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The Six Realms Sage: A Naruto Roleplay

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Come join for some seirous and fun role play, come to chalenge yourself or make friends, You think your good enough? 

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Noble Negative J3T
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PostPosted: Sat Dec 08, 2012 4:04 pm


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.

• Genin cannot go above [ Stage Four ] in any one Style.
○ Chuunin cannot go above [ Stage Five ] in any one Style.
___( Whence the Jounin rank has been reached, this limitation is removed. )

Taijutsu techniques come in two variations- Simple and Complex.
They are two very bland yet very important terms.
___Simple: Taijutsu techniques that do not require chakra.
___Complex: Taijutsu techniques that require chakra.





DESCRIPTION OF THE MOVES
________________________________________________________________________



--Chisokuken [Speeding Fist]

This Taijutsu style was originally developed by a Taijutsu Sensei of Kumogakure. Using lightning as a natural village element, he inspired on its magnificence to create a style that blended the energy and speed that is possible of the body to create a taijutsu style capable of fighting at extremes that rivaled the fury of the heavens.

-

--Rakanken [Enlightened Fist]

The Rankanken style is based on the concept of power- How it is wielded effects the outcome of any conflict. Soft, hard, strong, weak. These factors are the core of a battle, and practices of the Rakanken style seek to achieve the perfect balance in order to decimate their foes. Relying on their power not merely to defeat but crush their foes, jutsu of Rakanken are not only powerful, but brutal.

-

--Gōken [Strong Fist]


A style that came from the village hidden in the leaves, Strong Fist is an all-around style that consists of powerful leg hits coupled with rushing a foe, using the momentum gained by attacks to overwhelm foes. Carrying Konoha Spirit, fighters with the Gōken style are despised by others for their relentless combos and adaptive nature, for this style was based on a simple idea. Working hard.

-

--Seishou Kentou [Energy Boxing]

A style that was developed by the Shodaime Kazekage of Sunagakure no sat, Energy Boxing is an offensive style that includes powerful punches and blasts of ninjutsu energy, enough to crush bolders or burn skin. This style consists of what the Kazekage embodies, determination. By determination and waiting for a perfect chance to strike the user is able to go with quick powerful hit's, or release energy blasts from their fists.

-

--Kyuuten no Kumori (Shadow of the Heavens)

Description:
Around the time that shinobi began to gather at the place that is now known as Konohagakure, 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.

-

--The Sazanami (Ripples on Water)


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

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

___Notes:
• Training is usually done in attempts to learn each level’s footing.

-

--Seikon biggrin runken Fist

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.

-

--Tame Za Kyokudo


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

-

--Reikō Resshūken


Description: The Reikō Resshūken is an elegant fighting style, which utilizes one's speed, strength, and chakra control. It is considered to be the strongest, most-elegant, style in existence. It relies on fast footwork and focuses on fending off all of the enemies' attacks with the arms while using the legs to counterattack with powerful kicks. By adding chakra to this style. There are three levels to master within this style, once completely mastered, simple hand to hand combat, and sword strikes become ineffective

-

--Iwagakure no Taijutsu


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

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

-

--Kanjo-Tekina Ikari


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

-

--Black Leg Style


Description: It is designed to free the use of one's hands and prevent them from being damaged during a battle. As a result, practitioners tend to drop into certain stances in which their upper body portions particularly the arms the are most relaxed, such as placing their hands inside their pockets or crossing their arms together across their chest and only puts them into action whenever the event requires them to do certain maneuvers such as handstands, which aren't prohibited. As a fighting style, Black Leg Style boasts a wide and impressive array of kicks, coupled with super acrobatic skill make it a very versatile fighting technique, allowing the members to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks.


-

--Pi Qua Quan


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

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

___Notes:
• As the practitioner progresses in stages, they become more flexible.

-

PostPosted: Sat Dec 08, 2012 4:08 pm


Chisokuken [Speeding Fist)]

This Taijutsu style was originally developed by a Taijutsu Sensei of Kumogakure. Using lightning as a natural village element, he inspired on its magnificence to create a style that blended the energy and speed that is possible of the body to create a taijutsu style capable of fighting at extremes that rivaled the fury of the heavens.


Name: Kitai [Anticipation]
Type: Taijutsu
Sub-type: Chisokuken
Rank: D
Orientation: Defensive
Cost:
Effects: The user will focus on an opponent, watching closely for any movements. Their bodies reactions will increase as long as they remain motionless, allowing them to respond quicker to attacks. This cannot be used to make attacks faster, though this move may aid in finding an opening. This jutsu cannot be used immediately, and must be used one turn before gaining the benefits.

Name: Taren-Ken [Multi-Punch)]
Type: Taijutsu
Sub-type: Chisokuken
Rank: D
Orientation: Offensive
Cost:
Effects: The ninja will release a barrage of fist blow, seeking not to strike as hard as possible but rather as much as possible, each strike weak on its own but together a powerful flurry.

Name: Taren-Kikku [Multi-Kick]
Type: Taijutsu
Sub-type: Chisokuken
Rank: D
Orientation: Offensive
Cost:
Effects: The ninja will release a barrage of kicks, seeking not to strike as hard as possible but rather as much as possible, each strike weak on its own but together a powerful flurry.

Name: Kūtenryu [Racing Charge]
Type: Taijutsu
Sub-type: Chisokuken
Rank: C
Orientation: Offensive
Cost:
Effects: The ninja will gather chakra into their legs in order to blast forward at a target, running like a bolt of lightning directly at a foe, hoping like a bullet to ram into them. Their speed adding to the collision, but makes this a difficult move to control and nearly impossible to turn with.

Name: Tadayō [Drift]
Type: Taijutsu
Sub-type: Defensive
Rank: C
Orientation: Defensive
Cost:
Effects: The Shinobi, like with Kūtenryu, will draw chakra into their legs. This time, however, it will be released in short controlled bursts, enhancing their speed in order to weave back, forward, and side-to-side. This will allow the ninja to make their way through groups of foes, dodge as barrage of projectiles, and defend against simultaneous attacks. May be maintained for two chakra instead of one per turn.

Name: Bōsekitade [Spinning Heavy Blow]
Type:
Sub-type:
Rank: C
Orientation: Offensive, Defensive
Cost:
Effects: A technique in which the user will rotate their body at high speeds, releasing punches and kicks at anyone near them. Foes nearby will be caught off-guard by the sudden rotating blows, enhanced by the momentum caused by spinning. This technique is useful for facing groups.

