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Posted: Sun Jun 03, 2012 5:24 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: Sun Jun 03, 2012 5:39 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. (Though you can learn all of them if you want) • As the practitioner progresses in stages, they become more agile. Each stage gives a slight increase to agility. ___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. K onoha 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: Sun Jun 03, 2012 5:43 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: Sun Jun 03, 2012 6:08 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: Sun Jun 03, 2012 6:21 am
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Posted: Sun Jun 03, 2012 6:26 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 each stage mastered. Stage OneThe 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 TwoThe 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 ThreeIn 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 FourIn 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 FiveIn 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 SixThis 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 SevenThis 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.
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Posted: Sun Jun 03, 2012 6:39 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. • Each Stage gives a slight boost to Strength. 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: Mon Jun 04, 2012 10:01 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. [i ]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.
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