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Gobi Gobletsson

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Hullo, I will be using Amaimon. o-o

Performing a sequence of hand signs, drawing blood followed by the palm slamming the ground a plume of smoke arises, emerging from it comes a rushing basilisk with Amaimon atop, charging straight at you.

Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Chocobo is a basilisk the size of a good sized stallion, with four-toed feet, scaled legs and large webbed wings, and a scaled neck long neck. It carries a long and sharp beak, and beautiful crest head. At every joint, the back side of the legs and the chest, feathers emerge in dull yet calm colours. Running down from head to tail, webbed spikes emit. On the back in between the wings of the beastie, a saddle is designed for the summoner to sit in, along with riding harness. Chocobo is fast and versatile, capable of both high speeds running and flight. With its inherited ability, it's able to spread a venomous poison, however unlike its other family members, Chocobo is capable of unleashing a plume of poison from the pores of each webbed wing. Inhalation of the poison would kick in after two turns, making the affected, incapable of using their maximum power thus restricting affected targets to two jutsus per turn for the rest of the battle. Explusion of venom however can only be used thrice a battle, and stays on the field for two turns(C-rank). While Chocobo carries a poison, its main feat lies in his swiftness, quick on feet and in air(x1.5 the average Kage ranked ninja's base speed on land and twice as fast as the average kage ranked ninja while flying[/B]), easily able to out-maneuvering incoming techniques and projectiles either through quick dashes, or heavy flaps of its large wings. Of course, using this ability would count towards the 3 turns per move. Chocobo stays 4 turns unless dispersed. Chocobo's scales have proven resistent against Taijutsu, being unharmed from A-rank and below, whilst facing Ninjutsu(Elemental or not), they have been shown durable enough to deflect B-rank and below.
~ Visual presentation


 

Vayne

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Seeing the multiple creatures on the field Vayne takes caution and grabs a special tagged shuriken. The shuriken is then infused with shadow chakra and sent towards the charging opponents. The shuriken is aimed to hit the beasts shadow. If it were to hit, the beast should be abruptly stopped in it's tracks which should send Amaimon flying forwards off of its back. After throwing the shuriken Vayne would, at a faster rate than normal, perform the hand seals required to make it rain. He would also place his left foot behind him.


(Kage Mane Shuriken) Shadow Imitation Shuriken
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra cost: 10
Damage Points: N/A
Description: The user traps the enemy buy throwing and hitting them shadow special blades infused with shadow chakra.

(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
Rank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage Points: N/A
Description: A perception ninjutsu, allowing one to freely manipulate rain infused with the user's own chakra after waving the Bird → Rat → Ox → Monkey → Rat → Snake hand seals. The rain falls from rain clouds, formed with the users own chakra. During this technique, the falling raindrops are closely linked to the users senses. When the rain is obstructed by a chakra belonging to someone the existence of the target can be detected. The rain will keep on falling until the user uses the seal to cancel it.
 

Gobi Gobletsson

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Seeing the multiple creatures on the field Vayne takes caution and grabs a special tagged shuriken. The shuriken is then infused with shadow chakra and sent towards the charging opponents. The shuriken is aimed to hit the beasts shadow. If it were to hit, the beast should be abruptly stopped in it's tracks which should send Amaimon flying forwards off of its back. After throwing the shuriken Vayne would, at a faster rate than normal, perform the hand seals required to make it rain. He would also place his left foot behind him.


(Kage Mane Shuriken) Shadow Imitation Shuriken
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra cost: 10
Damage Points: N/A
Description: The user traps the enemy buy throwing and hitting them shadow special blades infused with shadow chakra.

(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
Rank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage Points: N/A
Description: A perception ninjutsu, allowing one to freely manipulate rain infused with the user's own chakra after waving the Bird → Rat → Ox → Monkey → Rat → Snake hand seals. The rain falls from rain clouds, formed with the users own chakra. During this technique, the falling raindrops are closely linked to the users senses. When the rain is obstructed by a chakra belonging to someone the existence of the target can be detected. The rain will keep on falling until the user uses the seal to cancel it.
''Hmph''

Focusing lightning chakra beyond your location, a small electricity cloud would form. Your shuriken would travel for a bit, before being drawn to the newly created metal attractor. So would other tools of yours. o-o

Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.



It would merely direct straight back at you, while Chocobo would charge straight into you. Before making impact, it kicks off the ground in a dash followed with a flap of it's wings to increase speed and overall momentum allowing a piercing blow by it's peak to penetrate through your chest.
 

Vayne

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''Hmph''

Focusing lightning chakra beyond your location, a small electricity cloud would form. Your shuriken would travel for a bit, before being drawn to the newly created metal attractor. So would other tools of yours. o-o

Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.



It would merely direct straight back at you, while Chocobo would charge straight into you. Before making impact, it kicks off the ground in a dash followed with a flap of it's wings to increase speed and overall momentum allowing a piercing blow by it's peak to penetrate through your chest.
Who's tech is that o-o? I have a wonderful use for it.