Name: Kiwamaruiki [Extreme Acceleration]
Type: Taijutsu
Sub-type: Chisokuken
Rank: B
Orientation: Supplementary
Cost:
Effects: This taijutsu breaks the limits of the user's speed, enhancing their reflexes and mobility to extremes. This high increase in their agility will allow them not only to run fast but beyond the point where normal perception may keep up with them, allowing the user to essentially surround the enemy, moving from place to place in a blink of an eye striking from any point. However, as grand as this technique is, it is also extremely tiring, requiring a three chakra maintaining cost instead of one point.


Name: Bōsekifūsha [Spinning Windmill]
Type: Taijutsu
Sub-type: Chisokuken
Rank: B
Orientation: Offensive, Defensive
Cost:
Effects: Similar to Bōsekitade, Bōsekifūsha is utilized in the air. The user will be launched into the air, for whatever reason, and began to cartwheel in mid-air. Moving faster and faster, this exponential increase will cause them to become deadly rotating blade that will then fling itself at an opponent.

Name: Zanzō [Afterimage]
Type: Taijutsu
Sub-type: Chisokuken
Rank: B
Orientation: Supplementary
Cost:
Effects: A taijutsu that allows one to produce a "Copy" which mimics the user's movements, created by the speed that allows one to move their body at such a rate in which it seems like they are in two places. This image will be manipulated in accordance with the original's movements. Thus, moving to point A and then to B, their will appear to two ninjas at both points. And because the user moves at such a speed that it is difficult to observe, foes will be unable to easily tell the real one. The afterimage will be destroyed if touched, but will regenerate moments later. This jutsu must be utilized with either Kiwamaruiki, Tadayō, or similar jutsus. This technique does not require a maintaining cost. This technique ends when the jutsu required for it does.


Name: Rakurainiau [Struck by Lightning]
Type: Taijutsu
Sub-type: Chisokuken
Rank: A
Orientation: Offensive
Cost:
Effects: This jutsu is not complicated- The Ōgi of the Chisokuken-ryu, Rakurainiau simulates the speed of a lightning bolt, gathering an immense amount of chakra around their body to fling themselves at an opponent, be they below, above, or level. This sudden abrupt movement seems to defy the very concept of friction, with the user aiming at a central point, such as the head, heart, stomach- Perhaps even the groin. Regardless of the target, the user will race beyond natural speed to strike them with a single attack- a two finger strike, resembling Jyuken, upon a foe which will take all the gathered force.

Noble Negative J3T
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Noble Negative J3T
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PostPosted: Sat Dec 08, 2012 4:21 pm


Rakanken [Enlightened Fist]

The Rankanken style is based on the concept of power- How it is wielded effects the outcome of any conflict. Soft, hard, strong, weak. These factors are the core of a battle, and practices of the Rakanken style seek to achieve the perfect balance in order to decimate their foes. Relying on their power not merely to defeat but crush their foes, jutsu of Rakanken are not only powerful, but brutal.



Name: Ōshi [Bull]
Type: Taijutsu
Rank: D
Orientation: Offensive
Cost:
Effects: A taijutsu that relies on the weight, size, and muscle of the body to knockdown a foe. The user will rush at an opponent, ungracefully slamming into them without an ounce of mercy.

Name: Taka [Falcon]
Type: Taijutsu
Rank: D
Orientation: Offensive
Cost:
Effects: The ninja will throw themselves into the air, rising above an opponent. The ninja will then use the momentum of gravity and weight to fall upon an opponent, striking downward as they fall upon a foe with their elbow.

Name: Uma [Horse]
Type: Taijutsu
Rank: D
Orientation: Offensive
Cost:
Effects: A jutsu that gathers force by utilizing chakra to propel one's leg, this technique will cause a kick to spring forward like a hammer, knocking the breath of their opponent if not their blood.

Name: Tsūten Kyaku [Bruising Sky Leg]
Type: Taijutsu
Rank: C
Orientation: Offensive
Cost:
Effects: This Tai move is a powerful downward kick, crushing whatever happens to be in it's way. The user will first lift their leg, be it on the ground or while above an opponent, and then swing in a downward arc, the concentrated strength impacting sharply on whatever the foot happens to come into with, making it a threatening move.

Name: Kigai [Strong Spirit]
Type: Taijutsu
Rank: C
Orientation: Defensive, Supplementary
Cost:
Effects: A shielding jutsu, this move uses the energy from the individual skin cells upon the body to create a thin layer of chakra over them. This added chakra skin will lighten any blow struck, making the user take less damage and feel less pain. Because of the jutsu, however, the user's body is more difficult to move, and will remain so as long as this jutsu is maintained.

Name: Kumōretsu [Violent Bear Rage]
Type: Taijutsu
Rank: C
Orientation: Offensive
Cost:
Effects: A greater form of Ōshi, Kumōretsu utilizes chakra projected the feet similarly in the manner of water-walking to shoot the user forward at an enemy like a fired bullet. The ninja will gather the chakra upon their soles before stomping forward, thrusting their first forward and utilizing the gathered momentum to increase the power of their punch.

Name: Hayaburakka [Peregrine Falcon Drop]
Type: Taijutsu
Rank: A
Orientation: Offensive
Cost:
Effects: This is a rather shatteringly destructive jutsu which is essentially a superior for of Taka, but utilizes the supplementing ability of Kigai in order to improve the attack. The user, like with Taka, will leap above an opponent, positioning their body head first at an enemy as they begin to fall. While doing so their body will project the chakra skin, both causing the air to slide off the user allowing them to fall faster, but also protecting the user from any damage sustained from the crash. The user will dive headfirst at a foe, seeking to ruthlessly headbutt them into the ground.

Name: Zōgenni [Elephant Strengthen]
Type: Taijutsu
Rank: A
Orientation: Supplementary
Cost:
Effects: This is a special technique that uses Chakra to temporary expand the muscle of the body, specifically those of the arms and legs. This increase in the body's muscle sells will greatly improve the user's strength, allowing them go beyond their previous limits.

Name: Ryukujiku [Dragon Crush]
Type: Taijutsu
Rank:A
Orientation: Offensive, Defensive
Cost:
Effects: This jutsu focuses chakra into the ground and performs a powerful stomp. This will cause a tremor beneath the earth, causing it to shatter beneath him abruptly, causing a miniature quake. This attack will cause the ground around an enemy to collapse, as well disorient him. If this kick is instead used directly upon a foe, it will easily break bones when it strikes.

