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Posted: Sat May 05, 2012 12:28 am
Taijutsu Styles Fight with all your might!

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)
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Posted: Sat May 05, 2012 12:38 am
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Posted: Sat May 05, 2012 1:13 am
Konohagakure no Taijutsu As random as leaves in the wind___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. ___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.
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Posted: Sat May 05, 2012 1:19 am
Haraise The ravaging beast within ___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 :: D-Ranked 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 :: D-Ranked 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 :: C-Ranked 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 :: C-Ranked 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 :: B-Ranked 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 :: B-Ranked 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 :: A-Ranked 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:: A-Ranked 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:: S-Ranked 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 :: S-Ranked 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.
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Posted: Sat May 05, 2012 1:33 am
Taijutsu Leaf Style
Official Leaf Village Taijutsu
Description: A style which has a wide option of jutsu, but the true style is depended by the person. Some will use the range, and some will use up close. Leaving this style to be really bring out the individuality of the user.
Academy Student
Sennen Goroshi [One Thousand Years of Pain] Description: An end-all Taijutsu maneuver involving just the first two fingers of each hand extended together and then driven into the a** of the ninja's opponent. Surprising and painful, this technique not only inflicts damage, but also thoroughly humiliates the ninja's opponent. Anyone with fingers and no morals can use this technique. A variation of this jutsu is also used with a kunai and explosive tags.
Dainamikku-Entori [Dynamic Entry] Description: This is simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Youjitsuba [Spitting Toothpick] Description: A Taijutsu technique where the ninja spits a toothpick out of their mouth. Attacking in this manner, while the enemy is normally focusing on your hands, provides a small element of surprise, but with much more effectiveness when used following a distraction.
Genin
Asshou [Pressure Palm] Description: This is a taijutsu technique where the ninja drives their fist into their opponent while they are on the ground, crushing and grinding them into the earth. With impressive strength, this technique could be quite devastating.
Fuma Kage Shuriken no Jutsu [Wind Shuriken Shadow Windmill] Description: This attack uses a Fuma Shuriken (a big, aerodynamically designed shuriken with curved blades). The user throws 2 shurikens at the opponent; however, one is hidden just beneath the first one, creating a perfect shadow. The opponent believes that only one shuriken is thrown, so after dodging it, the second shuriken appears from the blind spot, surprising the opponent, and possibly damaging him/her.
Haridoku [Poison Needles] Description: A taijutsu technique involving several chutes strapped along the ninja's arm, loaded with poison-tipped needles attached to strings. The strings are tied to the loaders in the back of the chutes that house the needles, which the ninja draws back in attack. Upon release, the loaders shoot forward, snapping the strings and firing the needles at the ninja's enemy.
Harisuzu [Bell Needles] Description: A taijutsu technique where the attacker attaches bells to needles to mislead the enemy into reacting to sound instead of movement. In this way, one or many needles with bells can be thrown, quickly followed by regular needles that would catch the opponent off guard when they react to the sound. Even if the bell needles miss, they cans till be used to mislead the enemy into reacting to sound by attaching strings to the bells, allowing the attacker to create the distraction of sound at any time during the fight, opening their opponent up for another attack.
Hayabusa Otoshi [Peregrine Falcon Drop] Description: The attacker grabs a falling opponent by their ankles, wraps his legs around their waist, and drives them head first into the ground.
Houshou [Crushing Fist] Description: A taijutsu technique where the ninja palm strikes their enemy, hurling them away. With impressive strength, this technique could be quite devastating. This move is capable of knocking an opponent approximately 30-40 feet back.
Kage Buyou [Leaf Shadow Dance] Description: An attack which on its own does pretty much nothing yet can inflict great damage when in combination with other jutsus. This jutsu is an aerial set-up, meaning the enemy has to be in the air for it to fully function. Once in the air, the shinobi positions himself just below the opponent while in the air. Thus, the ninja becomes their opponent's shadow, leaving the opponent unable to escape from a follow-up attack.
Konoha Daisenpu [Leaf Great Whirlwind] Description: A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended planned ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past your opponent and have a chance to react before they can mount a significant counter-attack.
Konoha Reppuu [Leaf Violent Wind] Description: This is a very simple, yet effective technique, which can be used for anybody who comes charging with a direct attack. Using his leg, the shinobi swipes the attacker's feet off the ground by moving his dominant leg across the opponent's feet, tripping him. This sends the opponent flying away from the defender in an awkward position, and probably smashing into another object such as a tree.
Konoha Senpuu [Leaf Spinning Wind] Description: This taijutsu attack uses a combination of speed, strength, and the element of surprise. It is a perfect move to link up with other aerial attacks. For this taijutsu, the ninja first disappears using a really fast movement. The opponent, obviously, is totally confused. However, seconds later, the attacking shinobi appears just below their opponent, and by raising his dominant leg, kicks the enemy right on the chin. This would send the victim flying up into the air. The attacker can then proceed with an even more devastating follow-up attack. Leaf spinning wind is very hard to dodge, since the movement is so fast the opponent won't probably know about the attack until he gets kicked and is already high up in the air.
