Well uhh... I kinda got training for all the basics. xD But if you insist, I guess we can start with Earth, was about to get training in it but I dunno where it's going right now. >_<
Well uhh... I kinda got training for all the basics. xD But if you insist, I guess we can start with Earth, was about to get training in it but I dunno where it's going right now. >_<
But now that I think about it, it's not all too often you see B-Rank Earth used in a lot of fights. Most people want to just get it out of the way to get the stronger techniques just because they're used more. I mean sure a lot of them have their uses, but the way I see it a few of them are just weaker versions of other techniques.
Rock Clones can't do anything except reform, and people generally use Shadow Clones over them anyway so I don't really see the point in them. I know they can reform, so if you're using them as a distraction it's really good since I don't think them reforming would count towards your Shadow Clone usage limit, assuming it's still 3 times like I heard a while ago.
Something like Earth Flow Rampart is a slower and thus, weaker form of Earth Moving Core, but it does have it's uses. Seems like a more supplementary technique used for things like training and establishing small things in Ninja World more than anything. Funnily enough, that's how the technique was used in the manga. xD
But I guess some of the techniques would better be used over their higher ranked counterparts. Something like Rock Trail or Earth Flow Spears would be better used instead of it's A-Rank counterpart just due to the sheer size of the technique. While these is just like creating a plethora or spikes coming out to stab someone, the A-Rank looks as if it scales closely to something like Gedo Mazo, which isn't exactly optimal in cases since it would take longer to create, and have a lower chance of stabbing a person because of size.
I'm probably rambling but my point is a lot of the techniques under Earth Release scale in power as you go through the ranks, thus the lower ranked entities not being used as much since people are powerhouses and don't really use strategy all that much.
(Doton: Doryuheki) - Earth Release: Earth Style Wall Jutsu
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user will first perform the Tiger → Hare → Boar → Dog and then creates a solid wall of earth as a form of defence. Chakra is either converted to earth within the body and then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form. The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall. Because of the earth's special characteristics, the wall is highly resistant against, for instance, fire and water. Hizuren Sarutobi spits mud from his mouth to perform the jutsu whilst Kakashi creates a wall composed of bulldog sculptures to box-in Pain.
Rank: B
Type: Supplementary
Range: Short/Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user will first perform the snake hand seal and then cause the earth in the surrounding area to rise up and over a target and create a cavern, imprisoning the target. The user can leave an opening to allow attacks to go in to strike down the trapped adversaries, or close it up completely to prevent escape.
Tell me how this could be used in a manner similar to that of Earth Wall, and if it can be used in other ways.
The way I see it, the technique (Earth Style Wall) is incredibly versatile in how it can be used, which is why I like it so much. You're not limited to just erecting a wall either to block an attack like other things. As shown by the different uses by Hiruzen and Kakashi you can create specific structures and even make it from yourself instead of directly from the ground.
Using the mud method, I could see it first as a liquid and then hardening the earth into a proper wall using chakra. If it's not that big like you say, and someone were to get into close range for example and throw a punch, I could use this technique in this manner to wrap the mud around the target's arm, hardening it and preventing them from moving, nor performing hand seals. Sure they can Nagashi out of it, but still it's a good technique and doing so in this manner really limits their options.
The second option, the way Kakashi uses it means you can shape your wall into many different things. You could implement having spikes on the end and maybe somehow pushing it with a wind/water jutsu for a nice projected attack, or even using it to box someone in with some weird augmented shape so they have to hold their body in a certain way to stay in there properly, like a contortionist. If you can obscure someone into a strange position, anything would be hard.
As for Earth Corridor, I see it as more of a cavern type thing than a small enclosement. I mean, it's like if you were to explore into a large cave and it would resemble that rather than something smaller like Earth Dome of Magnificent Nothingness w/e it's called. But the manipulation of the technique can vary as well, such as creating two walls of earth next to each other, calling it a cavern to press someone in between the walls like a sandwich if that makes sense. I can only see it as using it to box someone in instead of an actual wall.
I'm kinda feeling inadequate here 0_0 Why do you need training again? You seem to know your theory very well.
