[CC] Learning Gyojins with the Gyogenie Loki

Akuma

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Right. Since you're clearly over the basics, go ahead and analyze this technique, it's possible uses and any features.

(Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
Rank: B
Type: Defense
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: By focusing the water molecules around the hand, the user performs a simple palm block with enough force behind it to slap away a sword swing. This is done by creating a water shock wave from the palm. The user can also deflect certain techniques, by slapping them out of the wave, creating a shock wave on contact. This technique works incredibly well against elemental projectile of small to medium size.
 

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basically its like a smaller and shorter ranged version of the palm thrust but localized to the users hand and used to deflect things. By creating a shockwave through the palm block motion you release a shockwave, which due to it's force if timed right can deflect in coming objects. This jutsu isnt very restrictive so it can be used to create some interesting taijutsu combos.

USES:
Deflect things like projectiles, tangible jutsus like a rock, wind ball etc.
Close quarter fist block from a certain angle could break wrists easily
Deflect swordsman swords, which is a main weapon for samurai


Features:
It can affect upto medium projectiles, thats good, large projectiles would be too much for a jutsu like this and for it's rank that understandable aswell.

Only short ranged.

I noticed the chakra cost is differant for a normal B rank >_>
 

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Alright so I like this technique, it's always nice to have another defensive technique under your belt in case you need it. I like this more than some other defensive techniques because it is very fast to preform, requires no handseals, and can defend against different kinds of assaults (kenjutsu, taijutsu, ninjutsu). I think that this is a great technique to counter and counter attack doton projectiles. Though there are far less projectiles made from doton techniques when compared to the other elements, this could smack the rocks away from you and back at the opponent if they aren't broken once hit. This can also be used as a shockwave enhanced palm strike when fighting an opponent in short range, though one of the previous techniques we learned is better for that. Most Gyojin Karate techniques are great against weapon users, so I'll point out that this one is no exception as it can send the weapons back towards the user. As Strawberry pointed out, it's downfall is that it's short ranged, but the previous palm strike technique we learned can be used in the some of the same ways and can reach farther. Overall a nice technique which I can see myself using.
 

Akuma

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Good job both.

next;

(Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: The user will take control of an existing water source, making it move at will. However, the user may only move the water by using hand movements that represent the action the water will make. This can be used to create various things, like waves, vortexes, spikes and even whirlpools. The user can not control existing water infused with foreign chakra source.

Note: Requires a water source
Note: This technique ends when the user begins performing another jutsu
 

Strawberry

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Basically i can manipulate water present on the field already (without foreign chakra) into differant objects and shapes. The manipulation is tied to hand gestures which initiate and sustain these water creations. It's like a stronger version of the suiton no jutsu with a larger scale and reach.

It has long range reach, so this can basically be used anywhere.
Essentially this is unusable if you in a paralysis type genjutsu
Becomes more useful as the amount of water on the battle field increase.


If you are in a place like amegakure borderlands (some areas) the whole battlefield can essentially become your toolbox.
You can ride a wave to move away from an attack.
Form a vortex underneath opponent to suck them in or attack directly with spikes
Make the water raise you up slightly.

Basically suful for everything Supple/off.def


By foreign do they mean any external chakra or only opponents chakra?
Like can i create a vortex out of water left over by my water dragon?
What about a spike directly out of my water dragon to hit the opponent if they dodge it slightly
 

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Alright, right off the bat I like how versatile this technique can be. Its labeled as "attack" for it's type, though it can be argued to be more than that. Sure, you cannot make a shield of water in front of you because the water moves as your body does, but it can still be used to block, strike, create spikes, and more. This is an amazing technique to use if you are fighting an opponent over a water source, as you can attack them with the water from all around them. You can also use this at the same time as taijutsu and kenjutsu which doesn't require the usage of chakra. If I punch at my opponent, water would also hit the opponent, same with a kick. It's downside is that it requires a water source to use, limiting the places and time it can be used. This technique can give the user the upper hand quite quickly.
 