Renge Lotus Description: Renge, a series of high-speed hand-to-hand combat moves. Because of its high speed and power it requires a lot of stamina and it strains the muscles. Should be used with caution.
Shou-Geki-Shou [Rising Impact Palm] Description: A Taijutsu technique where the ninja lifts up their opponent with one arm, retracts, and then drives their palm upward into their opponent, hurling them into the air. With impressive strength, this technique could be quite devastating.
Shoushitsu [Knee Strike] Description: A Taijutsu technique where the ninja braces against the ground and drives a powerful knee into their enemy, hurling them away. With impressive strength, this technique can be devastating.
Tokken [Tackle Charge] Description: A Taijutsu technique where the ninja shoulder charges their enemy, driving them away or even into something stable. With impressive strength, this technique can be quite devastating.
Tsutenkyaku [Painful Sky Leg] Description: This is basically just a kick down from the air, where the user (if gifted with an amazing amount of strength) uses their power to create an earthquake like effect and massive destruction to the surrounding area.
Chuunin
Bunshin Kaiten Kakatou Otoshi [Clone Spinning Heel Drop] requirement's:[Shadow Clone Technique] Description: Bunshin Kaiten Kakatou Otoshi is a taijutsu technique that can be truly devastating. The attacker first uses Kage Bunshin no Jutsu [Shadow Clone Technique] to create several clones. These clones and the user launch themselves into the air and begin to somersault. They then come spinning down, slamming their heels onto the target's shoulders and head.
Bunshin Taiatari [Clone Body Blow] Requirement: [Shadow Clone Technique] Description: The user quickly creates a shadow clone above them, who dives at the target using a burst of chakra. Best used in combination with some kind of charging attack, this can sometimes be used to catch the opponent off-guard.
Haritsuba [Spitting Needles] Description: A taijutsu technique where the ninja spits needles out of their mouth. Attacking in this manner, while the enemy is normally focusing on your hands, provides a small element of surprise, but with much more effectiveness when used following a distraction.
Hien [Flying Swallow] Description: Using chakra to extend the blades of the user’s blades, the user charges almost directly at their opponent with movements so swift it almost seems like they are flying. This usually results with a near-fatal blow across the chest to the target.
Konoha Gouriki Senpuu [Leaf Herculean Whirlwind] Description: A taijutsu technique where the user spins with all of their strength and delivers a powerful, spinning, heel kick, blasting their opponent back. This kick can also be used to disarm an opponent since this kick is powerful enough to easily knock a weapon out of the opponent's hand. It is a much stronger version of the Konoha Daisenpuu [Leaf Great Whirlwind].
Konoha Shofu [Leaf Rising Wind] Description: Using quickness and agility, the user will do a swift upwards kick at his opponent or at a weapon his opponent is wielding thus knocking it out of their hand or grip.
Midare Senbu [Chaos Fan Dance] Requirement: A fan Description: The user attacks the enemy with their fan, thus launching them into the air. They then throw their fan behind the enemy and disappear, reappearing behind the enemy. Finally, they grab the fan and strike the enemy headfirst into the ground.
Sakura Fubuki no Jutsu [Sakura Blizzard Technique] Description: The user hurls several kunai at their opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. The user merely has to throw another kunai with an explosive tag to ignite them, thus catching their opponent in an immense explosion.
Shishi Rendan [Lion Combo] Description: A Taijutsu technique following the Kage Konoha Buyou [Shadow Leaf Dance], putting both the ninja and their opponent in the air, giving the attacking ninja the advantage. Four separate blows are delivered: a roundhouse kick, followed by a powerful backhand blow, followed by a driving blow to propel them towards the ground faster, and finishing with a hard-hitting axe kick into the ground, reinforcing the blow. This technique puts a great deal of strain on the user's body, which is why it is concluded that it is not a technique one could come to rely on.
Yanagi no Mai [Dance of the Willow] Description: To perform this technique, the user must have two blades in their hands. The user can then use these blades to stab, slice, or even impale their target in the movements similar to that of dancing. With quick movements and fast jabs, this is a formidable dance.
Jounin
Isshi Resshin [One-fingered Earthquake] Description: A taijutsu technique that only the strongest ninjas can accomplish. With just one finger, the ninja can merely tap the ground and create an enormous split in the earth before them. Of course, with this strength, one finger could do more to the enemy directly, but this incorporates physical power and range into an attack.