But we still need to go over some techniques, I'm afraid. Earth, luckily, is described pretty well, in the sense that most of the jutsus are straightforward.
Go pick your most hated B-ranked earth technique. Tell me about it.
(Doton: Tetsu Keimusho no Jutsu) - Earth Release: Iron Prison Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: After first performing the required hand seals Ram → Dog → Rat the user then places their hand on the ground and causing a circular arena to surrend the user with a total distane of 15 meters away from the user and the walls standing up to 4 meters high. If these walls are damaged in any way, they disappear in a puff of smoke.
Just gazing over the techniques, I couldn't really find one which I "hated". I wasn't entirely sure if you wanted one I didn't like or one which just didn't seem too good in any sort of a fight. If we were to go with the first one, Earth Shadow Clone doesn't seem like it would suit me. I mean sure it's a clone but C-Rank Earth is pretty limiting unless you want to perform some sort of assassination using Earth Projection Fish or Hiding Like a Mole, but I don't really like it. Rock Clone to me seems to be much more appropriate and be not so limiting imo as they are made of rocks themselves, can be used as a defense where the shadow clone can't. Furthermore they can be rebuilt again, but I'm not sure if you would have to post the technique again.
As for just a technique would seem useless, the one I mentioned above seems to fit that bill. Sure the range is huge, assuming it's radius which sounds like it is and quite menacing, and can also be mistaken for something which also creates something similar, but what strikes me as the technique being a bad thing are a few things. The size for one makes it take time to erect, the fact that it needs a few hand seals in order to perform the technique and the whole thing about being slightly damaged will remove it. Someone could easily throw a kunai to scave the wall in which it all goes down, resoluting in a useless defense. There are just better techniques which aren't destroyed by a single kunai.
(Doton: Tetsu Keimusho no Jutsu) - Earth Release: Iron Prison Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: After first performing the required hand seals Ram → Dog → Rat the user then places their hand on the ground and causing a circular arena to surrend the user with a total distane of 15 meters away from the user and the walls standing up to 4 meters high. If these walls are damaged in any way, they disappear in a puff of smoke.
Just gazing over the techniques, I couldn't really find one which I "hated". I wasn't entirely sure if you wanted one I didn't like or one which just didn't seem too good in any sort of a fight. If we were to go with the first one, Earth Shadow Clone doesn't seem like it would suit me. I mean sure it's a clone but C-Rank Earth is pretty limiting unless you want to perform some sort of assassination using Earth Projection Fish or Hiding Like a Mole, but I don't really like it. Rock Clone to me seems to be much more appropriate and be not so limiting imo as they are made of rocks themselves, can be used as a defense where the shadow clone can't. Furthermore they can be rebuilt again, but I'm not sure if you would have to post the technique again.
As for just a technique would seem useless, the one I mentioned above seems to fit that bill. Sure the range is huge, assuming it's radius which sounds like it is and quite menacing, and can also be mistaken for something which also creates something similar, but what strikes me as the technique being a bad thing are a few things. The size for one makes it take time to erect, the fact that it needs a few hand seals in order to perform the technique and the whole thing about being slightly damaged will remove it. Someone could easily throw a kunai to scave the wall in which it all goes down, resoluting in a useless defense. There are just better techniques which aren't destroyed by a single kunai.
I wouldn't try the 'single kunai' tactic, but yeah; the technique's extremely fragile.
Generally, I'd warn you against using elemental clones. Yeah, some of them are pretty cool, but unless you can somehow get a Lightning Clone close to your enemy; the Shadow Clones are always better.
You can only use clone-related techniques a limited amount of times (four, I think) per battle. Don't spend those on elemental clones.
Among the B-ranked techniques I like the Antlion, Sticky Earth Drop and the Earth Flow Spears.
Why? Because they attack form different angles. As you've probably noticed; attacks that attack the opponent from below or above are pretty 'rare' in our system. We've got millions of 'direct attack' techniques, which is why I've never understood why people keep creating bullet-like, elemental customs.
Tip: don't create bullet-like, elemental customs.
