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Posted: Fri Jun 29, 2007 5:42 am
Basic and unerversail Taijutsu.
8 Gate's
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Posted: Fri Jun 29, 2007 5:44 am
Sand Taijutsu.
Suna Taijutsu - Pai Qua Quan Stages to Mastering Pai Qua Quan
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.
Pi Qua Quan 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.
Stage One
Power: At this stage the user can strike slighter stronger than an untrained shinobi, a solid hit causes minor pain and possibly bruising but not much more than that. Movements: Movements are awkward at this stage, lacking the fluid motion that masters of Pi Qua Quan possess. The user is still unsure of their stance and move with a bit of difficulty, making each strike rough and slow. Arm movements are difficult to control as the user hasn't learned to keep their arms properly relaxed, and have a tendency to form their hands into fists, which slow down their movements. Flexibility: Having just begun training their arms and legs to be flexible, they are slightly more flexible than the average taijutsu user, though not by a lot. Reflexes: No real advantage for the users reflexes at this stage.
Basic Techniques
Name: Seiryu-Kasho Damage: 10 Stamina Cost: 5 Description: 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.
Name: Bokuho Damage: N/A Stamina Cost: 5 Description: 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.
Stage Two
Power: A solid strike at this stage can cause a painful bruise, though more significant damage would necessitate multiple focused strikes. Movements: Movements are a bit more sophisticated, the user now able to perform the up and down movements of Pi Qua Quan with greater accuracy and speed. The motions are still stiff however when compared to a master of this style. Flexibility: At this stage the user is showing greater levels of flexibility, now able to bend backwards to a greater extent than normal, useful for dodging some attacks. Reflexes: The user is just starting to make use of their chakra control to better improve their reflexes, however at this stage any improvement is so slight as to be unnoticeable.
Basic Techniques
Name: Fukanro Damage: 15 Stamina Cost: 10 Description: Catching the opponents kick, the user holds it high while bending down low to quickly grab the opponents 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.
Name: Teishitsu-Jouhai-Sho Damage: 20 Stamina Cost: 10 Description: 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.
Stage Three
Power: At this stage the users hands, held fairly loose can be used to break wooden panels without significant difficulty, making them rather more formidable at this stage. Movements: Movements are less rigid than in the previous stage, as the user is beginning to learn how to make each move flow more into the other. Additionally they are more adept at keeping their arms relaxed, allowing them to whip them around with greater accuracy and speed. Flexibility: Having practiced more advanced forms of stretching, the user is flexible enough to allow their body to twist and bend into the moves more easily; the user has no problem holding a crouch or other such positions for hours at a time without their legs cramping. Reflexes: Only now does the users reflex training start to pay off. Though the difference is only slight, it is enough to allow them to move to lessen the impact of blows that would have otherwise been quite harmful, or dodge blows that would have only just previously found purchase.
Basic Techniques
Name: Kasui-Sho Damage: 30 Stamina Cost: 15 Description: 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 opponents leg pressed against their arms, the users then swiftly pushes themselves upward forcing the opponents leg high upwards and sweeps their other foot through the opponents 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.
Stage Four
Power: With the users continued focus, their attacks can now fracture bones, with repeated strikes typically breaking them. As such, combined with their speed at this stage they are becoming very dangerous to face. Movements: The whip-like form of the arm becomes more pronounced, though the user doesn't have quite enough skill to move around nearly as fast or fluidly as higher stages. Offenses are still a bit slow and unwieldy, but are far less jerky than in the previous stage. Flexibility: At this stage the user's flexibility and agility allows them to duck in and out of a slower opponent's blows, bending their bodies to dodge attacks. While this is extremely handy against taijutsu users that specialize in slow, powerful moves faster opponents still prove to be a problem. Reflexes: The user is showing real improvement in their reflexes, such that they are now not only better able to dodge attacks, but they are now more often able to catch and block direct attacks, a particularly important part of the style.
Basic Techniques
Name: Tenshin-Bansa Damage: 40 Stamina Cost: 20 Description: A deceptively simple counter in which the user catches the opponents punch with both hands, then pulling the opponent forward and turning 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.
Name: Koran Damage: 40 Stamina Cost: 20 Description: 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.