Sanin
Omote Renge [Front Lotus] Requirements: Konoha Senpuu [Leaf Spinning Wind] / Konoha Buyou [Shadow Leaf Dance] / The ability to open the first of the Hachimontonkou [Eight Celestial Gates] Description: A forbidden Taijutsu technique (Kinjutsu) that is truly disastrous to both the user and their target. To perform this technique, the ninja must first be able to open the Initial Gate, the first of the Hachimontonkou [Eight Celestial Gates] that limit the amount of chakra a person's body can release in combat. Normally, the human body uses only twenty percent of the power of its muscles. Opening this gate allows the ninja to use thirty percent of that power, putting more strain on their muscles. This technique utilizes the Taijutsu skill Kage Konoha Buyou [Shadow Leaf Dance], sending the opponent airborne and then paralleling them self with their shadow. At this point, bandages from the ninja's arms are wrapped around the opponent, constricting them and leaving them defenseless as the attacking ninja spins violently into the ground, crushing their opponent.
Asa Kujaku [Morning Peacock] Requirements: The Ability To Open The Sixth Of The Eight Celestial Gates Description: Asa Kujaku is a taijutsu technique which is without any doubt the strongest Taijutsu attack. The user first opens the sixth gate Keimon, or possibly the first six gates, which gives him access to an enormous amount of chakra. Using this tremendous burst of power and speed, he will approach his opponent in a distinctive stance. When near enough, he will kick his opponent and launch them into the air. He will then strike them multiple times, causing the distinctive peacock fan to develop. His opponent will then fall back to the earth, covered in the strike's aura.
Shin Ura Renge [True Reverse Lotus] Requirements: Konoha Senpuu [Leaf Spinning Wind] / Kage Konoha Buyou [Shadow Leaf Dance] / The Ability To Open The Sixth Celestial Gate Description: This advanced, more destructive version of the Renge requires the opening of the Sixth Gate, with a correspondingly higher cost to the user. Then Shin Ura Renge begins with the user kicking the opponent into the air, proceeding with the opening of the sixth gate. Once the sixth gate is open, the user launches him/herself into the stunned opponent constantly attacking them with speed so fast that the naked eye will only see light beams passing through the opponent.
Ura Renge [Extreme Lotus] Requirements: Konoha Senpuu [Leaf Spinning Wind] / Konoha Buyou [Shadow Leaf Dance] / The Ability To Open The Life Gate (Third Of The Eight Celestial Gates) Description: Another forbidden Taijutsu technique (Kinjutsu) that is truly disastrous to both the user and their target. To perform this technique, the ninja must first be able to open the Life Gate, the third of the Hachimontonkou (Eight Celestial Gates). Opening this gate allows the ninja to use fifty percent of their muscle power instead of the normal twenty; thus, putting even more extensive strain on their muscles. This dangerous technique normally causes the user to suffer permanent muscular damage after the attack is used. Like the Omote Renge (Initial Lotus), this technique utilizes the Taijutsu skill Kage Konoha Buyou (Shadow Leaf Dance), sending the opponent airborne, but without paralleling their body. Instead, with the incredible increase in strength and speed, the ninja bats their floating opponent around with a series of incredibly quick and powerful blows, moving so quickly that they cannot be caught by mere human eyes. Once the initial damage is dealt, before the ninja's muscles give out, they wrap the bandages around their left arm around the waist of their opponent and deliver a single set-up blow. As they advance towards the ground, the ninja then jerks them back up with the bandage, and at the same time, drives their right fist and boot into them, driving them back down to the ground.
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Posted: Sat May 05, 2012 10:52 am
The Hachimon (The Eight Celestial Gates)  Description:The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies. Rock Lee is able to open the first five gates. Might Guy, who taught Lee the skill, is able to open at least seven. Kakashi can open at least one gate, as shown during Kakashi's one-handed rock climbing where a shot of his brain shows the relevant point activating, as well as in his usage of the Front Lotus. The state of having all Eight Gates open is known as Eight Gates Released Formation (八門遁甲の陣, Hachimon Tonkō no Jin; English TV "Eight Inner Gates Formation"). Any shinobi who activates this state will temporarily gain powers greater than a Kage, Unfortunately such power comes at a price, as each subsequent gate is opened, the ninja increases the damage to their body and comes closer to death. For this reason gate opening has been deemed Kinjutsu. If all eight gates are opened, the ninja gains power that surpasses the Hokage at the cost of their own life. Also, even if the ninja opens fewer gates, if they do not strike a finishing blow against their opponent, they will be severely weakened and very defenseless to a counter attack. The user may activate multiple gates at once but may not skip directly to a higher gate.