General advice:
Don't open the Sticky Earth Drop 'right above' your opponent. You can't.
Don't do elemental clones. Not even once.
Be careful with Earth Mausoleum Dumping. It may sound cool to act like a modern Atlas and carry that amount of weight, but you're a sitting duck when you've got a ton of earth on your shoulders.
'( Doton: Jimen Bunretsu no Jutsu ) - Earth Release: Ground Splitting Technique' is way better than the 'Earth Shaking' technique. Just look at that thing:
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Any questions? If not; you're the B-ranked Earth Master. I'm impressed as hell 0_0
Well I don't mean something as weak as that, but say an explosive tag was attached to the kunai, the explosion would surely make it crumble.
As for elemental clones, as a Führer of puppetry, I'm actually not allowed to use Shadow Clones at all, so elemental clones are really the only way to go for me. Not to mention I still haven't learnt Shadow Clones, so eh, never really been a fan of using them either so just going without clones altogether is better for me anyway. Controlling a lot of people at the same time for big jutsu was never really my style, just seems too tedious or something.
As for the whole projectile vs techniques which come from underneath you, I feel it's something like you see elemental customs which are like blasts because using the techniques which come from the ground are too common. I mean how many times do you see Swamp of the Underworld, Earth Dropping Lid, Stone Spikes etc. in fights? It's sort of like the techniques are so common that people might think the only way to go or something, creating something unique which in the case of Earth would be projectile. I've always been more of a fan of creating customs which support me in getting into close range, since I know for a fact that a lot of people struggle with close range fights.
Before we go any further, I don't act. I am a modern day Atlas. U_U
No questions except one: can I put B-Ranked Earth Master in my Resume bio?
Well I don't mean something as weak as that, but say an explosive tag was attached to the kunai, the explosion would surely make it crumble.
As for elemental clones, as a Führer of puppetry, I'm actually not allowed to use Shadow Clones at all, so elemental clones are really the only way to go for me. Not to mention I still haven't learnt Shadow Clones, so eh, never really been a fan of using them either so just going without clones altogether is better for me anyway. Controlling a lot of people at the same time for big jutsu was never really my style, just seems too tedious or something.
As for the whole projectile vs techniques which come from underneath you, I feel it's something like you see elemental customs which are like blasts because using the techniques which come from the ground are too common. I mean how many times do you see Swamp of the Underworld, Earth Dropping Lid, Stone Spikes etc. in fights? It's sort of like the techniques are so common that people might think the only way to go or something, creating something unique which in the case of Earth would be projectile. I've always been more of a fan of creating customs which support me in getting into close range, since I know for a fact that a lot of people struggle with close range fights.
Before we go any further, I don't act. I am a modern day Atlas. U_U
No questions except one: can I put B-Ranked Earth Master in my Resume bio?
Watch the non-ranked attacks, you'll find that many people will argue over those. What I meant was that a B-ranked attack from your end will take the technique down and continue onwards with ease. Same thing with a C-ranked attack, in my opinion.
Ah, so no Shadow Clones for you, neh? That's fine. You'll actually find that many people look down on Shadow Clones. I once had my Sensei tell me that whoever created the first Shadow Clone automatically lost his/her chance of 'winning' the fight.
Yeah... my Sensei taught me there's a difference between winning and winning a battle.
With no SCs available, however, which elemental clone-type is your favorite? Why?
@ Bolded - but isn't that the essense of puppetry?
If you want to get up close and personal; I reccommend earning Leg Weights, or joining Kumo and using their Lightning-Earth-something-something Village Custom.
How do you usually get close to your opponent? Can you use Canon techniques to get close? Which are best in your opinion; the CJs you have for the purpose as of now, or the possible Canon techniques you can use for the purpose?
You're Atlas! Of course you can put B-ranked Earth in your bio!
Watch the non-ranked attacks, you'll find that many people will argue over those. What I meant was that a B-ranked attack from your end will take the technique down and continue onwards with ease. Same thing with a C-ranked attack, in my opinion.