Stage Five
Power: At this stage a single solid strike from the user can break bones. Movements: The elegant fluidity of the style is beginning to become apparent at this point. Stiffness is still an issue, but only a minor one as the user becomes more conscious of relaxing their arms and hands properly. Attacks are performed much quicker and flow together better, though they still suffer from a bit of hesitation and awkwardness. Flexibility: Now having quite an exceptional degree of balance as well as flexibility, the user is now adept at keeping their positions whilst trying to move the opponent off of theirs. The user's ability to weave through an opponent's attacks is improved at this point. Reflexes: The users reflexes are now at a stage where striking them seems an exercise in futility. Only very carefully planned combinations of attacks, or attacks by multiple people will have much chance of striking.
Basic Techniques
Name: Uryu-Banda Damage: 50 Stamina Cost: 25 Description: 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 afterwards.
Stage Six
Power: At this stage a solid strike can dent, sometimes crack a tree, naturally making their attacks against an unarmored opponent very punishing. Movements: The user’s movements take on a more graceful appearance with each move, as the technique now becomes almost second nature. The arms are for the most part properly relaxed, though the user still has a tendency to move a bit more rigidly than a master of this style. Lower level shinobi may find their movements difficult to anticipate and counter due to their speed and focused nature. Flexibility: Now able to bend their bodies in ways most normal people can't even imagine, shinobi of this level are almost more of a gymnast than a taijutsu user. Not only can they weave through slow opponents attacks relatively easy, but they can often find ways to sweep the opponent off their feet while keeping their own easily. Reflexes: No significant improvement is seen at this stage in terms of the users reflexes.
Stage Seven
Requirements: Kage/Densetsu
Power: One solid strike from the user at this stage can break a solid tree in half. Movements: The fluid style of Pi Qua Quan is now at its peak; all moves are performed quickly and easily without hesitation, making the user’s hand and leg movements appear as a blur to the enemy. Each move of the hand or leg melds completely in with the next, making it quite a spectacle to watch. Flexibility: By this stage there is virtually no position the user cannot perform, their flexibility having advanced to almost superhuman levels. Their balance is exceptional; knocking them off their feet is extremely difficult as they can stay standing still with no problems even while the earth shakes violently under their feet. Against a slow opponent, the user can pretty much bend and twist their body around their attacks and strike the heart of the enemy with ease. Reflexes: At this stage the users reflexes are quite incredible. The user will register and begin to react to attacks the moment they begin, which combined with their flexibility and speed makes them nearly impossible to strike.
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Posted: Fri Jun 29, 2007 5:44 am
Sand Taijutsu
Suna Taijutsu - Desert Fist Style Stages to Mastering Desert Fist Style
This style is for utilizing the power of sand for something other than Ninjutsu. One of the rare Taijutsu of the Sand Village, this uses sand to increase the hits of the user, and at one point, allows the user the ability to create a double-hit combo with every strike. Normal users of this style have weights filled with sand, and the sand is attached to their chakra signature, following them everywhere when not in the weights. Many practitioners of this style are said to be as fearsome as the Shukaku himself with their sand-powered movements.
Style Basis: Elemental Taijutsu
Training Methods: To train for the Sabaku-kenfu, the user must first wear the sand, whether in the weights or with Suna no Yoroi. Once getting used to the weight, the user must then learn the basics of the style in the weights. Once the level of knowledge is gained, the sand is able to be used, which is trained to attempt control of the sand. Only then is the level really learned.
Rules: -Sand shinobi only. -The discipline is provided as the sand can be either carried two ways: onto their body like the Suna no Yoroi (in that case the technique is needed) or in special weights on the legs and/or arms (requires Sagan Omori). Those using Suna no Yoroi must carry a large gourd to have access to levels 3 and above.
Notes: -The sand is incapable of any action without initiation of the Taijutsu. -This sand cannot be used for anything other than this Taijutsu style. -The sand cannot be used as a projectile of any kind. (In other words, there is no Gaara in this style)
Stage One
Amount of Sand: 1.5 Gallons Weight: 30 pounds each set (60 with both arm and leg weights)
The sand is unable to move much on its own, seeing that the user's "control" of it is not very skilled. The sand instead covers the limbs for extra power. The sand cannot leave the user's body.
The user must be like sand to be able to control it properly, so the user must learn to be as flexible as the sand, for without the flexibility, they cannot control the actual flexibility of the sand itself, and is also the reasoning behind their poor ability with sand. For the moment, the user can only bend their back to the point in which they are nearly level with their waist.
Stage Two
Amount of Sand: 3 Gallons Weight: 60 pounds each set (120 with both arm and leg weights)
The user's control over the sand increases only a small bit, but enough for a piece of the style's original purpose is made. The sand is able to separate from the user's body, but only for about an inch, which isn't enough for the desired effect. The user's attack would be executed in a fashion that would give extra damage, and more of a stinging sensation with the hit as the sand's physical properties apply to attacks at this point.