Regulations: ○ Rigorous: This style consumes two [2] taijutsu slots, and cannot be learned if you possess another rigorous style. ○ Each Gate, upon being opened lasts a total of five posts. ○ Once the effects of each Gate wear off, you have a maximum of three posts to open another. Know that in the posts that follow, you are slightly weakened and slower than normal (1 rank below normal). ○ The Taijutsu Class can open all Eight Gates at the rank of Jounin, & Genin can open up to the fifth gate,Chuunin up to the sixth. Non-tai-class goes at 1 Gate per rank, starting at Academy, & ending with Kage. ○ Please follow the damage chart below: » Gates 1-5 - Gate of Opening: Nerves begin twitching. - Gate of Healing: Complete body rejuvenation. - Gate of Life: Muscle stiffening & overheating. - Gate of Pain: Stress, overheating, & slight muscle tearing during offensive maneuvers. - Gate of Limit: Stress fractures/muscle tearing in limbs involved with offensive maneuvers, overheating. » Gates 6-8 - Gate of View: Any physical maneuver results in limb breakage & muscle tearing, overheating. - Gate of Wonder: Intense sweating due to extreme overheating. Any maneuver that lands a physical blow results in complete shattering of one's limb's skeletal structure. - Gate of Death: Death by skeletal & muscular annihilation. ○ Opening the Eighth Gate, the Gate of Closing, will result in the death of one's rpc after the 5 post Gate limit. ○ Chuunin ranked & above shinobi, of Taijutsu Class do not suffer the effects of gates 1-3. Jounin ranked & above shinobi, of Taijutsu Class, do not suffer the after effects of Gates 1-5.Konin and Sanin ranked shinobi of the Taijutsu Class do not suffer the effects of gates 1-6. Konin ranked & above shinobi, not of the Taijutsu Class, do not suffer the aftereffects of Gates 1-5. ○ Training this style takes ten posts for non-Taijutsu users, and 5 for Taijutsu users--for each Gate. This is a non-reduce-able amount.
Techniques : [1] Gate of Opening (開門, Kaimon) Located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Speed and strength are now double what they normally are.
○ Omote Renge (Front Lotus) Rank: B Description: Omote Renge is a Taijutsu technique which was forbidden due to the strain it puts on a ninja's body. By opening the first of the Celestial Gates, the Initial Gate, the ninja is able to release the restraints in the brain and push the body farther. In Lee's case, he was able to increase his speed and power. To utilize the Omote Renge, Lee first loosens the bandages around his arm. With a quick dash he is suddenly below his target and a quick upward kick sends his opponent skyward. Lee then jumps into the air to place his chest to the back of his opponent. He then wraps his arms and the bandages around his opponent to prevent escape. As the pair begin their fall back to earth, Lee begins to spin downwards at a high rate of speed, driving his opponent head first into the ground. At the last moment Lee himself releases the bandages and jumps to the clear. Though the technique injures his opponent, it also takes its toll on Lee's body as well.
[2] Gate of Healing (休門, Kyūmon) Raises stamina and assists in recovery after being weakened. This does NOT heal major wounds such as stab wounds or slashes. It will however restore the users muscles to their original condition and restore HALF of the users total chakra used.(rounded up to the nearest whole number) This gate is located in the head. Does not provide a speed or strength bonus.
○ Gourai Rensa (Strong Thunder Lotus Chain) Rank: S Description: Gourai Rensa is a Taijutsu technique used by Rock Lee. Lee first opens a celestial gate to increase his speed, he then uses his extending chain weapon to wrap up his opponent and launch them into the air. Lee himself will then launch into the air and begin a barrage of strikes, knocking his opponent back towards the ground. He will then finish them off with a strong strike right into the ground itself.
[3] Gate of Life (生門, Seimon) Body enters Ura Renge phase, turning their body a shade of red. This gate is located along the spine.Speed and strength are now three times what they normally are. Muscles are pushed to their limits in this stage. And a temporary boost of an additional fifty [50] Chakra is granted to the user which is vented out of the body. Capable of deflecting a jutsu with the same or less chakra.
[4] Gate of Pain (傷門, Shōmon) Further increases speed and power to now four times four normal, usage will begin to tear the body's muscles. This gate is located along the spine.
[5] Gate of Limit (杜門, Tomon) Further increases speed and power to a staggering five times the normal speed.At this point it is hard for anyone of Jounin or below rank to even see you let alone counter you. This gate is located along the spine.
○ Ura Renge (Reverse Lotus) Rank: A Description: Ura Renge is a Taijutsu technique which was forbidden due to the strain it puts on a ninja's body. To complete the technique, Lee had to open the first five of the Celestial Gates. By opening the first of the Celestial Gates, the Initial Gate, the ninja is able to release the restraints in the brain and push the body farther. In Lee's case, he was able to increase his speed and power. By opening the second gate, the Heal Gate, Lee was able to temporarily increase his stamina. With the opening of the Third Gate, the Life Gate, Lee's body turns a shade of red and he is able to perform the Ura Renge. When Lee performed the technique though, he also opened the fourth gate, the Harm Gate, and the fifth gate, the Limit Gate. Opening the gates removes the limiters placed on the body, and by opening these gates Lee was given a great increase in power in speed. The technique was forbidden though because as each subsquent gate is opened, the body faces more and more strain. When Lee opened the fifth gate, his muscles began to snap.