As the cloud is created I notice the shuriken's change in direction in addition to other metal objects escaping from my pouch. As such I grab on to two kunais and keep them in my hand. Each kunai is specially marked. In regards to the charging beast, it would still get stopped in it's track, by a different method however. Amaimon, would most likely get sent forward. I would have started moving back and at an angle to my right when the cloud was created. This would place me out of the path of the returning shuriken and the possible flying Amaimon. The beast would still be stopped.
(Kanashibari no Jutsu) - Temporary Body Paralysis Technique
Rank: D
Type:Supplementary
Range:Short-Mid
Chakra:15 (-5 per turn)
Damge Points:N/A
Description: Kanashibari no Jutsu is a simple Ninjutsu technique used to temporarily bind an animal (or animals). With the target frozen in place, the ninja can either take the opportunity to attack or to retreat. It can only be used against animal (summons or not) and works by forcefully using your chakra to restrain the summon physically by holding it in place. It can, however, be broken by outside means or brute force, making it less effective against bigger summons like boss summons or similar.
Note: lasts only as long as the user is focusing on the target to sustain it.
 

Gobi Gobletsson

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Who's tech is that o-o? I have a wonderful use for it.

As the cloud is created I notice the shuriken's change in direction in addition to other metal objects escaping from my pouch. As such I grab on to two kunais and keep them in my hand. Each kunai is specially marked. In regards to the charging beast, it would still get stopped in it's track, by a different method however. Amaimon, would most likely get sent forward. I would have started moving back and at an angle to my right when the cloud was created. This would place me out of the path of the returning shuriken and the possible flying Amaimon. The beast would still be stopped.
(Kanashibari no Jutsu) - Temporary Body Paralysis Technique
Rank: D
Type:Supplementary
Range:Short-Mid
Chakra:15 (-5 per turn)
Damge Points:N/A
Description: Kanashibari no Jutsu is a simple Ninjutsu technique used to temporarily bind an animal (or animals). With the target frozen in place, the ninja can either take the opportunity to attack or to retreat. It can only be used against animal (summons or not) and works by forcefully using your chakra to restrain the summon physically by holding it in place. It can, however, be broken by outside means or brute force, making it less effective against bigger summons like boss summons or similar.
Note: lasts only as long as the user is focusing on the target to sustain it.
The ones you grabbed, Should be magnetised away as well, no? o-o



Tumbling over, despite being paralysed in movement, Chocobo stays determined. With a mental command Chocobo poofs out of it's true form, into it's secondary form. From the plume of smoke a Tribal armour-clad warrior emerges from a succesful roll
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-10 per turn transformed)
Damage points: N/A
Description: Chocobo, Amaimon's personal basilisk summoning, will by its own chakra transform into a battle harness, charatertized by the durability given by Chocobo's scales, and its feathery look, accompanied with a headdress looking almost alike to a tribal armour. The headdress itself is like any other traditional native-cultured head wear, aside from the fact that beneath is a scaled helmet formed as a bird head, which the headwear is simply attached to. As the battle harness is consisting of flexible scales and feathers, it allows to cover the entirety of Amaimon's body giving an overall defense corresponding to Chocobo's own restrictions and limitiations. While under the influence of the Henge, Chocobo's duration on the field is suspended untill damaged properly to reverse summon itself, or simply transform back, where it will continue as it was left. While using the transformation technique, Chocobo still retains the ability to exude mists of toxic from it's bodice, also corresponding to the restrictions and limitations of Chocobo's summoning technique. While this mist could prove harmful to the user, the beak given from the helmet can be shut down as a visor, working as a functional gas mask. Lastly, but not least, Chocobo's transformation allows for manipulation of feathers running along the arms, back, etc. of the user. Essentially hardening them and stirring them in desired location as functional thrown daggers, however small and thinner yet capable of being proven lethal. This Henge transformation, can of course, only be used by Chocobo itself.
Note: Can only be used twice per battle



- Arising through the plume of smoke a deliberate right hook is aimed at your chest with no remorse, furtherly strengthed by Amaimon's ability to change his bone's properties.

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Tenchi is a unique technique which can be applied in a variety of different ways, either supporting Taijutsu, speed and overall Calcium based techniques. The very primary concept of this technique is to either make any calcium structure lighter in a sense, by making each molecule hollow, thus increasing speed, but in turn decreasing power and inducing brittleness to the bones. This however can also be done the other way around, in order to decreased speed and induce more strength. Through activation of this technique which is instant as it requires but a mental command, the user will be able to influence his following created techniques. Increasing the density of the bones the user will increase damage by +20, while speed will be lessened. The other way around will decrease damage by -20, and speed up techniques. An activation lasts four turns.