Name: Ragunsha [Nirvana Tank]
Type: Taijutsu
Rank: S
Orientation: Offensive
Cost:
Effects: Nirvana is the expelling of unhealthy emotions, also called a "Release of Sin". Those who strive for enlightenment seek to master this ability- In Rakanken, one who is able to achieve that level power is able to also fight at a level beyond that of normal ninjas. The Rakanken master will draw his chakra to his hands, focusing them to the flat of his hands. The user will then strike at the opponent with twin open-palm strikes. Upon impact, the chakra will surge into an enemy's body with the force of a tank shell, shattering ribs. This technique is at such a power that even blocking it may permanently cripple them.
PostPosted: Sat Dec 08, 2012 4:28 pm


Gōken [Strong Fist]


A style that came from the village hidden in the leaves, Strong Fist is an all-around style that consists of powerful leg hits coupled with rushing a foe, using the momentum gained by attacks to overwhelm foes. Carrying Konoha Spirit, fighters with the Gōken style are despised by others for their relentless combos and adaptive nature, for this style was based on a simple idea. Working hard.

Name: Dainamikku Entorii [Dynamic Entry]
Type: Taijutsu
Sub-type: Gōken
Rank: D
Orientation: Offensive
Cost:
Effects: The user springs at an enemy at high speeds, striking with a lightning fast kick. Best used at an enemy's blindside, giving them little chance to respond.

Name: Dainamikku Akushon [Dynamic Action]
Type: Taijutsu
Sub-type: Gōken
Rank: D
Orientation: Offensive
Cost:
Effects: The user will leap forward at an enemy and begin releasing a combination of quick, hard-hitting punches. Like Dynamic Entry, it gives little change for an enemy to react.

Name: Senpū [Leaf Whirlwind]
Type: Taijutsu
Sub-type: Gōken
Rank: D
Orientation: Offensive
Cost:
Effects: This user will spring forward at an opponent, rotating their body in mid-air to perform a round-house kick. This attack utilizes to momentum of gravity and spinning to give surprise their enemy with a powerful kick.

Name: Reppu [Violent Leaf Whirlwind)]
Type: Taijutsu
Sub-type: Gōken
Rank: D
Orientation: Defensive
Cost:
Effects: A counterattack in which the ninja uses a low spinning kick on the ankles to make its enemy fall while they are running, using their momentum against their opponent.

Name: Shōfū [Leaf Rising Wind]
Type: Taijutsu
Sub-type: Gōken
Rank: C
Orientation: Offensive, Defensive
Cost:
Effects: The user will duck to the ground beneath an opponent, typically in response to an opponent's own attack or taking advantage when they are distracted. They will spring upward releasing a powerful kick, typically enough to launch an enemy into the air.

Name: Dai Senpū [Great Leaf Whirlwind]
Type: Taijutsu
Sub-type: Gōken
Rank: C
Orientation: Offensive
Cost:
Effects: This jutsu is the evolution of the Senpū, in which the user performs an even more furious 360º kick that moves at insane speed, making it faster then Senpū and better served to react to enemies.

Name: Konoha Kage Buyō [Leaf Shadow Dance]
Type: Taijutsu
Sub-type: Gōken
Rank: C
Orientation: Supplementary
Cost:
Effects: A technique often used after Shōfū, the user will move at high speeds below an opponent as they're in the air, as if becoming their shadow. Because the move is used so quickly after the enemy is launched into the air, it gives them almost no time to counter, allowing the user to proceed to strike with ease.

Name: Gōriki Senpū [Leaf Strong Whirlwind]
Type: Taijutsu
Sub-type: Gōken
Rank: B
Orientation: Offensive
Cost:
Effects: The final evolution of Senpū, the user will rotate even more furiously by gathering chakra into their limbs before striking, making the spinning blows not only lightning fast but packing quite a bunch. An ideal move against multiple enemies.

Name: Konoha Raiken [Leaf Thunderfist]
Type: Taijutsu
Sub-type: Gōken
Rank: B
Orientation: Offensive
Cost:
Effects: The user will use this while in mid-air, beginning to spin at high speeds in order to obtain a furious momentum before driving down upon an enemy with a rotating fist.

Name: Seishun Furu Pawā [Springtime of Youth Full Power]
Type: Taijutsu
Sub-type: Gōken
Rank: A
Orientation: Offensive
Cost:
Effects: The user will let out a grand battle cry of joy before performing a full frontal assault on an enemy. Typically begun with Shōfuu, the user will rise above an enemy in mid-air and gather a large quantity of chakra to their leg, raising upward before releasing it in a downward kick, which will send an enemy crushing to the ground in a great flash of light, making it a powerful attack.

Noble Negative J3T
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Noble Negative J3T
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PostPosted: Sat Dec 08, 2012 4:39 pm


Seishou Kentou [Energy Boxing]

A style that was developed by the Shodaime Kazekage of Sunagakure no sat, Energy Boxing is an offensive style that includes powerful punches and blasts of ninjutsu energy, enough to crush bolders or burn skin. This style consists of what the Kazekage embodies, determination. By determination and waiting for a perfect chance to strike the user is able to go with quick powerful hit's, or release energy blasts from their fists.


Name: Zen Fukku (Right Hook)
Type: Taijutsu
Sub-type: Seishou Kentou
Rank: D
Orientation: Offensive/Defensive
Cost: 2
Effects: This jutsu is one of the most basic jutsu in the arsenal of the user's of Seishou Kentou. This jutsu has the user adopt a hunched stance with his fists in front of his chest, when going into combat the user moves forward and strikes towards the enemy's head or chest with his right hand, but keeping the left hand at body level to be able to defend.

Name: Nibai Fukku (Double Hook)
Type: Taijutsu
Sub-type: Seishou Kentou
Rank: D
Orientation: Offensive
Cost: 3
Effects: This jutsu is very similar to the Zen Fukku technique, the player adopt's Seishou Kentou's stance and moves into combat. After closing in on the opponent the user strikes with his right hand towards the head or body while the left hand strikes at the opposite choice of the right arm.

Name: Sanjuu Kiru (Triple Kill)
Type: Taijutsu
Sub-type: Seishou Kentou
Rank: D
Orientation: Offensive
Cost: 5
Effects: Sanjuu Kiru is a variation of the Nibai Fukku technique in it's usage of more then one strike in a row. This attack uses the user into the Seishou Kentou battle stance, and like the others requires the player to move in to close quarters against the opponent. Once in close quarters the user strikes hard with his right arm then striking with his left, if the right arm connects or misses makes no difference, as the right arm strikes upwards for an uppercut against the opponents jaw.

Name: Hayai Dageki (Quick Strike)
Type: Taijutsu
Sub-type: Seishou Kentou
Rank: C
Orientation: Offensive
Cost: 5+2 per extra strike
Effects: While the strikes of Seishou Kentou are usually very strong they can also be very fast. This attack uses the body's ability to use chakra to make their fists strike faster, in a form of a cheap stimulent so to say. Entering the boxing stance the user channels chakra into his arm's and strikes extremely fast and can continue to strike as long as the user floods power to his arms.