The practitioner gains a little something at this stage. With more control over the sand, the flexibility is something that the user now quickly catches onto. The level that they have reached is rather superb, especially for a Genin-level practitionists. With this, they have been able to move their back all the way until their head reaches the ground and pull themselves back up. This comes in handy when using the Taijutsu as a practitioner can easily perform maneuvers that would help them dodge.
Stage Three
Amount of Sand: 4 Gallons Weight: 80 pounds (160 pounds total for both arms and legs)
The "control" over the sand is what is focused in this stage, the reason why the amount of sand carried in the weight didn't increase at the same rate as before. The sand ability has been developed well here, as the user of this style can now separate the sand from their body for up to 3 inches, enough for the first AND second hits to occur beautifully in cooperation. The sand's stinging sensation becomes multiplied once the user gets their hit off.
The practitioners of this style now can perform on the streets like it was nearly nothing. Their flexibility training is to dance, to tell the truth. The user can easily perform a stationary backhand spring, and can spin their body on their heel while changing the body's position, such as leaning back. This is preparation for the next level.
Stage Four
Amount of Sand: 5 Gallons Weight: 100 pounds (200 pounds total for both arms and legs)
The "control" of the sand has increased further, but not too much. There is another focus in this stage of the style. However, the sand can now move during it's attack, and change form. Unable to take something sharp, though, the sand spread and be used as a shield from most attacks, but only when the user makes a defensive action. In a nutshell, defense is now a factor to practitioners. Also, the sand is now charged with more chakra when in the weights.
The dance training continues, and now, the user has enough balance and flexibility to perform dances like as the windmil and such, basically become a break dancer. The user can move their waist to twist and turn for defense and offensive situations
Stage Five
Amount of Sand: 7 Gallons Weight: 140 pounds (280 pounds total for both arms and legs)
The sand moves with the user better then before as it follows the user's every movement to the point where if the user were to turn his body a certain way, the sand would turn with the user instinctively. Whether it hit the opponent doesn't matter, it just does it. But there's a part about this that makes things interesting. Since the sand had finally reached a stage in which the shape can be changed, the sand can now be controlled so that it spins when landing punches, thus creating more pain with each attack.
The flexibility is now used in conjunction with the defense. Now being able to turn their body nearly in any direction while grounded, the user turns the body so that the sand moves with them and with the counterattack, put more power into the hit.
Stage Six
Amount of Sand: 8.5 Gallons Weight: 160 (320 pounds total for both arms and legs)
The sand is now at the stage where the power has increased to Strength equal to 1/2 the user's strength. Also, with the amount of sand available to the user, this is when it has some use. The sand creates two layers: One ahead the punch, one covering the fist of the user. This creates quite a strange level for those who wish to become serious with their opponent. It is nearly impossible for the user to not cause damage with this level of growth.
The air is the practitioner's best friend. The user can now create manuevers in the air as if the air was their friend. Some perform dance moves in the air as if they could fly. Many of the practitioners gain money from dancing on the streets with the sand, creating dynamic moves and motions.
Stage Seven
Amount of Sand: 10 Gallons Weight: 200 pounds (400 pounds total for both arms and legs) Requirements: Kage/Densetsu
At this near-forbidden level, the sand has become something immensely wrong. The sand not only increases the space from the fist from 3 inches to 6 inches, but in the middle of that gap another layer of sand is created, so there's two layers of sand 3 inches apart. On top of that, one layer spins one way, and the other spins the other way, with the fist to do damage on top of that.
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Posted: Fri Jun 29, 2007 5:48 am
Palm Strikes – At this level the user is just learning the proper motions of the style and has yet to study the methods used to create vibrations in a targets body. Palm strikes, while certainly painful cause only normal external injury. Kicks – Kicks at this level are slow and awkward, and thus they connect poorly and do minimal damage. Most users of this style have problems effectively using kicks in combat and tend to avoid doing so. If a kick does connect, it is painful but not focused enough to do real damage. Defense – Defense is poor at this stage, as the user has not yet learned to properly anticipate attacks. Blocks, dodges, and other defensive gestures are effective if the attack is slow enough for the user to respond. Attempting to deflect thrown objects at this level will almost always result in failure. Special Techniques:Daidoumyaku: Hakike no Tsuki (Nausea Thrust) This technique uses the very basis of the style, the vibrating of the palm, as the principle for this elementary but potentially devastating attack. By first striking an open handed attack to the stomach of the foe, the user then vibrates his palm. These vibrations adversely affect the digestive system of the target, therefore causing severe nausea and all the associated ramifications. The sickness caused by this technique lasts for three posts. Stage 2: StudentTo master: Create a thread titled "Taijutsu Stage 2" and post 45 times as you train. Change the title to "Taijutsu Stage 2 Complete" when you are done and wait for a confirmation before you proceed.
