Yeah my general questions would be as follows.Alrighty. See, the thing about me training you is that I know that you know just as much about the subject as I do, if not more. There is no doubt in my mind that if we just concluded our training before it began you would go out and use the Gates well.
Sadly, management has other ideas. Thus; this thread.
You know what the Gates are, you know what they are capable of and you know that, despite all the fancy dress-up we play, they're just the NB equivalent of nitro in the Fast & the Furious series; cool, but also shady as all hell. We slap cool effects and names on the lot, but the Gates are just our way of doing generally accepted speed-blitzes for easy wins. The only reason EIGMs don't use the Gates more is that they're afraid of being labelled as talentless speed-blitzers... and maybe their sense of decency. Maybe.
Do you have any questions about the Gates in general?
Exactly. It's a brute force versus versatility thing. The trade-off is simply too disadvantageous.The second gate, or gate of healing is located in the brain, which always bothered me a bit. You'd think opening a gate in the brain would take more out of you than other places but whatever. Opening this gate grants you a 2x speed increase, and a boost to taijutsu of +10. It also causes you to suffer 10 damage. Like you said previously it's not very useful plenty of CJ can go above this speed without the huge tradeoff of losing access to 90% of your arsenal.
Well the average custom I see oldie and new average is around the 2x speed mark. But that gives no real restrictions usually in fact it can actually just enhance what they already have. With that in mind honestly the first gate I'd probably consider opening given the choice would be at least the fourth, most likely the fifth gate. Below that unless you're using a Rock Lee bio you're essentially wasting your abilities for a poor trade off assuming you have any half decent customs.Exactly. It's a brute force versus versatility thing. The trade-off is simply too disadvantageous.
At which point do you think a Gate becomes 'worth it?' Consider that question as if you were an EIGM, capable of two openings, consecutive openings, etc. You may as well; the wait is not long in NB time.
And therein lies the problem with EIG on this site; if you start too low you're dead meat, but if you start too high you are just speed-blitzing. There is nothing wrong with that, per se, but there is definitely less sportsmanship in doing so. It is not a nice way to win, believe you me. Feels cheap. I am sure more EIGMs could go farther in Grand Tornaments simply by starting off at 7th and speed-blitzing their way through the brackets, but it is simply not done.Well the average custom I see oldie and new average is around the 2x speed mark. But that gives no real restrictions usually in fact it can actually just enhance what they already have. With that in mind honestly the first gate I'd probably consider opening given the choice would be at least the fourth, most likely the fifth gate. Below that unless you're using a Rock Lee bio you're essentially wasting your abilities for a poor trade off assuming you have any half decent customs.
If I had to pick a favorite, it would probably be the flicker evasion technique. While the other techniques are indeed amazing with great effects and all that good stuff. Flicker evasion is really the bread and butter of the EIG's. It's what allows you to avoid jutsu and close the distances with your opponents who will likely be using lots of ninjutsu to stop you attacking them while in your gates. For me I believe personally regardless of all the other techniques the Flicker Evasion is the single most important technique, with the exception of the parent technique of opening the gates of course.And therein lies the problem with EIG on this site; if you start too low you're dead meat, but if you start too high you are just speed-blitzing. There is nothing wrong with that, per se, but there is definitely less sportsmanship in doing so. It is not a nice way to win, believe you me. Feels cheap. I am sure more EIGMs could go farther in Grand Tornaments simply by starting off at 7th and speed-blitzing their way through the brackets, but it is simply not done.
Anyway, I guess we could continue to the 3rd Gate, but how about you share your thoughts about the EIG-bound techniques on the jutsu list? Pick a favorite and tell me why you picked it.
With the third gate opened, I would begin by running to my left my opponents right, without using the body flicker luring them in to thinking I'm going that particular direction, but upon making a footfall i would focus my energy kicking off the ground in the opposite direction in a blur of speed possibly no longer being able to be tracked making a beeline for my opponents left flank. Moving to my right now instead of my left. Upon reaching their flank I would transfer the momentum in to power by dropping my body backwards using my hands like a spring and delivering a powerful kick to the side of the opponents body below the ribs possibly knocking the wind out of him, and sending him spiraling in to the air from the force of the kick.Flicker Evasion. Yes. Why? Because of versatility. That's the key. I say this all the time; versatility is key.
Use Flicker Evasion in a combo. Use whatever techniques, custom or canon you please. You've just popped the 3rd Gate (<_<) and you want to make the most of it. Opponent is mid-range.
Honestly mostly the Kai and self-harm. Though I do wonder to what degree does opening a gate harm you. We saw with Guy's usage of the 8th and some of the lesser usages that even opening the gate can cause considerable harm. Do you think a valid counter to a genjutsu would be to simply open another gate?See, what I would do is block/dodge and initiate a counter-attack before you deliver your first strike... if my tracking speed allowed me to, that is. If you were considerably faster than me Ninjutsu would be the answer. I would recommend thinking up some ways to incorporate the simple Ninjutsu available to EIGMs into your moves when you've only got below 5th or 6th Gate opened. You're simply not fast or powerful enough until then.
But yeah, generally flicker evasion is super, super cool. It basically helps with everything.
Now, let me ask you something; what would you do about Genjutsu when using the Gates? Do you have any custom abilities made for that, or will you rely on Kai and, uh, self-harm?
Opening the Gates does you no real physical harm, it's the aftereffects that damage you.Honestly mostly the Kai and self-harm. Though I do wonder to what degree does opening a gate harm you. We saw with Guy's usage of the 8th and some of the lesser usages that even opening the gate can cause considerable harm. Do you think a valid counter to a genjutsu would be to simply open another gate?
Absolutely. I tend to prefer the simple ones, or feel I'm gravitating towards them. The actions that can be partially freeformed such as this technique.Opening the Gates does you no real physical harm, it's the aftereffects that damage you.
And yes, opening another Gate is certainly a valid means of escaping Genjutsu.
Now, take a look at the EIG Taijutsu. The Gates we've covered so far allow for the use of a few. Do any of them catch your eye?
Sure.God, yes. Versatility is what makes me pick one technique over another.
Tell you what, how about you show me some of your legendary Taijutsu Mastery? Let's say we've both opened the Third Gate. Show me what you can do with this here EIG-stuff.
The Ariqun meets her foe head-on, darting forwards herself and then setting off with one foot to meet Keotsu on his descent. Bending her arms and pointing her hands down as she jumps the Qunari is able to meet the incoming attack with an almost sharp dual thrust of her own.Sure.
Physical capabilities heightened due to unleashing the power of the Third Gate, Keotsu found himself without a weapon and thus forced to rely upon his own body as his blade. Clenching his fist, he prepared his assault - pushing off the ground with all his might, he used his newfound speed to close the distance as rapidly as possible, launching not just forward, but upwards.
Using his new found momentum he propels himself downward, closing the distance faster than he would have been able to otherwise, and aiming to strike not only with flesh and bone, but frightening air pressure.
(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
A skill usable by all EIG users and masters, once one has opened at least one of the EIG, he will move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This version can only be used by EIG masters with at least one gate opened
(Hitori Omote Renge) - One-Man Front Lotus
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
A singular version of its parent technique, the Front Lotus, the user instead starts spinning by himself creating strong air currents around him after having jumped high enough, and dives down on the opponent rather than with them. The effect is drastic as the momentum the user carries and the massive rotating vortex of air around him can create a crater upon impact on the ground. This technique can be used to fight on equal grounds with elemental techniques, using the air vortex produced by the fast spinning to clash with the technique with the user as the driving force beneath the attack.
Note: the user needs to have opened at least up to the 3rd Gate