Name: Genjuu Ude (Strong Arm)
Type: Taijutsu
Sub-type: Seishou Kentou
Rank: C
Orientation: Offensive
Cost: 7
Effects: An evolution of the Zen Fukku technique this attack proves that there is only one thing you should fear more then the right hook, the left hook. This jutsu is achieved using the same concept as the Hayai Dageki attack by focusing chakra into a single arm. Going into the boxing stance the user feints with their right arm and strikes with the left hand, upon impact the user releases the chakra stored in his arm to achieve a strong bone breaking attack.

Name: Zanzou (Afterimage)
Type: Taijutsu
Sub-type: Seishou Tentou
Rank: B
Orientation: Supplementary
Cost: 8
Effects: This jutsu is one that is not directly offensive compared to the other jutsu in Seishou Tentou. This jutsu concentrates on the user's footwork. By focusing energy in their leg's like in the Hayai Dageki technique the user moves forward at great speed, causing an afterimage like effect behind the user as they move. However at moving such a speed this jutsu is hard to control movement.

Name: Saidai Taihou (Maximum Cannon)
Type: Taijutsu/Ninjutsu
Sub-type: Seishou Tentou
Rank: B
Orientation: Offensive
Cost: 10
Effects: This jutsu is a combonation effort of both ninjutsu and taijutsu, the jutsu starts out with a set of hand seal's, after the hand seals are complete the user performs the steps for the Genjuu Ude attack but instead of releasing the chakra as a physical strike the user fires out a large blast of chakra from their fist.

Name: Saidai Sanjuu Taihou (Maximum Triple Cannon)
Type: Taijutsu/Ninjutsu
Sub-type: Seishou Tentou
Rank: A
Orientation: Offensive
Effects: This jutsu is the most destructive of all in the Seishou Tentou style, the jutsu starts with a set of hand seal's, once the hand seals are finished the user charges forward with chakra charged into both arm's. Once close enough the user strikes in quick succession with three strikes, each one possessing the strength of the maximum cannon.
PostPosted: Sat Dec 08, 2012 4:48 pm


Kyuuten no Kumori (Shadow of the Heavens)

Description:
Around the time that shinobi began to gather at the place that is now known as Konohagakure, 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 at the cost of more chakra for each story

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 at the cost of more chakra for each story

___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).
• This technique doesn't require much chakra.

___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.

Noble Negative J3T
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PostPosted: Sat Dec 08, 2012 4:53 pm


The Sazanami (Ripples on Water)


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

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

___Notes:
• Training is usually done in attempts to learn each level’s footing.


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

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


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

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


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

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

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

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


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

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

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

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

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

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


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

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

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


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

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

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

Ripples on the Water
Simple :: S Rank
A series of very fine strikes that cause no visible damage, but lock joints and prevent the escape of the opponent by slowing them to a near standstill. After the joints unlock, all movements still cause a great deal of pain until the affected rests out of battle or is healed.
PostPosted: Sat Dec 08, 2012 4:56 pm


Seikon biggrin runken Fist

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.

___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.

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

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

Jazz Hands
Training :: Rank C
As with Crazy Legs, Jazz Hands is meant to increase the fluidity and speed of the practitioners hand movements.

___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. Stamina and reflexes are increased.

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

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

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

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

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

Enlightened Drunkenness
Training :: Rank S
Difficult, yet for the Master Drunk, essential. The practitioner of this style is able to, once true drunken enlightenment and zen-like status have been bestowed upon him/her, induce a perpetual drunken or tipsy state by sheer force of will~
• Techniques no longer require alcohol to perform.

Noble Negative J3T
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PostPosted: Sat Dec 08, 2012 4:59 pm


Tame Za Kyokudo


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


Stage One: E-Ranked

Description: Still being a fresh student to the style the user is only about the same speed as a normal shinobi, and reflexes haven't changed at all.
Abilities: none
Graduation Requirements: Rapid repeats of savage attacks, reflexes trained by putting yourself in danger by throwing weapons at yourself, Crushing trees, stones, and people.
Techniques:
○ Resu Tame Taibu
Description: This is a technique where the user takes the normal stance, once the user does they instantly throw a quick jab with the front fist as the enemy come toward the user, this is just a bluff, or to slightly stun the enemy, as the user throws this fist they will bring their back fist level with their shoulder, and then instantly slam it into the enemy.
Special Techniques:

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


Stage Two: D-Ranked

Description: This stage in the training the users strength has dramatically increased, and is able to put large cracks in oak trees. Reflexes are slightly better, but faced with a greater shinobi the user will be dominated against.
Abilities: none
Graduation Requirements: none
Techniques:
○ Tsuyoi Senkou
Description: In the original stance the user will swing his leg upward toward the enemies head with his leg slightly limp at close range, this is to hook the foot around the enemies head and throw him downward with the force behind the kick.


Stage Three: C-Ranked

Description: As in strength the user hasn't really progressed, but the users reflexes have improved to where they can deflect or block a hit easily, but if more than one attack comes at once the user will be hit.
Abilities: none
Graduation Requirements: none
Techniques:
○ Kire Ono
Description: In the original stance the user will quickly bring their leg upward over the enemies head and bring it down apon the top of their head with much force, enough to make the enemies head slam into the ground.


Stage Four: B-Ranked

Description: At this stage the user is able to snap a tree in half with a single blow. The users reflexes are enough to block, deflect, or counter several blows at once.
Abilities: none
Graduation Requirements: none
Techniques:
○ Hyoushi Tentou
Description: Catching the enemies punch the user will move the fist to the side of the user and throw their elbow into the enemies head with enough force to knock them off their feet.

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


Stage Five: B-Ranked

Description: At this stage the users strength has not changed much, but the reflexes of the user has risen dramatically to where they can block, deflect, or counter the enemies attack the instant it is thrown
Abilities: none
Graduation Requirements: none
Techniques:
○ Rinten Atemi
Description: As the enemy approaches the user, they will slid their forward foot beside the enemies and slid it to the side bringing them off balance, after so the user will with rotate around the enemy and bring their knee up to the back of the enemies head.

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


Stage Six: A-Ranked

Description: At this stage if ever achived the user can crush boulders with a single hit, as for the users reflexes the user is able to block, deflect, or counter mulitpule attacks, at the moment they are thrown
Abilities: none
Graduation Requirements: none
Techniques:
○ Saidohandou
Description: In the original stance the use will wait till the enemy is right at them, and swiftly sling their leg at the enemies legs bringing the crashing to the ground, but before the enemy can hit the ground the user will bend downward and kick backwards and up toward the enemies head hitting them into the air.