Ah, so no Shadow Clones for you, neh? That's fine. You'll actually find that many people look down on Shadow Clones. I once had my Sensei tell me that whoever created the first Shadow Clone automatically lost his/her chance of 'winning' the fight.
Yeah... my Sensei taught me there's a difference between winning and winning a battle.
With no SCs available, however, which elemental clone-type is your favorite? Why?
@ Bolded - but isn't that the essense of puppetry?
If you want to get up close and personal; I reccommend earning Leg Weights, or joining Kumo and using their Lightning-Earth-something-something Village Custom.
How do you usually get close to your opponent? Can you use Canon techniques to get close? Which are best in your opinion; the CJs you have for the purpose as of now, or the possible Canon techniques you can use for the purpose?
You're Atlas! Of course you can put B-ranked Earth in your bio!
I'm not entirely sure what you mean by "winning" I'm just assuming you mean something along the lines of satisfaction so I'm gonna go with that. :3
As for clones, I've never really gone about using clones really, nor have I fought much at all lately, but I've taken a liking to both Rock Clones and Haze Clones. The former is something cool just because of how you can reform the clones themselves if they get damaged even the silghtest, so that probably wouldn't count towards the clone rule you mentioned. The other reason is more for it's weight than anything; when I was training in Taijutsu I was told you don't need to specifically use Shadow Clones in order to utilize the clone techniques, so the increased weight of the rock clones could induce more damage, especially if you were to combine something like Added Weight to it. The Haze Clones is because you can just play around with them so much with trickery and deceit which is always fun, but I suppose that more or less stems from talking to Adachi too much. xD
I don't believe that's the essence at all. You could choose just to utilize the puppetry technique itself, instead of controlling a huge army but I feel a lot of it comes from utilizing what you have in secret. Considering the speed of how the weapons they use are formed, it could be comparable to Taijutsu, leaving little time to react in short-range and you can use so much with it. In the latest episode they showed a filler scene depicting how it was when Sasori took over a nation, just seeing all the secrets his Hiruko body held was simply something a normal user wouldn't be able to compare with. Launching a projectile smoke bomb thing at them which then turns into a spherical device capable of shooting small projectiles with those hiding hidden needles, just everything about it hiding weapons inside weapons, surprise is what I beieve is the true essence of puppetry.
Kumo's a no-go. U_U
But generally in order to get close, it's generally a combination of both canon and custom. I guess a lot of my strategy for getting close involves immobilizing the target in some way or form, leaving them with something else to worry about before having to worry about the move itself. Generally I'll just use the standard chakra threads in order to achieve that since it's an incredibly fluid motion and works well for the situation. I also have this one CJ which helps if someone wants to start throwing projectile after projectile, and would work considerably well against Lightning/Water combinations.
(Futon: Soyokaze Suteppu) - Wind Release: Zephyr Step
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: This technique is in a similar respect to the Peacock Whirlwind Formation technique. The user constantly expels wind chakra from their body, creating a current of wind which revolves around them. The purpose of the technique is to give the user extra maneuverability so they can become more agile with their movements, allowing them to swiftly move around people and small projectiles. The wind revolving around the user is only strong enough to make the user more agile, and doesn't protect against anything. The technique only increases one's flexibility allowing them to move around these things, it doesn't allow for any speed increments. If used on a person, the velocity of the current can knock them off their feet.
Notes:
- Can only be used five times a match.
But yeah, I don't really battle all that much, so without putting them into practice nothing really comes to mind, except maybe that Azure Dragon Strike technique whatever it's called. I know it's C-Rank I'll go fetch it. :3
( Suiton: Seisuiryū ) - Water Release: Azure Water Stream
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user will create a moving body of water beneath him that travels towards the opponent carrying the user. They then slash the opponent with their sword multiple times.
