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[Techniques] Taijutsu - Hand-to-Hand Combat

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Feiyimei

Invisible Gawker

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PostPosted: Thu Aug 07, 2014 10:06 am


Taijutsu, essentially empty-handed combat, can be learned by all races, but some techniques are more race-oriented or race-exclusive. Adaptations can be made in the form of custom techniques so long as one can explain how another race that uses spiritual elements in different ways are capable of replicating the effects of the techniques.

Most of these techniques are merely attacks and can be done by simply describing the body movements of the user. However, to make training worthwhile, earning the tag of 'technique' would make the moves much stronger. For instance, one can deal damage by throwing a punch, but one can deal even more damage if the punch is an Ikkostu.

Based on how disproportional the effects of the techniques are compared to the user's Reiatsu level, these hand-to-hand combat techniques have been split in 3 categories: practitioner, expert and master level techniques. The training needed to obtain these techniques is based on their rank unless otherwise specified.

<>

Practitioner
7|10 posts
Expert
11|15 posts
Master
17|23 posts
PostPosted: Thu Aug 07, 2014 10:06 am


General
Available to all races so long as their inherent ability to manipulate spiritual elements permits it.


              PRACTITIONER

            • Handstand Dash
              The practitioner stands on their hands and then uses his arms to move forward at a high speed. It can be used while going up a hill as proof of a high level of stamina for the practitioner. It can also be used to move around when one's feet and legs are occupied.

            • Super Harisen Slipper (スーパーハリセンスリッパ, Sūpā Harisen Surippa)
              The practitioner slaps the target with a slipper. The attack is simple but can still sting even with the flimsiest weapon. It can be adapted to be used with any light-weight weapon. Oftentimes called an introduction to weaponry.

            • Tornado Kick (トルネードキック, Torunēdokikku)
              The practitioner performs an upside-down rotating straddle split, allowing them to deliver multiple kick attacks to a nearby opponent. Capable of dealing an additional damage of 3 HP to NPCs .

            • Gatling Mad-Stomping (地団駄 (ガトリング), Gatoringu Jidanda) | 10 | 15 posts
              The practitioner performs multiple foot stomps on the target's face. Particularly effective against masked Vizards as it is capable of damaging their mask, reducing the time they may don it by 2 posts

            • Korogaruishi by Mattrnot
              Leaping up over the opponent the user wraps their legs around the foes neck attempting to throw the opponent with their legs using the momentum of their fall to lift the foe and placing their hands on the ground for leverage to fling the enemy backwards

            • Ochita Ya by Mattrnot
              While above the opponent the user fully extends their body standing straight and points the toes down while tucking in their arms to reduce wind resistance and begin to spin as they descend upon their opponent in order to drill their feet directly into them using the momentum and full body weight to maximize impact.

            • Baishikurukikku by Mattrnot
              Jumping into the air the user rapidly alternates kicking the opponent with their legs pushing against them in order to stay above ground with the last kick using both feet to push off their opponent sending them flying.


            EXPERT

            • Asahi by Mattrnot | Requires basic knowledge of High-Speed Movements
              Using the initial steps to perform a shunpo or its equivalent, the user gathers their reiatsu to quickly burst off the ground to deliver a flying knee towards the opponents head. If used against a weaker foe it can launch them airborne.

            • Tesshō (鉄掌, Iron Palm)
              An open palm strike which can effortlessly shatter a Hollow's head with a single strike. Capable of dealing an additional damage of 2 HP to NPCs or reduces the mask duration of a Vizard by 3 posts upon direct hit.

            • Sandbag Beat (サンドバッグ・ビート, Sandobaggu Bīto)
              The practitioner performs multiple extremely fast strikes, causing aggravated damage to a target. The technique is capable of dealing an additional damage of 5 HP to NPCs

            • Chōhigezutsuki (超ヒゲ頭突き, Super Stubble Headbutt)
              A headbutt attack with enough force to send an opponent flying backward a considerable distance.

            • Kagamibiraki (鏡開, Mirror Opening)
              After puncturing their target with the tips of their fingers, the practitioner rips their opponent in half through sheer physical strength.