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


Stage Seven: S-Ranked

Description: This stage is almost unheard of to any shinobi, the only person ever know to achieve this level was the original master. At this level the user's speed has increased dramatically, also the strength of the user has greatly increased.
Abilities: none
Graduation Requirements: all other stages learned
Techniques:
○ Tejina Kinpaku
Description: With this technique the user will focus chakra through out every part of there body, then making a coating around their body the chakra will combine with their muscles, making the user three times a fast and strong. The only draw back to this technique is afterwards the user is
almost completely useless.
(Last for five post)
PostPosted: Sat Dec 08, 2012 5:03 pm


Reikō Resshūken


Description: The Reikō Resshūken is an elegant fighting style, which utilizes one's speed, strength, and chakra control. It is considered to be the strongest, most-elegant, style in existence. It relies on fast footwork and focuses on fending off all of the enemies' attacks with the arms while using the legs to counterattack with powerful kicks. By adding chakra to this style. There are three levels to master within this style, once completely mastered, simple hand to hand combat, and sword strikes become ineffective


Stage One: E-Ranked

Description: In the first stage of the Reikō Resshūken, the pupil trains the speed of his/her reflexes to be able to react, before the mind has time to process a thought. This gives the pupil the ability to counter attacks almost instantly using only instinct. The point of this is to make it near impossible to catch the user off guard. In the first stage, the user is also training the strength & speed of their upper body, making it easier to parry, or deflect oncoming strikes, leaving a wide opening for a devastating counter strike. When using stage 1, the user is also able to inflict damage upon a target through their block, causing the targets limbs to go numb. Speed is increased beyond average for their rank.


Abilities: Beginning athletic build, beginning conditioned striking surfaces.
Graduation Requirements: Train a physical training/conditioning regiment and practice the techniques for 5 posts (conditioning and techniques in same post). Physical training will include stretching(1), running(2), pushups(3), squats(4), and situps(5).
Techniques:

○ Hensa [ Deflection ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. This is a simple technique in which the user will simply deflect oncoming taijutsu strikes, though of course only if their opponent is at their rank. The user will use their; hand's, forearm's, elbow's, knee's, and shins to divert the oncoming strikes direction to avoid damage, while also leaving the target completely open for a counter strike.

○ Mukankaku Tentou [ Numbing Counter ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. This is yet another simple technique in which the user will block using their; forearm's, elbow's, knee's, and shins to block. Upon making contact with the opponents strike, the user can inflict numbing damage to the limb being used to attack by the target. If not medically treated within 3 post's, the target will lose use of that limb for the remainder of the fight

○ Se Undoushinkei [ Torrent Reflexes ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. This is the most powerful maneuver in stage 1 of this style, in which the user's body will gain a blinding burst of speed; making hand to hand strikes, swordplay strikes, and projectile attacks almost ineffective. If Stage 2 of this style isn't mastered, then one cannot attack while in this state.
○ Genin - 4 post | 4 time per fight
○ Chunin - 8 posts | 8 times per fight
○ Advanced Chunin | Jounin - 12 posts | 12 times per fight
○ Kage | Sanin - 16 posts | 16 times per fight


Stage Two: D-Ranked

Description: In the second stage of the Reikō Resshūken, the pupil is taught to posses what is known as 'fluid' movement. Meaning now they are training to be able to not only block and evade, but to also deliver severe strikes with swift fluid and flawless motions in response to their opponents attack. When training in stage two of this taijutsu style, strength is increased drastically, leaving the user the ability to shatter bones with a successful strike.

Speed is also increased, making it hard for anyone that isn't taijutsu class to simply dodge, once they are countered and left open for attack. Stage two of this style was created to break guards, meaning that simply trying to block a strike from a Reikō Resshūken user, with anything other than; a special blade, or defensive jutsu, will result in severely broken bones for the target.

Once this stage is mastered, the user is able to create afterimage clones using pure speed. Though they cannot physically harm an opponent, they serve as a great distraction. Speed and strength are above average for a ninja of their rank.

Abilities: Faster and more fluid movements as well as much better athletic build and striking power.
Graduation Requirements: The user needs to train for 5 posts doing another physical regiment as well as learn the new techniques. The physical regiment is ballistic stretching(1), Weight running(2), clap pushups(3),and jumping squats(4)

Techniques:
○ Yanagi Tsuppari [ Willow Thrust ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. This technique was created to follow up some of the technique's from stage 1, creating a two movement combo. The user will either block or deflect an oncoming strike, leaving the target wide open, in which the user will then spin in the opposite direction [ counter clockwise ], and deliver either a devastating elbow, or shin kick to the targets temple. This strike is capable of cracking skulls upon impact.

○ Yanagi Muchuu [ Willow Stun ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. This technique was created to follow up some of the technique's from stage 1, creating a three movement combo. The user will either block or deflect an oncoming attack, leaving the opponent wide open, upon which the user will swiftly turn into a leg sweep which will leave the target slightly air born. The user will then move their right leg above the falling target, and bring it down with impressive force taking the opponent to the ground. This will leave the opponent stunned and unable to move for a count of 2 post's. You must allow 1 counter/dodge post before completing this technique.

○ Butou Yanagi [ Dancing Willow ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. This technique was created to follow up the Se Undoushinkei [ Torrent Reflexes ]. Once the special technique from stage 1 is in effect, the user is now also able to deliver strikes; with extreme precision, blinding speed, and impressive force as if preforming an elegant dance, while still swiftly evading. Each strike capable of breaking guards, and shattering bones.


Stage Three: C-Ranked

Description: In the third and supposed FINAL stage of the Reikō Resshūken, the pupil is taught chakra & weight manipulation/control. Meaning that now the user is training to be able to adjust the weight of the limb being used to strike using chakra & chakra manipulation/control. Thus drastically enhancing the strength of the strike, while still maintaining its blinding speed.

The user can adjust the weight of a strike from that of normal, to a max of 1 ton. Speed is maintained as the user will preform an attack, then seconds before the strike is set to land, the user will then adjust the weight of the limb to that of 1 ton [ any weight between normal & 1 ton ] using pure chakra. Then by readjusting the weight [ chakra ] to normal, the user can maintain both speed & balance.

A element can now also be infused into a strike to enhance its strength or effect. Users of the Reikō Resshūken, can also attack the joints within the body using chakra, causing them to shut down with each one hit. Stage 3 of the Reiko Resshuken only consumes chakra if the technique hits the opponent. Strength is above average for a ninja of their rank.

Abilities: Flashy speed, improved powerful punches, hard to pass defense.