On completion: The shinobi gains strength level +3, will level +1, stamina level +2, and chakra level +1 for his stat.
Palm Strikes – The user has now begun to learn the basics of what makes this style truly dangerous. The user is now able to transfer the energy in to a target to create minor painful vibrations. The damage is not significant from an individual attack but multiple attacks and the pain associated with them will begin to wear at a target. The primary difference between this level and the previous level is that attacks are slightly more focused and obviously more painful.
Kicks – The kicks at this stage have become more fluid as the user has learned to perform them more gracefully. Kicks are now effective combat moves that can now be used properly in a fight, resulting in a painful and damaging addition to the user’s arsenal.
Defense – At this stage the user has begun to learn to anticipate and deal with attacks provided they do not come in rapid succession. Blocks, dodges, and other defensive gestures are now more effective and allow the user the opportunity to counter attack if one is possible. A user has a reasonable chance of deflecting a single thrown weapon.
Special Techniques:
Daidoumyaku: Mimi Senshi (Ear Stab) This is not actually a direct attack to the ear. Instead, the user makes an attack, missing on purpose and uses external force and chakra to send a sound wave directly into the ear. This attack must be done at close range. This blow disrupts the center of gravity of the person hit causing them to lose their balance for a short time. (1 post) Stage 3: High StudentPalm Strikes – Power has become an important factor now. The palm strike can now crack the bark of trees and leave a real sense of pain. If a target is struck by a direct attack they will feel severe pain in the immediate area and repeated attacks to the same area will cause minor hemorrhaging of tissues resulting in severe bruising and pain that will last several days unless treated.
Kicks – At this stage the user has mastered the proper motion of the kick and all that remains is finding the proper balance and power. The kicks snapping motion creates a quick wind gust sufficient enough to extinguish a candle at three feet. Aside from the kick being able to inflict the normal physical damage when it connects, the ‘air’ created by the kick now actually lashes against the target like a whip, creating a stinging sensation.
Defense – The user has learned not only to block and dodge attacks but to sometimes use blocks or dodges to set themselves in proper position for an attack. The user is now able to block or dodge single thrown projectiles and can sometimes even accomplish this feat against faster moving projectiles such as arrows.
Special Techniques:
Daidoumyaku: Saidan Assaiki (Altar Crusher) This taijutsu attack is aimed at either of the two collarbones. Using the principle of the Daidoumyaku, this causes the nerves to overload. This sudden strike also drags the opponent’s torso down with it. At the end of the attack that whichever half of the body the user struck is more difficult to use due to the tremendous numbness brought about by the impact. Stage 4: JourneymanPalm Strikes – The Daidoumyaku style takes its true form at this level. Palm strikes here are a true show of power and skill. Even blocking the attacks now is painful unless done properly. Palm strikes have the power here to put out a candle from 3 yards away. When a target is struck vibrations go through their body from the point of contact and out slightly in a cone, with the main damage being at the center of the cone while damage along the outside of the cone is less severe. These attacks now literally rattle bones causing extreme pain and hit nerves, causing both pain and numbness.
Kicks – The power of the kick has made a small jump, able to blow away candles from 5 feet away. The increased control allows for a greater snapping sound when the kick is performed. The snap of the air is now pronounced enough to lash at a target even if the kick does not connect directly and is more severe if the kick does connect directly.
Defense – The user is now highly proficient in the art at blocking or dodging then counter attacking. Single thrown weapons are now completely useless against the user of this style unless the attacker can catch them by surprise. This is the first level where a user is able to turn aside more than one ranged attack at once but the effectiveness of this ability drops significantly as the number of attacks increase.
Special Techniques:
Daidoumyaku: Ibukuro Gusarito (Stomach Thrust) This powerful palm strike is different then the standard ones taught by the style. The fingers are clenched into the hand to help concentrate the force and the extension of the arm is much longer then normal. The attack is aimed at the sternum, right about where the fifth ribs are. The force goes straight through the bone and reaches the lungs causing the victim to go into spastic coughing. The pain usually keeps other ninja down for a short while (1 post) while they get back their air and bearings.