            • Combo Kick (コンボキック, Konbokikku)
              The practitioner aims a kick at her opponent. They then follow this up with multiple immediate kicks to multiple targets. Capable of dealing damage of 10 HP to NPCs. Do not roll for that turn.

            • Super Kick (スーパーキック, Sūpā Kikku)
              The practitioner crouches down in preparation and then unleashes a powerful kick upwards. Capable of dealing damage of 10 HP to NPCs. Do not roll for that turn.



            MASTER

            • Drop Kick (ドロップキック, Doroppu Kikku)
              From above the target, the practitioner drops down with both feet, hitting their opponent with enough force to create a large crater when they hit the ground. It hits the target with enough force to nullify a Cero. Capable of dealing an additional damage of 10 HP to NPCs

            • Ikkotsu (一骨, Single Bone)
              A powerful punch which can destroy much of the target's abdomen, send them flying along a city street, and throw them through a building. Capable of dealing an additional damage of 12 HP to NPCs

            • Sōkotsu (双骨, Double Bone)
              A powerful, two-fisted punch used which can totally destroy an opponent in one blow. Capable of dealing an additional damage of 14 HP to NPCs

            • Raiōken (雷王拳, Thunder King Fist) | 22| 30 posts
              The practitioner performs a series of ultra-high-speed punches with both arms. This technique is capable of cracking an Arrancar's Hierro should it land in a direct him. It also deals so much collateral damage that it is capable of destroying part of a town in the process and, consequently, fifty percent of Hollows below Gillian level in the area. Do not roll for that post. Cooldown of 1 post between uses.

            • Wirbelwind (whirlwind) by Lord Puffandsnuff III
              The user flaps their wings and summons a tornado. It takes 3 posts to fully form the tornado. If an enemy gets caught in the tornado they are disoriented and buffeted by debris. The storm lasts for 2 posts unless actively maintained, it will also go off randomly unless actively controlled. The whirlwind attack can be escaped if the one inside is able to focus on escaping for a post.
              ***Requires wings

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
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Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100
PostPosted: Thu Aug 07, 2014 10:06 am


Shinigami
Hakuda, also known as 'White Hits'. Available to Vizards as well.


              PRACTITIONER

            • Takigoi (滝鯉, Waterfall Carp)
              The practitioner utilizes this technique to create an opening in their opponents defense. When the target kicks out, the user blocks the attack with their forearm. When the foe moves to kick them with their other foot, the practitioner grabs the blocked foot with their free hand while simultaneously blocking the second attack with their legs. The user subsequently traps the opponents second foot between their legs. With both legs trapped, the target is now open to attack and the user takes advantage of the situation to attack with their free hand, dealing much more damage than the norm. It can be used to land a devastating Kido spell as well.

            • Kazaguruma (風車, Windmill)
              Throwing their body up into the air, the practitioner makes a shearing movement with their legs, allowing them to move one leg in front of the other, before performing a devastating kick which sends the target flying away with tremendous force.

            EXPERT


            • Assai Hirate by Mattrnot
              By channeling reiatsu into the hands combined with fast windmill like rotations of the arms the users fists become incredibly more durable and destructive even able to parry other zanpakuto blades (basic reiatsu clash rules apply). An effective technique against Arrancar Hierro, but will lose effect should the windmill-like rotations of the arms be stopped.

            • Awakened Mode by Master Kamina Reborn
              When the user enters his/her awakened mode his/her body starts to glow blood red as a bloody red aura appears around his/her body. While this mode is active all physical traits and reiatsu are increase by 5 fold for a short period of time. Once the mode expires the bloody red aura will disappear and his/her body will no longer be glowing. If the activation of his/her awakened mode is interrupted he/she will not be able to activate it again until the cool down is over. The power posting limit is 7 while the cool down time is 14 posts. The color of the aura isnt always blood red but for most it is primarily the color of their reiatsu. So if you have black reiatsu your awakened mode will be black in color. Once awakened mode is finished the user will become very exhausted and if not used correctly will get them beat in a fight.

            • Tsukiyubi (撞指, Thrust Fingers)
              The practitioner extends the index and middle fingers of one hand in unison while they are in contact with an opponent, who is sent flying several meters away.