Graduation Requirements: The user will still practice a physical regiment, but this MAY BE the last time they will do it. They will run while carrying boulder over their head(1), use same boulder and do clap pushups(2), hold the boulder above them for jumping squats(3), hold boulder while doing hanging situps(4), kick boulder with shin non stop until it shatters(5)

Techniques:
○ Assai Shindou [ Crushing Impact ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. The user will slam both their fists into the ground, as a cloud of dirt and dust/debris will rise from the ground. Then through the cloud of dirt/debris the user will appear before the opponent with blinding speed, adjusting the weight of his/her knee drowning it with chakra, before then slamming his/her knee into the targets chin sending them into the air [ cannot auto-hit ]. Once the opponent is in the air the user will then appear above the target, bringing both his/her fists above their head, before then striking the opponent to the ground capable of leaving a crack in cement. The user will then finish the combo by landing on the targets chest or back, as the ground beneath the target is obliterated under the force, this technique will leave the target on the verge of death if no armor, or defensive jutsu is used to lesson the impact. If the initial knee connects, there is no stopping the rest of the combo, unless a defensive jutsu above B-rank is being used [ Defenses must be pre-activated ]

○ Sugi-zou Rasshu [ Afterimage Rush ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. The user will take stance, while coding their feet with chakra, adding more speed to their already advanced speed. Then in a blinding burst of speed, will lunge forward toward the opponent. Then seemingly vanishing, five afterimage clones will appear, surrounding the target each preforming an attack, one after another. The attacks coming from the afterimage clones are harmless, mainly meant to confuse the target, as each strike will fade out just before impact. The real user will appear simultaneously above the target, while adjusting the weight of his/her leg to 1 ton, before then slamming their calf into the targets head with unforgiving force. Due to the speed, and confusion of the attack it is extremely difficult to dodge unless the opponent possesses a Doujutsu. This technique is capable of permanently damaging a target.

○ Tsugime Gentai [ Joint Failure ]
Description: This is a technique unique only to shinobi, that use the Reikō Resshūken. This is the final, and most powerful technique within stage 3. The user will code their index and middle finger with chakra, then strike one of the targets joint's. With each joint hit, the target losses all control in that limb for the remainder of the fight unless medical treatment is gained.


Stage Four: B-Ranked

Description: Now the user has decided to expand on the style. The user has been in great physical shape and understand how to maintain it, they can more focus on the finer points of the art. This stage is used to develop the defensive part of this style meaning they greatly improve speed and accuracy of strikes. Also, they are introduced to and begin practicing some of the onorthodox strikes and movements.

Abilities: Greatly improved speed, timing, and smooth defensive parries.

Graduation Requirements: For 5 posts the user goes through a forest and every time they touch a branch they throw a kick to the trunk, being whatever kick is available to it at the time. They use their speed to imitate the oncoming branches as punches as to practice their parries and counter attacks. For at least 2 of the times, they have to use a spinning side kick.

Techniques:
○ Spinning side kick
Description: This kick involves their knowledge of shifting, moving, and mechanics making a versitle as well as powerful kick. A spinning version of the side kick, it adds to the power and speed to the strike making one that is difficult to block.

○ Hook Kick
Description: This is a move that is easy to hide as its chamber looks just like the side kick. Instead of shifting a direct line into the opponent, the user hooks and swings their hips (almost a backwards round kick) and brings their heel around to connect with a powerful whip like kick to a weak point of the opponent.

○ Punching Fissure Barrage:
Description: The user punches now look like cobra strikes and can quickly and effectively deliver 3 punches in a second. The best part of this skill as it does not ruin the flow of the styles kicks.


Stage Five: B-Ranked

Description: The user has now fully developed their understanding of mechanics and momentum, but cant always put their full knowledge to practice. Their movements are now fluid and fast with greatly improved timing and speed.

Abilities: Almost perfect timing with counter attacks, improved fluidity during offense and defense.

Graduation Requirements: User needs to (for 5 posts) use all their techniques on a tree until the tree falls as well as spar with someone for another 10 posts.

Techniques:
○ ”Every-day stance”
Description: The user has now gotten so accustomed to their movements that there is no real stance to this style anymore. They can user whatever they need to get their techniques to work.

○ Spinning Hook Kick
Description: The user can now use the spinning motion associated with the hook kick. Just like last time, the chamber looks the exact same as a spinning side kick making this kick too easy to hide. Also with the added momentum, the kick is very powerful.

○ Jumping Techniques
Description: The user is now comfortable enough with all the previous techniques to utilize them while jumping to either close the distance or just change it up on the opponent. Little to no power change happens due to their understanding of mechanics.


Stage Six: A-Ranked

Description: The user can now put their understanding of mechanics and motion into practice almost at a whim. Also, their body is hardened enough and muscles loose enough that their movements are fast ballistic snaps that are hard to defend against. The power obtained during this stage makes them a very dangerous foe for people especially those untrained. This stage practices on the body binding and off balancing of the opponent to make their strikes really hit home.

Abilities: Improved reflexis and timing, speed is more refined as well as a slight increase in power.

Graduation Requirements: User needs to use every previous technique twice on a tree, and every technique in this stage 3 times. Then the user needs to spar someone for 15 posts.

Techniques:
○ Fissure Kick Status
Description: The users techniques are now officially called Fissure kicks. They are fast and powerful and most opponents hate defending against them much less getting hit by them.

○ Fissure Kick Combo:
Description: In almost a blink of an eye, the user throws a front punch, back punch, back straight knee, a front hook punch quickly followed by a front round kick, a back punch quickly followed by a back leg fissure round kick. With so many strikes, the opponent can be easily overwhelmed and connected with multiple attacks.

○ Low lying Fissure Kick sweeps
Description: The user is now proficient enough to off balance their opponent with timed strikes and sweeps to take away their base and frame, then crush it with a single powerful blow.

○ Fissure Kick Axe Kick
Description: The user uses their leg like an axe that raises and falls using the heel as the striking surface. The kick is powerful enough to create a crater in the ground. It is used mostly when an opponent is on the ground, or to try to drop the opponents hands with a powerful kick to a nerve or muscles.


Stage Seven: S-Ranked

Description: The users body is now a model of strong, wirey muscle. The user is in excellent shape and can now fight many opponents for long periods of time. Their techniques make people want to cry, pass out, or wish for death. The opponent feels as if the users techniques literally cut them in half, making the name “Fissure” a reality. Their techniques are near blurs and very difficult to defend against.

Abilities: near unmatched fluidity and timing, fissure causing strikes.

Graduation Requirements: The user needs to do 20 posts of intense physical training, 10 posts of jumping through a forest and practicing their techniques, and a 15 posts sparring with a partner of a A rank taijutsu or higher.