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Posted: Fri Jun 29, 2007 5:49 am
Stage 5: ElitePalm Strikes – Having now begun to reach the early stages of mastery, the palm strikes at this level are dangerous indeed. A targets bone will literally rattle inside them, causing severe pain and possibly lead to minute fractures of the bone along with tears to the surrounding tissues. The nerves in the area are also rattled which has the effect of dulling the severe pain after a few moments but at the same time it also renders the area temporarily useless.
Kicks – The motion of the kick is quick, almost impossible to perceive with the naked eye and the resulting impact is like being snapped with an enormous whip. The air lash created by this attack is sufficient to tear cloth and will cause lacerations to skin, this is in addition to the physical damage that results from the kick itself.
Defense – At this stage even a defensive move can be used as offense. By using their hands to turn attacks aside the user is now actually able to focus their energy while defending, resulting in a block becoming a small attack. Individual blocks do not cause significant damage but an attacker will soon feel their arms growing sore and numb after prolonged combat. The user is also now able to turn aside several ranged weapon attacks in rapid succession.
Special Techniques:
Daidoumyaku: Juushin Tomosen (Brutal Heart Stopper) Description: This dangerous jutsu is dangerous to say the least. Striking the opponent where the heart would be, the force goes inside and causes a sudden jump in the heart stopping it for just one second where it all of a sudden kicks back. The sudden pain of death stuns opponents and leaves one all of a sudden short of breath and exhausted. Stage 6: MasterPalm Strikes – A direct hit at this stage will almost always result in a broken or fractured bone where as a glancing blow will result in severe tissue damage and bruises. Having almost reached the pinnacle of perfection in their art, users at this level are dangerous and deadly opponents that few wish to contend with.
Kicks – Striking with almost unperceivable speed and landing like the sting of a thousand whips, the kicks at this level are sufficient to cause severe injury to any portion of the body they strike. In addition to the damage from the kick the airwave created by this kick will cause severe lacerations and air burns to skin.
Defense – At this stage the defenses of the target grow to a stage of startling skill. The user is capable of using their superior speed to block long flurries of attacks, as well as using their own chakra to deflect stronger, more concentrated blows. Furthermore, at this stage the user is quite proficient at channeling his own energy into a kind of defensive weapon, therefore allowing them to hasten the pace of the numbing of the foe’s striking limbs. Finally, the user is able to deflect an even greater number of projectiles, making all but the largest and most accurate of volleys to deviate from their course.
Special Techniques:
Daidoumyaku: Parusuha Saiganki (Pulse Rock Crusher) Description: This dangerous attack is difficult to use but when used properly it can deal enough damage to render men useless. Starting from the chest, a double palm strike is done, this sends force all across the body, crushing capillaries and causing damage other minor internal injuries. Stage 7: LegendaryPalm Strikes – At this level, the user of this style achieves a frightening level of power. Here, a direct blow from an attack will not only result in broken bones, but brutal, crushing blows. Often is the time when the limb of a shinobi struck by one of these blows is rendered limp and useless; a victim of compound fractures as well as chipped fragments of bone caused by the vibrations of the user’s palm. Furthermore, the tissue damage caused at this stage is intensive, as the blows now strikes harder and deeper than ever before, rending and bruising muscle tissue with an almost unspeakable ferocity, a fact that further adds to the sheer devastation of each landed strike.
Kicks - The kicks of a user at this level are now at their peak, capable of inflicting severe damage to any part of the target’s body at unprecedented speeds. Furthermore, the airwaves created by the kick now create messy gashes, painful bleeding wounds, and devastating burns to the flesh of the target. The wounds caused by this tend to cause excruciating pain to the victim, and thus tend to hamper the combat ability of the afflicted greatly.
Defense - The user has learned to block attacks purely by instinct and react to them almost before they are launched. Unless an attacker is careful, the results of their attack could leave them worse off than their opponent as the user can now inflict severe injury just by blocking. Without the aid of some type of jutsu technique, throwing weapons are virtually useless against the user now and can be turned aside in almost unlimited numbers.
Special Techniques:
Daidoumyaku: Manako Oshi (Eye Push) Description: Only truly despicable and horrendous people use this technique against their enemies. This technique first requires that the user place his hand over the eye of an enemy. He then uses a palm strike to thrust it forward. However, the reciprocal force will break the user’s wrist and fingers. The forward force actually pushes the victim’s eyeball into his head, tearing the muscles that hold it in place. The pain caused by this usually renders the victim unconscious. However, far more debilitating is the second effect. The impulse that forces the eye back also damages it considerably, blinding the victim in that eye until he is treated by a jounin-level medical nin.
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