To utilize the Ura Renge, Lee will open the first three Celestial Gates. Then, like Omote Renge, he quickly moves beneath the target and kicks them upwards. While in the air Lee will then pummel his opponent throughout the air with high speed Taijutsu attacks to weaken them. Then at the apex of his attack he will strike his opponent in the chest towards the ground. Lee then moves in close to his opponent and attaches his bandage. Lee will then allow his opponent to get some distance, he then pulls his target back to his body and does a hard downward palm strike to their chest causing them to crash into the ground with massive damage.
[6] Gate of View (景門, Keimon) Further increases speed and power to six times normal,and grants an additional one hundred and fifty [150] Chakra is granted to the user and instantly is vented out of the body. Capable of deflecting a jutsu with the same or less chakra. This massive outpouring can cause damage to the surroundings. The user becomes able to use Asakujaku technique. This gate is located along the spine.
○ Asakujaku (Morning Peacock) Rank: A Description: Asakujaku is a Taijutsu technique used by Might Guy. Guy first opens the sixth Celestial Gate Keimon, which gives him access to an enormous amount of chakra. Using this tremendous burst of power and speed, he will approach his opponent in a distinctive stance. When near enough, he will kick his opponent and launch them into the air. He will then strike them multiple times, causing the distinctive peacock fan to develop. The feathers of the fan will be formed by the super-sonic movement of Guy's fists. The high speed creates friction in the air, setting it on fire. This then rends the air into a flaming shockwave which destroys his target. After being struck, the opponent will then fall back to the earth, covered in the strike's aura.
[7] The Gate of Wonder (驚門, Kyōmon) Further increases speed and power to seven times normal, body becomes able to use the Hirutora technique. After opening Kyoumon, blue sweat will begin to pour from the user's body. It then evaporate due to their own heat energy, causing a blue-green aura to appear around their body. This gate is located along the spine.
○ Hirutora (Afternoon Tiger) Rank: (null rank) Description: Hirutora is a Taijutsu technique used by Might Guy. Guy first opens the seventh Celestial Gate Kyoumon, which gives him access to an enormous amount of chakra. Using this tremendous burst of power and speed, he will form the needed hand positions and unleash a punch which focuses a massive amount of air pressure into a single point. This pressure point then explodes in a single instant, causing a massive blast range. Because the technique is Taijutsu and not made of chakra, it can not be absorbed by ninja skilled in chakra absorption.
[8] Gate of Death (死門, Shimon) Further increases speed and power to a staggering eight times the normal , No one other than a Hokage level ninja of the taijutsu class can see you. The user will then unwillingly vent ALL of their remaining chakra.However this power comes at the cost of their own life. This gate is located at the heart. Master Of Taijutsu: Open
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Posted: Sat May 05, 2012 11:20 am
Suiken: Drunken Fist Channel your pathetic drunken nature and use it to bludgeon your enemy! 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]vSlapfest 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 :: Rank 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.
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Posted: Sat May 05, 2012 11:27 am
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Posted: Sat May 05, 2012 11:34 am
The Rare and Beautiful Art of a Controlled Disaster (Ippin Seichuu Sanji)
Hidden Grass official Taijutsu
The Ippin Seichuu Sanji was originally developed by slaves in Grass. It is marked by deft, tricky movements often played on the ground or completely inverted. It also has a strong acrobatic component to it. This style is known for its fluid acrobatic play, where technique and strategy are the key points. The style is marked by the use of feints and subterfuge, and use groundwork extensively, as well as sweeps, kicks, and headbutts.
The acrobatic element to the style comes from the slaves who developed it being handcuffed almost all the time. With their hands in such restrained positions it was essential to learn how to use the legs in the most effective ways as to defeat the guards who watched over the slaves. Because of this the Ippin Seichuu Sanji has attacks that focus on leg based attacks, sweeps, and elbow strikes in place of hand strikes.
The hands though are not considered useless in this fighting style because many of the defensive moves of the style are based on being evasive and using rolls to avoid attacks instead of trying to block them. The hands are also a part of essential acrobatic movements such as cartwheels, handsprings, etc.
Academy
Stage One
Dakai Ichi
Rank - E
To properly learn this style the practitioner is forced to learn it the way it was made; while handcuffed. Normally during all of the spinning, constant movement, and acrobatic attacks the practitioner will want to flail out their arms in an attempt to balance themselves but with the handcuffs in place this becomes extremely difficult and very impractical so it forces the practitioner to learn how to balance themselves without their arms and hands. Not only does this require extreme precision and lots of practice it also demands a high amount of leg strength to perform properly but it is also because of these demands that the style itself becomes truly powerful.