I'm not entirely sure what you mean by "winning" I'm just assuming you mean something along the lines of satisfaction so I'm gonna go with that. :3
As for clones, I've never really gone about using clones really, nor have I fought much at all lately, but I've taken a liking to both Rock Clones and Haze Clones. The former is something cool just because of how you can reform the clones themselves if they get damaged even the silghtest, so that probably wouldn't count towards the clone rule you mentioned. The other reason is more for it's weight than anything; when I was training in Taijutsu I was told you don't need to specifically use Shadow Clones in order to utilize the clone techniques, so the increased weight of the rock clones could induce more damage, especially if you were to combine something like Added Weight to it. The Haze Clones is because you can just play around with them so much with trickery and deceit which is always fun, but I suppose that more or less stems from talking to Adachi too much. xD
I don't believe that's the essence at all. You could choose just to utilize the puppetry technique itself, instead of controlling a huge army but I feel a lot of it comes from utilizing what you have in secret. Considering the speed of how the weapons they use are formed, it could be comparable to Taijutsu, leaving little time to react in short-range and you can use so much with it. In the latest episode they showed a filler scene depicting how it was when Sasori took over a nation, just seeing all the secrets his Hiruko body held was simply something a normal user wouldn't be able to compare with. Launching a projectile smoke bomb thing at them which then turns into a spherical device capable of shooting small projectiles with those hiding hidden needles, just everything about it hiding weapons inside weapons, surprise is what I beieve is the true essence of puppetry.
Kumo's a no-go. U_U
But generally in order to get close, it's generally a combination of both canon and custom. I guess a lot of my strategy for getting close involves immobilizing the target in some way or form, leaving them with something else to worry about before having to worry about the move itself. Generally I'll just use the standard chakra threads in order to achieve that since it's an incredibly fluid motion and works well for the situation. I also have this one CJ which helps if someone wants to start throwing projectile after projectile, and would work considerably well against Lightning/Water combinations.
(Futon: Soyokaze Suteppu) - Wind Release: Zephyr Step
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15
Damage Points: -
Description: This technique is in a similar respect to the Peacock Whirlwind Formation technique. The user constantly expels wind chakra from their body, creating a current of wind which revolves around them. The purpose of the technique is to give the user extra maneuverability so they can become more agile with their movements, allowing them to swiftly move around people and small projectiles. The wind revolving around the user is only strong enough to make the user more agile, and doesn't protect against anything. The technique only increases one's flexibility allowing them to move around these things, it doesn't allow for any speed increments. If used on a person, the velocity of the current can knock them off their feet.
Notes:
- Can only be used five times a match.
But yeah, I don't really battle all that much, so without putting them into practice nothing really comes to mind, except maybe that Azure Dragon Strike technique whatever it's called. I know it's C-Rank I'll go fetch it. :3
( Suiton: Seisuiryū ) - Water Release: Azure Water Stream
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user will create a moving body of water beneath him that travels towards the opponent carrying the user. They then slash the opponent with their sword multiple times.
I swear; the more you write, the harder it becomes for me to look competent in my replies.
Why do you torture me, Sempai? ;_;
Anyhow; deceit's definitely an underdeveloped and underused tactic. People will try to metagame their way out of a perfect sneak-attack, but if you get your opponent to metagame enough; someone will call the fight in your favor. It's not a cool way to win and most opponents will probably admit defeat in the face of a perfect sneak-attack, but yeah.
When you snipe the ****er from 2 kilometers away and he just so happens to bend down and pick up a coin; go to the higher-ups. NB isn't fair, but it's not a complete douche either.
And 'winning' is, as you said, the difference between who wins the fight and who wins the crowd and the respect. And, yes, who actually enjoys the fight <_>
I like your theoretical use of Rock Clones. Why don't you try it sometimes? Theories aren't good for much expect, well, theorizing.
And in regards to puppetry; I wouldn't know. I've never fought a puppeteer, nor have I ever used a puppet. I've read most of your puppetry-submissions though.
Now, we've gotten off-topic O_O
Point is; we've got A-ranked techniques to look at. Find me your favorite A-ranked technique and your 'least-favorite' A-ranked technique.
As a bonus; tell me in which ways the A-ranked techniques generally differ from the B-ranked ones.
I swear; the more you write, the harder it becomes for me to look competent in my replies.