Akuma

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Basically i can manipulate water present on the field already (without foreign chakra) into differant objects and shapes. The manipulation is tied to hand gestures which initiate and sustain these water creations. It's like a stronger version of the suiton no jutsu with a larger scale and reach.

It has long range reach, so this can basically be used anywhere.
Essentially this is unusable if you in a paralysis type genjutsu
Becomes more useful as the amount of water on the battle field increase.


If you are in a place like amegakure borderlands (some areas) the whole battlefield can essentially become your toolbox.
You can ride a wave to move away from an attack.
Form a vortex underneath opponent to suck them in or attack directly with spikes
Make the water raise you up slightly.

Basically suful for everything Supple/off.def


By foreign do they mean any external chakra or only opponents chakra?
Like can i create a vortex out of water left over by my water dragon?
What about a spike directly out of my water dragon to hit the opponent if they dodge it slightly
Good job.

And foreign means other chakra that is not yours. If you use a water dragon technique, you can then manipulate that same water with use of this technique. Doing so will of course, deplete the jutsu of it's rank, and make it B rank. As it's the rank of this jutsu.
Alright, right off the bat I like how versatile this technique can be. Its labeled as "attack" for it's type, though it can be argued to be more than that. Sure, you cannot make a shield of water in front of you because the water moves as your body does, but it can still be used to block, strike, create spikes, and more. This is an amazing technique to use if you are fighting an opponent over a water source, as you can attack them with the water from all around them. You can also use this at the same time as taijutsu and kenjutsu which doesn't require the usage of chakra. If I punch at my opponent, water would also hit the opponent, same with a kick. It's downside is that it requires a water source to use, limiting the places and time it can be used. This technique can give the user the upper hand quite quickly.
Nice review, but the bold is not entirely true. The water will be manipulate by hand movements, akin to those of "water benders". Simply kicking won't allow you to manipulate a water source, it's all on your hands.

While needing a source is quite the negative, you can simply use the B rank stormy blockade, to summon the water right onto your target. Followed by this technique. Just one of the many uses you can think of with this in hand.

Now, this concludes your training once again guys.
See you in the near future.
 

Akuma

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Well since a council member went as far as suggesting me to teach you more, i'm inclined to trust his judgement.

(Gyojin Karate: Bakuretsu Hirate Renda) - Fishman Karate: Exploding Palm Barrage
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80 (+40 if used in conjuncture with a water based technique)
Description: The user squats while placing his arms to the side of his body, palms up bent in a 90 degree angle, then thrusts forward so fast that to any onlooker perceives that the user only did it one time with both arms. In reality, the user has actually pushed forward two times per hand, releasing a force that hits their opponent by concentrating on the water molecules around the palms. However unlike its parent jutsu "Jodan Bakusho", Hirate Renda's shock wave has a delayed effect of up to 2 seconds before the opponent feels the blows, leading him to believe it is a simple double palmed thrust barrage. This technique's raw power is so devastatingly powerful that the very earth surrounding the target will be shattered upon impact, leaving a vast crater. Furthermore, since this technique is based on the propagation of waves through water molecule, passing through a body of water before reaching the target will only increase it's destructive power.

Note: May only be used twice per match
Note: No S-rank and above water technique on the following turn

Both of you, put effort into this one please
 

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Alright! So this is basically a more powerful and advanced version of the technique which is a single palm strike to create a shockwave. The downfall to this technique is that by bending low and getting into such an "attention grabbing" position, the opponent may be able to foresee the attack, especially if they had already seen it been used once. An amazing up side to this technique is that water techniques cannot counter it, they only end up increasing the strength of the shockwave as the water molecules pass through it (+40 damage). This could be great to use on multiple opponents in a quick manner, striking up to four separate enemies. Another upside to this technique is that there is the delay of two seconds before the opponent feels the impact of the shockwaves. The shockwave doesn't travel any slower than normal, but the delayed impact can fool the opponent. Another downside to this technique is that the shockwaves can only reach up to mid range. Another thing to note is that if somehow the opponent defends by using a strong enough doton wall for example, the power of the shockwave would still cause the ground below to shatter, having the potential to narrow the opponents following moves or even knock them off balance. Another downside is the inability to use S rank suiton on the following turn, though in most situations the user can still do fine without it.