Stage Two Genin
Rank - E
Dakai Ni Still handcuffed the practitioner switches his focus from controlling his movements and making them precise to making them much stronger. The practitioner learns to use gravity to their advantage and make their leg into a lever in which they place all of their weight onto creating leg strikes similar to that of a guillotine. Along with these stronger strikes the practitioner continues to strengthen their body so that it can deal with the complex system of movements that the Ippin Seichuu Sanji provides.
Stage Three Genin
Rank - D
Dakai San Now the practitioner starts to learn a larger range of strikes with the legs. Instead of focusing solely on high acrobatic kicks strengthened by weight and gravity they begin to learn the usefulness of swift and powerful attacks that are close to the ground. Without the aid of an outside force to strengthen these close to the ground attacks they focus on gaining more power from within not only in the legs but in the arms as well. In this stage the practitioner has learned the immense usefulness of their arms as balancers to keep the practitioner going on with their fluid strikes
Stage Four Chuunin
Rank - C
Dakai Si With the previous stages the practitioner has accumulated a lot of strength and power with his attacks which in turns creates the 'Disaster.' The disaster is when the practitioner has too much latent potential behind their attacks to control effectively. This stage focuses on controlling this disaster in order to make it less devastating to the practitioner and more much devastating to the opponent. The more the attacks are controlled the easier it is to go from one attack to the next fluidly
Stage Five Chuunin
Rank - B
Dakai Go After master combat from the air and from the ground the practitioner now focuses on fighting at a mid point, mainly attacking the abdomen of the opponent. The new, what are known as, 'mid-range' attacks require more upper body strength then in the previous levels because the practitioner now goes into a lot of handstands to attack and cartwheels to dodge. A simple way to practice strengthening the arms for this is to hold onto a pole in the ground and holding the body out at a ninety-degree angle from the pole. The practitioner must also work with their body so that they can bend and move at the extreme angles the 'mid-range' attacks call for.
Stage Six Jounin
Rank - A
Dakai Roku With the radical new attacks that come at the mid-range point the practitioner once again goes back to try and make these attacks into more powerful versions of themselves. By gaining more power the practitioner is in a sense tipping the scales in favor of the disaster and not the control and though these attacks may not be as fluid as the others the practitioner has learned to work with the disaster to use it to their advantage when they have no other.
Stage Seven Jonin
Rank - A
Dakai Sichi This is a new and pretty much the final plateau for the practitioners of the Ippin Seichuu Sanji. Reaching this point is marked with the removal of the handcuffs the practitioner has been bound to since the beginning of their training. Once removed the practitioner has a much wider range of movements they can work with training their upper bodies to twist and bend while still supporting the body. Not only does this sort of training require the increase in the fluidness of movement but it also requires a certain level of upper body strength to be used properly. This stage is often referred to as the Liberty stage because the practitioner is give back their freedom.
Stage Eight Sanin
Rank - S
Dakai Hachi The final and most useful stage in the Ippin Seichuu Sanji. In this stage the user takes everything they have learned about attacks and movements in the previous stages and ties them all together which exponentially increases the disaster but at this point the practitioner has the disaster under full control. With the ability to go from the guillotine like high attacks to the sword like midrange attacks to the top like low attacks and the ability to jump from one of these attacks to the next flawlessly the practitioner has become in all senses of the phrase a 'Controlled Disaster.'
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Posted: Sat May 05, 2012 11:35 am
Fire Leg Grass Style
After years of issues having troubles defending themselves at a close range while attacking with yo-yo's, Shiro's family got fed up with it, and started perfecting a close range fighting style that could both defend them at close range, yet keep their hands free to do others things. This style was created from that. This style focuses solely on the legs, with a minor focus on increasing pain tolerance so that when they do get hit, they can easily retaliate.
Style Requirements: Fire element preferred to master, but not required.
Stage One
Rank E
Gaining Balance Stage Powers: At this stage, you simply have the balance to stand on one leg for extended periods. This will come in handy for the later stages. For the most part there isn't much more damage being done than simply kicking someone. Stage Training:Takes 2 posts worth of balance training to complete.
Stage Two
Genin
Rank D
Strength Enhancement Stage Powers: This stage, you increase the strength of your legs so that the power behind them is at least twice that of a normal kick. This can cause some severe bruising or some serious pain, but no fracturing of bones. Users of a higher rank than genin can generally cause fracturing with their kicks at this stage. Stage Training:Takes 4 posts of weight lifting with the legs.
Stage Three
Chunin
Rank C
Pain Tolerance Stage Powers: This is the stage where the pain threshold is increased and a person can take much more pain and continue going on without flinching. They can take a hit equivalent to their current rank in a taijutsu attack without flinching. No damage increase. Stage Training:6 posts worth of taking punches and kicks either from a clone, or from someone else. This can be cut in half if hit by a medic.