Why do you torture me, Sempai? ;_;
Anyhow; deceit's definitely an underdeveloped and underused tactic. People will try to metagame their way out of a perfect sneak-attack, but if you get your opponent to metagame enough; someone will call the fight in your favor. It's not a cool way to win and most opponents will probably admit defeat in the face of a perfect sneak-attack, but yeah.
When you snipe the ****er from 2 kilometers away and he just so happens to bend down and pick up a coin; go to the higher-ups. NB isn't fair, but it's not a complete douche either.
And 'winning' is, as you said, the difference between who wins the fight and who wins the crowd and the respect. And, yes, who actually enjoys the fight <_>
I like your theoretical use of Rock Clones. Why don't you try it sometimes? Theories aren't good for much expect, well, theorizing.
And in regards to puppetry; I wouldn't know. I've never fought a puppeteer, nor have I ever used a puppet. I've read most of your puppetry-submissions though.
Now, we've gotten off-topic O_O
Point is; we've got A-ranked techniques to look at. Find me your favorite A-ranked technique and your 'least-favorite' A-ranked technique.
As a bonus; tell me in which ways the A-ranked techniques generally differ from the B-ranked ones.
Well I can't try it because well, you haven't taught me the technique to test that theory yet. xD
My favourite technique out of this group would probably have to be Wheel of Fortune, just because of how versatile it is. Being able to change to terrain to physically anything you want it to be so long as it's only altering the earth leaves much to be desired in terms of creativity. I've liked the idea of creating some sort of topographical map which alters the terrain so that it creates a large plain field like on a cliffside or something, which gets more narrow as it approaches towards the enemy. I guess the shape of a triangle would best describe it, so that it gives me more room for maneuverability, but my opponent less room for it unless he used Wind Stream.
Sure it would take a while to use considering you need some sort of pre-drawn map for speed, but I still like the idea of being able to create something to your advantage. I mean if you're a well-versed Taijutsu user it might be better to create something which helps you move around faster and give yourself higher ground, like a sloped environment rather than something like a maze, which is totally generic for this technique. :3
Least favourite I would aay Destructive Rising Rock Pillars, as I don't see how it's meant to be used aside from impaling large summons like Gamabunta or Manda. The way I see it, this technique would be too big to impale a human being unless they were using the Akimichi Multi-size technique or something, so I don't see it being useful in that aspect. Not to mention it expends more chakra than it's weaker variants which are much smaller and more effective.
I guess my theory of it being too big for a person would be like just the difference in size. What seems sharp to someone huge might seem rather blunt to someone small. I guess the best thing I could think of to augment this argument would be like trying to stab a normal person with a skyscraper. Hypothetically speaking of course, if that were possible it wouldn't really hurt since the surface area of the skyscraper is too big, but if someone could dwarf the same thing and meet the same fate, it could be similar to a thorn in their side.
I suppose another way to put it would be trying to step on a giant lego and get hurt from it. xD
Not to mention this would be like a double-edged sword, considering the range only specifies long. If used in a shorter range there might be repercussions in it and could affect you due to their sheer size, similar to how Kirin works.
I think A-Ranks compared to B-Ranks are different because of their size primarily. Most, if not all of the techniques listed in A-Ranks have some sort of weaker counterpart which is generally measured by size. There are some other cases, like Moving Earth Core which is more of a speed based technique, in comparison to the weaker Earth Flow Rampart but most of the techniques are simply stronger versions of lower grade techinques, though not necessarily better.
Another thing I've noticed is that they're all made mostly to supplement the user. Swamp of the Underworld, Wheel of Fortune, Added Weight Rock, even Stone Golem to an extend are used to help strengthen the user or put him on an edge which could possibly help him win.
Well I can't try it because well, you haven't taught me the technique to test that theory yet. xD
My favourite technique out of this group would probably have to be Wheel of Fortune, just because of how versatile it is. Being able to change to terrain to physically anything you want it to be so long as it's only altering the earth leaves much to be desired in terms of creativity. I've liked the idea of creating some sort of topographical map which alters the terrain so that it creates a large plain field like on a cliffside or something, which gets more narrow as it approaches towards the enemy. I guess the shape of a triangle would best describe it, so that it gives me more room for maneuverability, but my opponent less room for it unless he used Wind Stream.