Question: if I did use this to attack multiple opponents, would the power of each shockwave decrease? Say I was fighting you, and you were facing me along with one shadow clone. If I sent two of the shockwaves at you and two at the clone, would each be an A rank, or would they all still be S?
 

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This technique is basically based off of the bakusho technique. The user takes on an initial pose before the actual offensive action takes place. What ensues after is a extremely fast palm thrust twice by each palm, however to an observer it only seems as if th user thrust once. Afer this execution, there is a slight delay like the calm before the storm, as suddenly a massive shockwave surges forward striking the opponent. Whereas the other technique is more localized this one covers a wider area of affect. The destructive capability of this technique basically means if successful the opponents bones would essentially shatter all organs would rupture, and death instant.
Even if an opponent uses an armour, to get rid of damage they would be launched across the battlefield like a cannon ball. It has massive terrain changing ability too, due to its destructive nature. Finally if the technique passes water, the water molecules charge this tech even more increasing its damage even more.
 

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Alright! So this is basically a more powerful and advanced version of the technique which is a single palm strike to create a shockwave. The downfall to this technique is that by bending low and getting into such an "attention grabbing" position, the opponent may be able to foresee the attack, especially if they had already seen it been used once. An amazing up side to this technique is that water techniques cannot counter it, they only end up increasing the strength of the shockwave as the water molecules pass through it (+40 damage). This could be great to use on multiple opponents in a quick manner, striking up to four separate enemies. Another upside to this technique is that there is the delay of two seconds before the opponent feels the impact of the shockwaves. The shockwave doesn't travel any slower than normal, but the delayed impact can fool the opponent. Another downside to this technique is that the shockwaves can only reach up to mid range. Another thing to note is that if somehow the opponent defends by using a strong enough doton wall for example, the power of the shockwave would still cause the ground below to shatter, having the potential to narrow the opponents following moves or even knock them off balance. Another downside is the inability to use S rank suiton on the following turn, though in most situations the user can still do fine without it.

Question: if I did use this to attack multiple opponents, would the power of each shockwave decrease? Say I was fighting you, and you were facing me along with one shadow clone. If I sent two of the shockwaves at you and two at the clone, would each be an A rank, or would they all still be S?
The power would be split into two (A rank each), and although the thrusts are fast, remember that the first target would be hit first. Allowing the second one to catch wind of the attack, and avoid it or counter. If they are near each other though, at most within three meters, the jutsu is enough to cover them both without needing to seperate the assault though.
This technique is basically based off of the bakusho technique. The user takes on an initial pose before the actual offensive action takes place. What ensues after is a extremely fast palm thrust twice by each palm, however to an observer it only seems as if th user thrust once. Afer this execution, there is a slight delay like the calm before the storm, as suddenly a massive shockwave surges forward striking the opponent. Whereas the other technique is more localized this one covers a wider area of affect. The destructive capability of this technique basically means if successful the opponents bones would essentially shatter all organs would rupture, and death instant.
Even if an opponent uses an armour, to get rid of damage they would be launched across the battlefield like a cannon ball. It has massive terrain changing ability too, due to its destructive nature. Finally if the technique passes water, the water molecules charge this tech even more increasing its damage even more.
Indeed, it's a very destructive technique, but the position you have to take leaves you open to sneak attacks. The most efficient way to use this one comes down to the situation, having the target closed off in a confined space would be best.

Next;

(Gyojin Karate: Towa Funsai) - Fishman Karate: Smashing Tower
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing three hand seals, the user heaves a water current upward, where it erupts from the surface as a towering stream of water, underneath the opponent. The user may only move the water by using hand movements that represent the action the water will make. As the water is rising, through hand movements, the user bends the highest point of the stream to take the form of an orb to entrap the opponent. The user can choose to let the target drown, or swing his hands downward making the stream, come down like a hammer, crushing the target against the surface of the ground/water. In the event that the opponent evades the erupting water, the user may still control the stream to crash down upon any location he desires.