Name of Jutsu: Diable Jambe Rank of Jutsu: Chunin for the basics. Higher ranks increases heat. Description: This is a jutsu specific to the Fire Leg style. To perform this jutsu, the user spins at rapid speeds for one full post to increase the friction on one or both of their legs while at the same time forcing fire chakra into the leg they are trying to heat up. Doing so causes the leg to gain an immense amount of heat and can potentially set flammable items on fire. This ability puts a great amount of stress on the leg and so only 4 attacks or 10 posts can be used with this ability before it has to be stopped or risk causing permanent burns to the user's leg and rendering the leg unusable. The base rank causes first degree burns, Jonin can cause second, and Sanin and higher can cause third.
Stage Four
Jonin
Rank A
Further Balance Increase Stage Powers: This stage increases the balance of the user even further, allowing them to not only be able to stand on one leg, but if hit with a counterattack, they will not lose their balance and can easily create a counterattack without regaining their posture. No damage increases occur, but counterattacks can be performed easily. Stage Training:8 posts combining the training for stage one, with attacks from stage 3 to ensure they have the ability to regain composure after being hit.
Stage Five
Sanin
Rank S
Final Strength Gain Stage Powers: This is the final stage, where the user has gained enough strength in the legs to even hold large boulders up with a single leg. This translates to a lot of force behind each kick. This is the point where it can break bone or cause severe internal bleeding. Nothing immediately deadly on it's own. Stage Training:10 posts using training from stage 2, only with much larger weight. Masters of this get a plus 2 to their strength, and a plus 1.5 to their speed.
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Posted: Sat May 05, 2012 11:44 am
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Posted: Sat May 05, 2012 11:51 am
The Denkou Kikku-Kentou (Lightning Kickboxing) Powerful, Lethal, Lightning-fast Style Basis: Hand to Hand Training Method This method works best for those who are taijutsu specialists. This is a style where it is based on leg techniques primarily, although the usage of hands is also used as well, making the two go hand in hand. The upper body focuses on defensive maneuvers. Used as transitions to offensive techniques. While the opponent is subdued by destructive kicks and swift punches. The attacks are swift and powerful, which is how it earned its name "Lightning" Kickboxing. The punches are not what is powerful though, but the kicks are devastating. One is only allowed to learn this after mastering many other disciplines. It is thus considered one of the highest style of hand to hand combat. (must post at least 12 times to master each stage) Movement: The movement is not very readable, but it is known that shinobi in this style have incredible balance, meaning your agility gets a slight increase for two stages mastered. Stage One The first stage is learning basic balance and kicking strikes as well as deflecting with one's arm or hand. This will be key so later stages can be usable without harming one's self. Throughout this style of taijutsu balance is needed. Technique: Rank: D Deflection Skill - The user must be attacked for this to work. Whenever the foe comes at the user with a sword, knife, fist the user uses the back of his hand and knocks it off course, leaving the target breifly open to an attack. Rank: C Drop Axe Kick - The user takes advantage of their flexibility and thier balance, they drop onto their hands and twist their body to first sweep out the legs from beneath the opponent, and the second leg comes down by twisting the body once more and drops an axe kick on their body. This can caused cracked ribs. Stage Two The next stage requires more balanced and is the stepping stone where the kicks are faster. small rapid successions are expected from one in this stage Technique: Rank: D Deflect Kick - When the user is attacked by being punched, or stabbed at with a kunai or sword, the user knocks it aside with the side of their hand and aims a kick at the side that was used to attack, making it very difficult to defend against. Rank: C Double Kick - If an opponent is running at the target, the user leaps slightly in the air, kicking into them twice. The first kick hits the enemy in the stomach which would make them double over, which the second kick connects with their chin, stunning them and sending them flipping backwards. The user would land on one foot, balanced and capable of countering if needed Stage Three In this stage the user has a great balanced, but not quite mastered yet. A method of learning great balanced is usually to stand on the point of a tall tall beam, on one foot, and not moving for long periods of time. The strength of a strike is enough to fracture bones, flexibility and speed are higher from here on out. Rank: C Bullet Kick - The user uses their arm to knock an oncoming punch or stabbed at and leaps onto one foot and launches a volley of powerful kicks into the opponent, up to ten kicks. The speed of the kicks are quite remarkable, though not astonishing. Rank: C Volleying Kick - When the user is around an object such as a large boulder or a tree, they kick it from the base straight up into the air and jumps spinning around and kicks it, launching the object at high speed. This can be useful for a surprise and a follow up combo Stage Four In stage four the user would have amazing balance, but now they start working more in speed and combination skills. In this area is where the real offensive and some counter strikes come into play, showing deadly aim, speed and accuracy. This stage has no actual technique, but a method of training instead to improve skills. The user has roughly five bags filled with rocks or sand, each weighing up to a total of 300 pounds. For several days straight the user trains in the previous stages wearing these bags, one on each leg, arm and one on the chest. The results are very satisfying for once you remove the bags after several days or weeks straight out of