            • Taketonbo (竹蜻蛉, Bamboo Dragonfly)
              Holding their hand out to the side, the practitioner performs a simple but effective throw, which violently flips their victim upside down. The victim lands heavily on their back, which knocks the wind out of them. On NPC Menos, this technique leaves the beast vulnerable for instant kill on the following post. The person posting after the practitioner needs to immediately kill it else it will get back up.


            MASTER

            • Oni Dekopin (鬼デコピン, Oni Headpoke)
              Pulling a finger back against their thumb, the practitioner flicks it at an opponent. The blow carries enough physical force to send the opponent flying a considerable distance away and crashing through multiple physical constructs with the sheet air that was displaced.


            • Shunkō (瞬閧, Flash War Cry) | Requires 10 Hakuda techniques and 20 Rank 60+ Kido spells
              Shunkō is the highest form of Hakuda technique. It comes in elements such as 'wind' or 'lightning'.
              Shunkō is the highest form of Hakuda technique. It comes in elements such as 'wind' or 'lightning'. It is an ultra-powerful technique in which one drives Kidō into one's arms and legs. The Kidō itself can be controlled and fired at opponents from the body. The uniform worn when punishment is carried out is specifically geared for Shunkō. The keisen uniform has no back or sleeves because the fabric will rip apart when the user's back and arms are filled with Kidō. By concentrating Shunkō around a particular area of their body, a practitioner can prevent attacks from damaging or piercing this area.

              • Hanki (反鬼, Reverse Demon) | Requires Shunkō| 7| 10 posts
                An ability which nullifies an opponent's Kidō before it is fully charged by hitting it with another one of perfectly opposite speed and energy. The ability can even neutralize an opponent's movements.

              • Mukyū Shunkō (無窮 瞬閧, Tireless Flash War Cry) | Requires Shunkō|7|13 posts
                A wind element variation of Shunkō. The technique makes the Reiatsu the practitioner emits revolve around themselves like a vortex indefinitely, allowing them to maintain Shunkō for as long as they wish once they activate it.

              • Busō Shunkō by Mattrnot | Requires Shunkō| 7|13 posts | Seek Krin Kenpai for mentorship
                A defensive variation of the technique created by Krin Kenpai, after activating Shunko the user presses their fists together in the center of their chest while taking a deep breath as the Kido energy is subsequently absorbed into the body. While active this technique gives the user incredible durability to pair with the dynamic offensive power of the technique stronger than even an Arrancar Hierro as more energy is being concentrated. Once inside the body releasing the Kido energy to attack damages the users body and using this technique for extended periods of time does incredible wear and tear to the user(they will be coughing blood).

              • Black Shunkō by Master Kamina Reborn | Requires Shunkō| 7|13
                The black shunko is identical to the original artical cept the color of the kido energy forming around the body is black instead of white. The elements available for the black shunko are flire wind and lightning. Other then the added element its basicly the same. The dark variant of the shunko would be available to those who have mastered the original shunko and with added training can materialize the black shunko. Primarily available to captains who are masters of hakuda.




PostPosted: Thu Aug 07, 2014 10:51 am


Arrancar





Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100
PostPosted: Thu Aug 07, 2014 10:53 am


Quincy




PostPosted: Thu Aug 07, 2014 10:55 am


Fullbringer




              EXPERT

              • Hageshī teikō (Intense Resistance) by xXrAnDoM_eMo_KiDXx | Bringer Light required
                By Manipulating the soul of the air around a body part, condensing it and continually absorb more and more into the intended area, then releasing it while an opponent is close to striking the user, the air will greatly slow down the opponent's strike and allow the user to dodge or counter.
                **The user must be able to use Bringer Light normally in order to use this. This is mostly used while facing an opponent with much greater reflexes, This might not work as well with an opponent with an average katana, but with fists or something more resistant to air the outcome will be much greater.

              MASTER

              • Leech's Last Resort by xXrAnDoM_eMo_KiDXx
                By having physical contact with the target and breaking down the barrier that keeps their Reiatsu inside of them, the user can force the target to slowly but at an increasing rate lose their Reiatsu. This hole will close by itself before the target loses all of their Reiatsu. The user must understand where the enemy gets it's Reiatsu from and how they utilize it.


Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100
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