Re: Custom Jutsu Submission
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(Jie Quan Dao: Naoki Sentou) Jeet Kune Do: Straight Lead
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Bruce Lee felt that the straight lead was the most integral part of Jeet Kune Do punching, as he stated, "The leading straight punch is the backbone of all punching in Jeet Kune Do." The straight lead is not a power strike but a strike formulated for speed. The straight lead should always be held loosely with a slight motion, as this adds to its speed and makes it more difficult to see and block. The strike is not only the fastest punch in JKD, but also the most accurate. The speed is attributed to the fact that the fist is held out slightly making it closer to the target and its accuracy is gained from the punch being thrown straight forward from one's centerline. The straight lead should be held and thrown loosely and easily, tightening only upon impact, adding to one's punch. The straight lead punch can be thrown from multiple angles and levels. In addition, the straight lead punch follows a straight path to it's target meaning that no matter where your hand happens to be, you will shoot the hand in a straight line to the target, whether it is straight across, slightly upward, etc. This will also contribute to one's speed, as the fist travels in a direct line, thereby contributing to the economy of motion of the technique. In the word's of Bruce Lee:
"Straight hitting (and straight kicking) is the foundation of scientific skill. They developed late in history and therefore are the product of careful thought. Requiring speed and intelligence to use, they travel less distance than the round arm blows (or hook or spin kicks), and will reach the mark first. Straight blows (and kicks) are more accurate than hooks and swings and allow full use of the arm (and leg) reach."
To use the Straight Lead, one must do the following:
Push Step: The push step is what initially gets the whole body into the straight lead, thereby greatly con-tributing to its power. The push step can be likened to a combination of the lunge step from fencing and the drop step in boxing to cover distance and generate power. The ball of the rear foot forcefully pushes off the ground while the front foot slightly rises and steps or extends forward to gain distance. With this explosive push-off from the rear foot, the whole body is propelled forward, thereby beginning the generation of power in the punch. Furthermore, this is a fast, sudden movement forward, balance must be kept. The body flattens (toward the floor) rather than leaping into the air. It is not a hop. In all respects it is the same as a wide step forward and bringing the rear foot immediately into position.
In advancing, the foot must not land first, or the body weight will rest upon the floor instead of being behind the punch — the heel should be slightly raised pointing outward. Always have the legs slightly bent so that the strong thigh muscle comes into play especially before coming in (like a spring).
Complete Body Involvement: The straight lead differs from a boxing jab in that there is complete body involvement in the straight lead, whereas the jab often utilizes less of the body. After executing the push step, the practitioner snaps (rather than simply rotates) his hips and shoulders into the punch, attaining proper body alignment and leverage at the moment of impact. The body is then aligned to fully support the punch with maximum leverage and torque, complete body weight transfer, and subsequent power. In this way, the straight lead is different from the boxing jab in that it can probe as well as punish.
Balance: You must be in a balanced position throughout the performance of the straight lead. First, you must be in balance to even execute a strong attack with the straight lead. Second, you must be in balance during the motion so that you will have leverage and power in your strike. Last, you must be in balance at the completion of your strike so that you can handle any counteroffensive movement from your opponent or that you can execute a follow up movement, such as another punch or kick. Bruce Lee emphasized that we maintain our balance before, during and after a movement
Putting It All Together: (Timing) The sum of the components listed above allow the JFJKD practitioner to perform a front hand punch unlike any punch in martial arts. It is the combination, timing and explosiveness of these elements that make the straight lead devastating. The momentum of the punch begins with the push off the rear foot, continues with the hip and shoulder snapping into a bio-mechanical alignment of the body, ending with the last snap of the wrist all travelling in a straight line through the target. The speed of each component is compounded upon each successive movement, so that at the end, the fist is travelling at maximum velocity.
The delivery and position of the arm aids in non telegraphic (deceptive) delivery, it gives you better body protection against any shot delivered to the rib cage, more power in different hand ranges of combat and gives you a better defense against certain grappling movements. The JKD straight punch is not considered an end all, yet it is the preferred method because it presents these tactical advantages.
Lee felt explosive attacks with no telegraphing signs of intention were best. He argued that the attacks should catch the opponent off-guard, throwing them off their balance and leaving them unable to defend against further attacks. "The concept behind this is that when you initiate your punch without any forewarning or predictability, such as tensing your shoulders or moving your foot or body, the opponent will not have enough time to react" The key is that one must keep one's body and arms loose, weaving one's arms slightly and only becoming tense upon impact. Lee wanted no wind-up movements or "get ready poses" to prelude any JKD attacks. Lee explained that any twitches or slight movements before striking should be avoided as they will give the opponent signs or hints as to what is being planned and then they will be able to strike first while one is preparing an attack. Consequently, non-telegraphed movement is an essential part of Jeet Kune Do philosophy.
- Must be a Jeet Kune Do Master
- Must have learned basic Taijutsu
- Can defend against taijutsu up to B rank
- The user can use this to make multiple combo's and strikes.
- The user can incorporate this with other taijutsu within the style as well if plausible, the same way Bruce Lee used this to strengthen his own strikes and create combo's .
Declined 
This is too long for no reason. Remove the background information and keep it confined to just what the jutsu itself does, the rest is not needed.
(Jie Quan Dao: Naoki Sentou) Jeet Kune Do: The Six inch Punch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The six inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this six inch punch the practitioner stands with his fist close to the target six inches away, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles. The six inch punch is a bit stronger than the once inch punch and has been demonstrated showing it to being several times stronger as well (4x to be exact), being able to send opponents away by up to 5 meters at full power. A Jeet Kune Do master can even knock a person out with this punch
Notes:
- Must know the
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Punch
- Must be a Jeet Kune Do master
- Can be used 4x per battle
Declined 
If it is 4 times stronger than the 1 Inch Punch, which is a B ranked attack, that puts this at the level of at least a Forbidden ranked attack. Also, you wording is confusing. You say that it can send people backwards up to 5 meters, then say a JKD master can even knock someone out.
Then go on to say that you
have to be a JKD master to u
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(Fuuton: Nunchaku Doragon Senpuu) Wind Release: Nunchaku Dragon Whirlwind
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-15 to the user) (-20 if the user is within 10 meters of the explosion)
Description: The user will send their wind chakra through their Nunchaku as they spin it at fast speeds in front of them. As they spin their Nunchaku, they will release the wind chakra from the Nunchaku creating a powerful twister of cutting wind in the shape of a dragon from them that darts at the opponent. The user spins their nunchaku as fast as they can with
their normal physical chakra and stamina as well which from the very fast rotations, the dragon's wind becomes even more fierce. Once the user releases it from their Nunchaku at their target they have no control over it. Once released, the dragon darts at the opponent as it expands to the size of Gamakichi from the pain arc. When it get's within short range of the target, it crashes into it, exploding in a giant dome of cutting wind throughout mid range of it's target, leaving their bones shattered, limbs twisted and body severely slashed all over. The user's arm and shoulder however is left in severe pain and drained of energy for the next turn.
Notes:
- Can only be used by -Yard-
- Must use the Intercepting Nunchaku.
- Can be used once per battle
- No S rank wind for two turns
- No Nunchaku techniques for two turns
- Cannot use arm for the next turn meaning no handseals.
- User dies as well if within Short range of the explosion.
Declined 
For one, the size is incredibly too large to be allowed. Make it smaller and more localized, not a massive mid range sized explosion. This is more or less a nunchaku fashioning of Daytime Tiger, reformed to fit a weapon. No A rank wind and higher for two turns, and this would also limit your taijutsu to non existent for two turns. Also, if this is a wind jutsu, then the bolded should be edited as well