training the speed of the individual is greatly enhanced. With this in mind the user is also able to put together combinations of kicks and punches that can not only disarm an opponent but strike them hard almost instantanously. Stage Five In this stage, the user's reflex is tested and enhanced. Speed isn't changed while this stage is being learned but counter attacks play their role. This way one can react efficently and counter with the correct technique. A blow from someone in this stage is capable of breaking bones (not like kaguya or so) and shatter stone. Rank: B Requirements: A rank strength Jaw Smash - When the opponent rushes in with an arm extend or so the user weaves their hand under their arm and drops to one hand and foot, the other hand pulling the opponent down slightly and drives their other foot straight up into their jaw, delivering a devestating blow. With enough force this could break the opponent's jaw or even neck. Rank: B Requirements: A rank strength, A rank speed Wheels of Hell - If the opponent is close enough or when they go to strike, the user gets behind them and grabs their arms, and wraps their legs around the ankles of their opponent locking their legs so they cannot move. Then the user forces, with the opponent, them into a kartwheel, which upon where their heads were to touch the ground the user smashes it into the ground, but using the momentum presses off the ground using the opponent's head as a stand and in midair does another kartwheel and landing smashing the opponent's head once more into the ground, and again using the momentum to launch into the air higher and the user lets go by twisting themselves around and pushes off the opponent, then slams their foot into their back and drives them into the ground. This technique is brutal and one who is caught in this will most likely suffer greatly and possibly with their life Stage Six This stage is when one has truely mastered balancing, and here is where they master the speed and flexibility of their kicks and punches. This stage is the mark where most taijutsu specialists look like nothing in comparison, with the exception of a few. The impact from a hit in this stage is enough to splinter a tree in half. This is where the kicks become as "fast" as lightning. Rank: A Requirements: Speed of A Rank Bullet Barrage - When the user is attacked by the opponent with their hands, the user parrs thier hand off from the inside and launch a fast yet strong jab into their stomach in an upper cut like motion, then quickly follows up with a palm thrust up their chin smashing it and knocking the opponent in the air, but its not over. The user then appears above them aiming a light tap of a kick on their head enough to flip them to where their back is facing them in midair then launches a powerful kick into their back. Rank: S Requirements: S rank speed, A rank strength Chaotic Strike - The user gets into a stance similar to rock lee's. When the user and opponent is close enough, the user sends a kick into their stomach at blinding speed. If the kick connects, the opponent is stunned for a split second, but is launched into a devestating series of kicks and punches through out the body. The power of them is only strong enough to cause bruising, but if consecutative hits land it can become very lethal. The flexibility in this move is very astonishing, as combo hits range from 10 to 200 strikes. After the first blow the user rolls a dice with numbers between 1-6. If the result is even, the user launches anywhere between 10 to 15 kicks and punches at the opponent. If the result is odd, the user lands one blow only which is enough to send the opponent back away from them. The barrage continues to go until 200 is met or the dice shows odd. Stage Seven This is the final stage where the user has fully mastered the other six stages. Their speed, balance, flexibility and power is incredible for the continuous and rigorous training the person had to go through. Here is where the speed is said to be so fast and powerful its how the style gotten the name "lightning" kickboxing. A strike from someone who has mastered this stage is enough to cause a small crator in the ground easily. Rank: S Requirements: S Rank Speed, S rank Strength Lightning Stance Kick - The user stands in a stance waiting for the opponent to come at them. Once the opponent attacks with their fist the user counters with their hand deflecting it to the side and at incredible speed kicks them in the stomach three times with such a force it sounds like lightning hitting the ground upon the final blow. Rank: S Requirements: S rank Speed, S rank Strength, A rank chakra Aura Lightning Kickboxing - The user creates a small sphere of heavily concentrated chakra (if you have raiton then its added) and drops it towards the ground. Just before it hits the ground the user kicks it towards the opponent with such force and speed the ball appears to be a blur and upon impact explodes with deafening force, sounding like a clash of lightning in a savage thunderstorm. Being hit by this is said to be like a death sentence. If the user has raiton chakra the ball is a yellowish gold color, and upon impact large sparks fire out of the explosion shocking anyone near it. In close range if this hits the ball will tear right through the body melting the area around where it struck. The sphere is no bigger then a softball. Master:
Students: - - - - -
Style may only be taught by a master of the style
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Posted: Sat May 05, 2012 11:58 am
The Kaiser Fist Brutal straightforward power! 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. • Armor techniques do not receive learning reductions. • 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. 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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Posted: Sat May 05, 2012 12:16 pm
Kumogakure no Taijutsu Shadow of the Heavens 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. 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:•
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Posted: Sat May 05, 2012 12:22 pm
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