Note: No water source required, the water is created through by the user through this technique
Note: Can only be used 3 times per match

Same deal with Smashing Tower. The power to literally smash down a target from a height rivalling a tower, while also trapping them in a dense orb of water at the peak proves to be a very powerful technique. Explain your view of it with detail. Additionally, with which FK technique would you combine this one with?
 

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Alright I like this a lot. Techniques which emerge from the ground are already pretty op because they can easily catch the opponent off guard, but this one is different from some spike or whatever in the way that it sends them into the sky inside of a bubble of water, and then finally they are slammed into the ground. That is a lot of power. I think that a great technique to use in combination with this is Fishman Karate: Sea Surface Splitter. By making a chopping motion, you begin to send the opponent towards the ground because the pillar is controlled by your arms, but it also sends a shockwave up the pillar towards the trapped target. The additional damage would be devastating.

Question: How would I be able to use two FK techniques at the same time? Isn't that impossible unless I have Yin/Yang?
 

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Is this three or 1 handseal because of water speciality?

Okay first thing i noticed was the water erupts from the surface, meaning it comes from underground. This means that unlike techniques similar to the water pillar thrust which from right beneath/onto the enemies feet, this one can be dodged before the water can even make contact with you. After the water erupts upwards, it will carry the opponent up with it, as you would through hand gesures manipulate the rising water into an orb around the opponent. The orb trapped opponent would then drown in the water. If the user desires, using his hand gestures again the user can manipulate the orb with the opponent in it to crash down into the ground. This would likely knock an opponent unconscious or incapacitate them. The hand gestured control of the water continues further to the point that if the opponent dodges you can crash the water onto the opponent at their next location. So this is a highly controllable technique, transitioning form one thing to another with hand gestures. I would combine this with water bending to branch right off of this technique when needed. An opponent that gets away by dodging that has the water behind him now, would be vulnerable to a water spike piercing his head from behind >_>.
 

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Alright I like this a lot. Techniques which emerge from the ground are already pretty op because they can easily catch the opponent off guard, but this one is different from some spike or whatever in the way that it sends them into the sky inside of a bubble of water, and then finally they are slammed into the ground. That is a lot of power. I think that a great technique to use in combination with this is Fishman Karate: Sea Surface Splitter. By making a chopping motion, you begin to send the opponent towards the ground because the pillar is controlled by your arms, but it also sends a shockwave up the pillar towards the trapped target. The additional damage would be devastating.

Question: How would I be able to use two FK techniques at the same time? Isn't that impossible unless I have Yin/Yang?
Not at the same time but in combination. As for your comments they are well described. If you use water bending, you could potentially turn the water pillar into something else, something more than the water orb. And that's exactly the jutsu Strawberry mentions below as a potential combination.
Is this three or 1 handseal because of water speciality?

Okay first thing i noticed was the water erupts from the surface, meaning it comes from underground. This means that unlike techniques similar to the water pillar thrust which from right beneath/onto the enemies feet, this one can be dodged before the water can even make contact with you. After the water erupts upwards, it will carry the opponent up with it, as you would through hand gesures manipulate the rising water into an orb around the opponent. The orb trapped opponent would then drown in the water. If the user desires, using his hand gestures again the user can manipulate the orb with the opponent in it to crash down into the ground. This would likely knock an opponent unconscious or incapacitate them. The hand gestured control of the water continues further to the point that if the opponent dodges you can crash the water onto the opponent at their next location. So this is a highly controllable technique, transitioning form one thing to another with hand gestures. I would combine this with water bending to branch right off of this technique when needed. An opponent that gets away by dodging that has the water behind him now, would be vulnerable to a water spike piercing his head from behind >_>.
1 handseal for water affinity. And well done, both of you. Any more questions or doubts about any jutsu learned thust far?
 
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