Techniques:
○ Fissure Kick God strike
Description: One of the most feared techniques in all of the land, the user throws a powerful Fissure round kick into the opponents leg causing them to fall and with the same side hand does a hook punch connecting with the jaw, twisting the neck causing it to snap.

○ Fissure Kick Crusher:
Description: The user whips an open palm strike to the opponents ear. Then with the other arm, elbows the temple while weighting the head with the open palmed strike. Then for the finally, the user pulls their body in and delivers a crushing back knee to the opponents solar plexus.

○ Fissure Kick Final Wave
Description: The fastest combination in the entire style. The combination starts with a front punch, a back punch, then a back leg fissure round kick to the neck of the opponent. This combo happens in a half a second

Noble Negative J3T
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Noble Negative J3T
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PostPosted: Sat Dec 08, 2012 5:08 pm


Iwagakure no Taijutsu


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tokken [ Tackle Charge ]
Simple :: Rank B
As the name would suggest, this technique is a powerful shoulder thrust. The user rushes forward, aims his shoulder to his target, and attempts to break through anything in his way. ("I'M THE JUGGERNAUT, b***h!" Trolololololololol.)

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

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

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

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

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

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

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

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

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

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

Ishi Suji [ Stone Muscle ]
Simple :: Rank S
Through their vast training sessions, the user’s skin has become tempered and tough, and this technique further manipulates that fact. Before the user is hit by an oncoming attack, they will stop dead in their tracks, flexing their muscles. During this momentarily ironed out state, the user is capable of withstanding most any attack and brushing it off as if it were nothing.
• Can only be used twice per battle
PostPosted: Sat Dec 08, 2012 5:13 pm


Kanjo-Tekina Ikari


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


Stage One: Hate (E-Ranked)

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

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

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

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


Stage Two: Envy (D-Ranked)

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

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

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

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

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

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


Stage Three: Fury (C-Ranked)

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

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

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

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

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

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


Stage Four: Sorrow (B-Ranked)

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Activation Time: 30 Posts (MAX) - DEATH

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

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

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

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

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

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

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

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PostPosted: Sat Dec 08, 2012 5:42 pm


Black Leg Style


Description: It is designed to free the use of one's hands and prevent them from being damaged during a battle. As a result, practitioners tend to drop into certain stances in which their upper body portions particularly the arms the are most relaxed, such as placing their hands inside their pockets or crossing their arms together across their chest and only puts them into action whenever the event requires them to do certain maneuvers such as handstands, which aren't prohibited. As a fighting style, Black Leg Style boasts a wide and impressive array of kicks, coupled with super acrobatic skill make it a very versatile fighting technique, allowing the members to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks.


Stage One: C-Ranked

Description: The pupil is just now beginning his training under the style. He should know how to manipulate Chakra around his legs to make more lethal and deadly in battle. This stage requires a good amount of Regular Technqiues are Genin Level Special Technqiues Beginner Chuunin Level.
Abilities: none
Graduation Requirements:
Techniques:
○ Kubi Dageki [ Neck Strike ]
Description: A kick to the neck and the user does it whilst still on the ground.

○ kata Dageki [ Shoulder Strike ]
Description: A downward kick targeting the opponent's shoulder, meant to knock them off balance or drive them into the ground.

○ Abara Dageki [Ribs Strike]
Description: Dropping down into a one-handed handstand position, the user kicks the opponent hard in the ribs, this attack is usually followed by Hikui Ura Dageki.

○ Hikui Ura Dageki [Lower Back Strike ]
Description: Commonly used as a combo attack with Abara Dageki, using the momentum from the Abara Dageki attack the user [ still in a handstand ] spins around in the opposite direction to deliver a fast kick to the opponent's lower back.

○ Hitsu Dageki [ Chest Strike ]
Description: A stabbing kick straight into the opponent's chest.

○ Ashi Dageki [ Legs Strike ]
Description: Running at the opponent the user delivers a sweeping kick to the knee caps, the opponent is either send flying or slammed to the ground as a result.

○ Mouton Shot [ Face Scorcher ]
Description: One of strongest single kicks, and a common finishing move. The user starts by jumping or flipping into the air and then channels all his might into one leg to deliver a kick to the opponent's mid-section, or sometimes their head, that sends them flying.


Stage Two: B-Ranked

Description: The pupil now can attain a great level of Chakra control both external and internal increasing the strength behind his kicks. Regular Technqiues are Chuunin Level and Special Technqiues are Beginner Jounin Level.
Abilities: none
Graduation Requirements: none
Techniques:
○ Sanjuu Kagai [ Triple Assault ]
Description: The user does a series of back flips towards his opponent before using his hands for one final push to launch him towards and opponent's face where he delivers several fast kicks.

○ Koukuu Izumi Tama [ Flying Spring Shot ]
Description: Often used as the final blow in a series of attacks, the user lands on his hands underneath an opponent's chin, then uses both hands to spring upwards to deliver a blow to the opponent's chin with both feet.

○ Ikkou Takushi Ashige Keiro [ Party Table Kick Course ]
Description: An attack for fighting against large groups, the user jumps into the air and lands on the head of one of the opponents in a hand stand. He then spins around rapidly to deliver a savage kick to the face of anyone within range. After he runs out of targets, he dismounts and kicks the person he was spinning on.

○ Kushi [ Skewer ]
Description: The user jumps over the top of his opponent and aims one leg directly downwards towards the opponent. He then drops downwards while spinning like a drill to spear his opponent with his extended leg.

○ Kuro Taido Ashige [ Anti Manner Kick ]
Description: Thought to be strongest single kick attack, only used when the user's really, really mad. He gathers all the power he can muster and delivers a massive vertical kick by lifting one of his legs a full 180 degrees in the air. This attack is aimed at the very center of the opponent's torso [ front or back ] and is almost always enough to defeat any opponent with one shot.

○ Kujiku [ Crush ]
Description: Another finisher, the user leaps high into the air and starts flipping over rapidly to gain speed, then he brings the heel of his foot down on the opponent's head.


Stage Three: B-Ranked

Description: This stage of the training becomes most serious since they will be learning a trait that earlier members created themselves. You must have a high level Chakra control. Regular Technqiues are Jounin Level and Special Technqiues are Beginner Anbu Level.
Abilities: none
Graduation Requirements: none
Techniques:
○ Santen Kire [Three Point Cut ]
Description: The user throws three powerful near-simultaneous roundhouse kicks with one leg to the opponent's throat, chest and stomach, striking them with the entire length of his leg.

○ Niban Wari Kire [ Second Rate Slicer ]
Description: The user does a running jump and kicks with both legs into an opponent's stomach.