Sure it would take a while to use considering you need some sort of pre-drawn map for speed, but I still like the idea of being able to create something to your advantage. I mean if you're a well-versed Taijutsu user it might be better to create something which helps you move around faster and give yourself higher ground, like a sloped environment rather than something like a maze, which is totally generic for this technique. :3
Least favourite I would aay Destructive Rising Rock Pillars, as I don't see how it's meant to be used aside from impaling large summons like Gamabunta or Manda. The way I see it, this technique would be too big to impale a human being unless they were using the Akimichi Multi-size technique or something, so I don't see it being useful in that aspect. Not to mention it expends more chakra than it's weaker variants which are much smaller and more effective.
I guess my theory of it being too big for a person would be like just the difference in size. What seems sharp to someone huge might seem rather blunt to someone small. I guess the best thing I could think of to augment this argument would be like trying to stab a normal person with a skyscraper. Hypothetically speaking of course, if that were possible it wouldn't really hurt since the surface area of the skyscraper is too big, but if someone could dwarf the same thing and meet the same fate, it could be similar to a thorn in their side.
I suppose another way to put it would be trying to step on a giant lego and get hurt from it. xD
Not to mention this would be like a double-edged sword, considering the range only specifies long. If used in a shorter range there might be repercussions in it and could affect you due to their sheer size, similar to how Kirin works.
I think A-Ranks compared to B-Ranks are different because of their size primarily. Most, if not all of the techniques listed in A-Ranks have some sort of weaker counterpart which is generally measured by size. There are some other cases, like Moving Earth Core which is more of a speed based technique, in comparison to the weaker Earth Flow Rampart but most of the techniques are simply stronger versions of lower grade techinques, though not necessarily better.
Another thing I've noticed is that they're all made mostly to supplement the user. Swamp of the Underworld, Wheel of Fortune, Added Weight Rock, even Stone Golem to an extend are used to help strengthen the user or put him on an edge which could possibly help him win.
I swear; you're teaching yourself. My job is easy as pie in this scenario.
Pre-drawing a map for Wheel of Fortune should, technically, be possible as long as you start out with a correct topographical map and add 'notes', if so to speak. The concept is to link your chakra to the ground through the map and then change it; but as long as you do that in two steps - link then implement the pre-drawn changes - you should be fine.
And your scryscraper analogy fits, but the technique is still extremely deadly with its blunt-force impact alone. Don't underestimate it and if you have to use Nagashi; cancel the chakra in the ground. If you attempt to 'destroy' the spike with Nagashi; you die.
But yes, the A-ranks have some large, supplementary techniques.
However; you've still got techniques like '( Doton: Iwarin Heiban ) - Earth Release: Rock Scale Slab', '(Doton: Dochūbaku) - Earth Release: Landslide Technique' and '(Doton: Dosenki) - Earth Release: Mudslide Technique', though the two lasts ones are pretty similar.
I'm surprised you didn't mention '(Doton: Hanridoryūheki) - Earth Release: Flowing Earth Wall of 10,000 Miles' as your 'least favorite'. Techniques that require multiple users usually suck.
Questions?
Generally I base my techniques for what I consider the least useful for the situation at hand, not whether they require certain amounts of people. There's lots of techniques which are quite useful and require more than one person, like Naruto Uzumaki Barrage. :3
Generally I base my techniques for what I consider the least useful for the situation at hand, not whether they require certain amounts of people. There's lots of techniques which are quite useful and require more than one person, like Naruto Uzumaki Barrage. :3
If I haven't mentioned this site yet; here's a good site for finding out more about any technique you have questions about: (
You must be registered for see links
) Use it to find 'number of handseals needed' in particular.
Onto S-ranked techniques, which we'll be taking one by one.
(Doton: Dosenkiryū) – Earth Release: Earth and Stone Dragon Technique
Rank: S
Type: Offensive
Range: Short – Long (Made short range of the user with a long range reach)
Chakra cost: 40
Damage points: 80
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.
Tell me about this technique. Strengths, weaknesses, points of interest.
Anything, really.