the user, it prevents them from becoming exhausted. It should also be noted that there is no noticeable physical difference while this technique is active.
• Duration: 10 posts.


___S t a g e ○ T w o [2]
Kaiser Crown
Rank: D :: Simple
Description: The practitioner will thrust their head at the opponent at a slight downward angle with great force and speed. Direct collision is enough to crack boulders and bones without much recoil. Against harder materials, if not protected by an Armor technique, the practitioner will likely become dazed or completely stunned.

Crumbling Overhead
Rank: D :: Simple
Description: The practitioner “faints” a high straight punch, while actually turning their arm in such a way as to drop a powerful blow onto the top of the opponent’s head instead.

Sudden Straight
Rank: D :: Complex
Description: After sending a surge of chakra through their arm, the practitioner is able to deliver a swift and precise straight punch to the target. Because of the chakra boost, the strike is quick enough to completely surprise most unprepared or inexperienced opponents, while still maintaining that standard meaty power.


___S t a g e ○ T h r e e [3]
Elbow Bolt
Rank: C :: Simple
Description: The practitioner will thrust or swing their elbow at the opponent with great force and speed. The collision is enough to break boulders and bones without much recoil. Against harder materials, if not protected by an Armor technique, the user will probably break their own elbow too!

Guillotine Drop
Rank: C :: Simple
Description: The practitioner stretches their leg almost completely straight up, and then drives it back down with incredible force and speed. The collision is enough to break boulders, bones, and even cause damage to untempered metals. Against harder materials, if not protected by an Armor technique, the practitioner will probably break their own foot!

Iron Backhand
Rank: C :: Complex
Description: Using a surge of chakra to purposely startle the body, the practitioner looses a quick and powerful backhanded strike to the target. The chakra pulsed through the body allows this particular attack to be delivered when others would be too slow to deal with something such as a sneaking opponent, but also maintains the force needed to crack or break bones.

Meaty Punch
Rank: C :: Training
Description: The second step toward developing the ideal face breaking punch; using stepping motion and momentum to “swing into” the hit. In a sense, this is a method similar to properly slugging a baseball bat. Just make sure that you haven’t forgotten about keeping your balance!


___S t a g e ○ F o u r [4]
Breaking Lariat
Rank: B :: Simple
Description: A clothesline variation where the practitioner charges the opponent, attempting to slam their arm semi-diagonally against the target’s neck and chest, while applying downward force to smash them into the ground.

Golem Missile
Rank: B :: Simple
Description: The practitioner dashes at an opponent, jumps off the ground, and delivers a straining dropkick. The damage inflicted by this attack is almost always the same, but the leg strength of the practitioner is what best determines the distance and speed they travel after getting off the ground.

Invigorating Armor
Rank: B :: Armor
Description: An advanced Armor technique that was actually developed by a struggling young practitioner of The Kaiser Fist. This technique, like Stimulating Armor, allowed him to maintain his peak physical potential; however it also moderately increased his physical attack and defense. While active, he was noted of generating a thin aura of chakra.
• Duration: 8 posts.


___S t a g e ○ F i v e [5]
Liger Bomb
Rank: A :: Simple
Description: While making use of an Armor technique that increases physical strength, the practitioner attempts to grab an opponent with both hands, leap up, and rework positioning while in midair. During descent, the practitioner ( assumed to have more raw physical power ) manipulates their positioning so that the opponent will crash into the ground first. Even with only minor height, the impact is more than enough to break stone, bone, and metal alike. The technique is sometimes referred to as “a death sentence.”

Kaiser Fist
Rank: A :: Complex
Description: The astounding technique that the style is named after. While making use of an Armor technique that increases physical strength, the practitioner winds up to deliver a devastating full frontal punch. Although it requires the boosts of an Armor, additional chakra, and time to focus the energy ( 1 post ), the final result of the strike drastically outweighs the preparation. Full contact, even when blocked, could shatter every bone in a grown man’s upper torso!

Bulky Punch
Rank: A :: Training
Description: The final steps toward developing the ideal power punch; throwing a precise and heavy strike without creating too much of an opening in one’s own defenses. The method of accomplishing such a task varies from person to person, and can often only be detailed by the individual in question. Because of this, it can be said that each master, or Kaiser, of this style are unique even though their techniques technically do not vary.

Bolstering Armor
Rank: A :: Armor
Description: A highly advanced Armor technique developed by a battle master of The Kaiser Fist for when he needed an extra boost to pull through or turn around a fight. Just as previous techniques, this Armor prevents exhaustion, however it also grants a moderate boost to all physical aspects of the practitioner, and even restores a good deal of physical stamina. While active, the practitioner generates a crackling aura of color.
• Duration: 8 posts.


___S t a g e ○ S i x [6]
Kaiser Cannon
Rank: S :: Complex
Description: While making use of an Armor technique that increases physical strength, and after molding additional chakra around their arms, the practitioner brings both hands together overhead, and then brings them back down with absolutely earth-shattering force. Although it requires the boosts of an Armor, additional chakra, and time to focus the energy ( 1 post ), the final result of the strike drastically outweighs the preparation. Full contact, even when blocked, could shatter the sides of mountains. This technique also consumes the remaining duration of the active Armor.

Kaiser Armor
Rank: S :: Armor
Description: The original Armor technique developed by the greatest master and originator of The Kaiser Fist style. This Armor revitalizes the body, prevents exhaustion, and greatly increases all physical aspects of the practitioner. While active, the practitioner generates an almost electric aura of chakra.
• Duration: 4 posts.
 
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