○ Fukumen Tama [ Veal Shot ]
Description: Another one of strongest finisher attacks, leaps into the air and sweeps his leg forward to land a powerful kick to the center of the opponent's torso.

○ Mata Shinme [ Thigh Shoot ]
Description: A hard kick to the thigh that sends the opponent flying.

○ Saikou Kurai Kire [ Highest Grade Slicer ]
Description: A barrage of hard kicks launched at multiple directions, this move must be performed at close range. However, due to the monstrous force that the user can deliver while administering his kicks.

Stage Four: A-Ranked

Description: This stage shows how the pupil is growing gradually but has gained a great increase in Chakra control which is why they are able to withstand powerful attacks towards there legs and are more powerful than average. Making your legs more powerful Offensively and Defensively.
Abilities: none
Graduation Requirements: none
Techniques:
○ Mikiraika [ Leg Resistance ]
Description: After being trained in both defense and attack the user legs have become more prone to oncoming attacks and is able to react much quicker giving him a better reaction time in battle.

○ Shijin [ Leg Speed ]
Description: After being trained in both defense and attack the user legs have become use to moving at a fast pace so you are able to run faster than you normally would.

○ Rishikazu [ Leg Strength ]
Description: After being trained in both defense and attack the user legs have become stronger being able to lift heavier objects with ease.


Stage Five: S-Ranked

Description: A state of Black Leg Style that is not often reachable to most. Needing an astounding deal of Chakra control as well as Martial Arts, the Mastery of these skill allows the previously known techniques to require slightly less Chakra Control. The Masters of the Black Leg Style have been known to be those of ranks such as S-Rank, Village Leader, and Kage.
Abilities: none
Graduation Requirements: all other stages learned
Techniques:
○ Akuma Ashi [ Devil’s Leg ]
Description: In this technique, the user spins rapidly, causing his legs to heat up so much that they turn red. Where he uses air friction to set his leg on fire, adding extreme heat to the impact of his kicks. In this form the user, due to the high temperature, has more speed, more strength, and the ability to burn his opponents.

○ Ookami Kire [ Wolf Silencer ]
Description: The user will run straight in and then duck down then send a powerful kick straight up hitting his opponent in the chin sending them flying into the air.

○ Ichiban Wari Kire [ First Rate Slicer ]
Description: The user does a running jump and kicks with both legs into an opponent's stomach rapidly various times, but Akuma Ashi's heat greatly increases the power.

○ Saikou Kurai Kire [ Highest Grade Slicer ]
Description: The user leaps into the air and launches a fierce barrage of flaming kicks, the light from the attack and the speed at which it is delivered makes it look like one big fire blast.

○ Yakedo Irodori [Fried Assortment ]
Description: A completely re-vamped version of the original Yakedo Irodori. Jumping high into the air, the user delivers three simultaneous kicks in three directions [ left, right, and forward ] while in Akuma Ashi mode, resulting in flames spiraling towards the target at the point of impact.

○ Honoo Tama [ Flaming Shot ]
Description: In the air [ sometimes several feet from the ground ], the user kicks the side of an opponent's head with his foot [ or the middle of their torso ] and Akuma Ashi's heat greatly increases the power, usually with explosive effect. The target is usually kicked downwards, causing them to come crashing into the ground.
PostPosted: Sat Dec 08, 2012 5:45 pm


Pi Qua Quan


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

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

___Notes:
• As the practitioner progresses in stages, they become more flexible.

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

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

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

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

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

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

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

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

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

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PostPosted: Thu Dec 13, 2012 11:05 pm


DESCRIPTION OF THE MOVES
________________________________________________________________________



--Chisokuken [Speeding Fist]

This Taijutsu style was originally developed by a Taijutsu Sensei of Kumogakure. Using lightning as a natural village element, he inspired on its magnificence to create a style that blended the energy and speed that is possible of the body to create a taijutsu style capable of fighting at extremes that rivaled the fury of the heavens.

-

--Rakanken [Enlightened Fist]

The Rankanken style is based on the concept of power- How it is wielded effects the outcome of any conflict. Soft, hard, strong, weak. These factors are the core of a battle, and practices of the Rakanken style seek to achieve the perfect balance in order to decimate their foes. Relying on their power not merely to defeat but crush their foes, jutsu of Rakanken are not only powerful, but brutal.

-

--Gōken [Strong Fist]


A style that came from the village hidden in the leaves, Strong Fist is an all-around style that consists of powerful leg hits coupled with rushing a foe, using the momentum gained by attacks to overwhelm foes. Carrying Konoha Spirit, fighters with the Gōken style are despised by others for their relentless combos and adaptive nature, for this style was based on a simple idea. Working hard.

-

--Seishou Kentou [Energy Boxing]

A style that was developed by the Shodaime Kazekage of Sunagakure no sat, Energy Boxing is an offensive style that includes powerful punches and blasts of ninjutsu energy, enough to crush bolders or burn skin. This style consists of what the Kazekage embodies, determination. By determination and waiting for a perfect chance to strike the user is able to go with quick powerful hit's, or release energy blasts from their fists.

-

--Kyuuten no Kumori (Shadow of the Heavens)

Description:
Around the time that shinobi began to gather at the place that is now known as Konohagakure, 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.

-

--The Sazanami (Ripples on Water)


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

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

___Notes:
• Training is usually done in attempts to learn each level’s footing.

-

--Seikon biggrin runken Fist

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.

-

--Tame Za Kyokudo


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

-

--Reikō Resshūken


Description: The Reikō Resshūken is an elegant fighting style, which utilizes one's speed, strength, and chakra control. It is considered to be the strongest, most-elegant, style in existence. It relies on fast footwork and focuses on fending off all of the enemies' attacks with the arms while using the legs to counterattack with powerful kicks. By adding chakra to this style. There are three levels to master within this style, once completely mastered, simple hand to hand combat, and sword strikes become ineffective

-

--Iwagakure no Taijutsu


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

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

-

--Kanjo-Tekina Ikari


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

-

--Black Leg Style


Description: It is designed to free the use of one's hands and prevent them from being damaged during a battle. As a result, practitioners tend to drop into certain stances in which their upper body portions particularly the arms the are most relaxed, such as placing their hands inside their pockets or crossing their arms together across their chest and only puts them into action whenever the event requires them to do certain maneuvers such as handstands, which aren't prohibited. As a fighting style, Black Leg Style boasts a wide and impressive array of kicks, coupled with super acrobatic skill make it a very versatile fighting technique, allowing the members to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks.


-

--Pi Qua Quan


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

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

___Notes:
• As the practitioner progresses in stages, they become more flexible.

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