Rank: D
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 20 +20 +10
Description: The user will strike their opponent with a strong punch to the chest

 

Vayne

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The ones you grabbed, Should be magnetised away as well, no? o-o



Tumbling over, despite being paralysed in movement, Chocobo stays determined. With a mental command Chocobo poofs out of it's true form, into it's secondary form. From the plume of smoke a Tribal armour-clad warrior emerges from a succesful roll
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-10 per turn transformed)
Damage points: N/A
Description: Chocobo, Amaimon's personal basilisk summoning, will by its own chakra transform into a battle harness, charatertized by the durability given by Chocobo's scales, and its feathery look, accompanied with a headdress looking almost alike to a tribal armour. The headdress itself is like any other traditional native-cultured head wear, aside from the fact that beneath is a scaled helmet formed as a bird head, which the headwear is simply attached to. As the battle harness is consisting of flexible scales and feathers, it allows to cover the entirety of Amaimon's body giving an overall defense corresponding to Chocobo's own restrictions and limitiations. While under the influence of the Henge, Chocobo's duration on the field is suspended untill damaged properly to reverse summon itself, or simply transform back, where it will continue as it was left. While using the transformation technique, Chocobo still retains the ability to exude mists of toxic from it's bodice, also corresponding to the restrictions and limitations of Chocobo's summoning technique. While this mist could prove harmful to the user, the beak given from the helmet can be shut down as a visor, working as a functional gas mask. Lastly, but not least, Chocobo's transformation allows for manipulation of feathers running along the arms, back, etc. of the user. Essentially hardening them and stirring them in desired location as functional thrown daggers, however small and thinner yet capable of being proven lethal. This Henge transformation, can of course, only be used by Chocobo itself.
Note: Can only be used twice per battle



- Arising through the plume of smoke a deliberate right hook is aimed at your chest with no remorse, furtherly strengthed by Amaimon's ability to change his bone's properties.

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Tenchi is a unique technique which can be applied in a variety of different ways, either supporting Taijutsu, speed and overall Calcium based techniques. The very primary concept of this technique is to either make any calcium structure lighter in a sense, by making each molecule hollow, thus increasing speed, but in turn decreasing power and inducing brittleness to the bones. This however can also be done the other way around, in order to decreased speed and induce more strength. Through activation of this technique which is instant as it requires but a mental command, the user will be able to influence his following created techniques. Increasing the density of the bones the user will increase damage by +20, while speed will be lessened. The other way around will decrease damage by -20, and speed up techniques. An activation lasts four turns.



Rank: D
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 20 +20 +10
Description: The user will strike their opponent with a strong punch to the chest

Yup they are, but holding them wont allow them to fly away, right?
---
And as the man rolls and aims to strike above, Vayne would simply channel chakra through the left kunai(while thrusting it) which is pointing towards Amaimon. As a result 5 shadow spikes would emerge and should pierce Amiamon in all parts of his body, penetrating his armor and leaving him on deaths door. But Vayne did not leave it at that. With a savage upwards kick aimed to the unpierced part of Amaimon's chest Vayne sends Amaimon awkwardly to his back. At least he would have the sky to look at before he dies. Vayne would then jump backwards several meters in order to watch Amaimon die from a distance.(Shadow contact still maintained because I know there is some kind of comeback coming xD)
(Kage: Hisan Gosunkugi)- Shadow Flying Spikes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 35
Damage Points: 60
Description: Once the user infused his shadow chakra into his kunai, he can throw it and when it get's close enough to the enemy the shadow will mold out of the kunai to create 5, 3 foot long shadow spikes coming off the kunai facing the way that the point of the kunai is facing. This is able to increase the span of impact that a ordinary kunai cannot do.

Notes:
-Only usable by Nara clan member
-Only usable when Shadow training is complete
-Can only be used 3 times per battle
-Unable to use if chakra reserve is below 20% (towards end of battle likely)


(Kage Shibari no Jutsu) Shadow Paralysis Jutsu
Rank: A
Type: Supplementary
Range: Short - Mid Range (Time of day variant.) (Long range if additional shadow/s.)
Chakra cost: N/A (<- LOL)
Damage points: 60 (<- Double LOL)
Description: Technique allows the user to extend their shadow as far as possible whilst it has sufficient area, additional area can be added by joining with another shadow. Once it comes into contact with the targets shadow, the two merge and the target becomes paralyzed until the bond is broken. Note that this bond is stronger then Shadow Possession Jutsu (Kagemane no Jutsu) because it doesn't force the target to move.

Konoha Shippūdan) - Leaf Hurricane Bullet
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will launch a succession of high and low kicks dealing a several continuous kicks to the chest region alternating between both legs.
 

Gobi Gobletsson

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Yup they are, but holding them wont allow them to fly away, right?
---
And as the man rolls and aims to strike above, Vayne would simply channel chakra through the left kunai(while thrusting it) which is pointing towards Amaimon. As a result 5 shadow spikes would emerge and should pierce Amiamon in all parts of his body, penetrating his armor and leaving him on deaths door. But Vayne did not leave it at that. With a savage upwards kick aimed to the unpierced part of Amaimon's chest Vayne sends Amaimon awkwardly to his back. At least he would have the sky to look at before he dies. Vayne would then jump backwards several meters in order to watch Amaimon die from a distance.(Shadow contact still maintained because I know there is some kind of comeback coming xD)
(Kage: Hisan Gosunkugi)- Shadow Flying Spikes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 35
Damage Points: 60
Description: Once the user infused his shadow chakra into his kunai, he can throw it and when it get's close enough to the enemy the shadow will mold out of the kunai to create 5, 3 foot long shadow spikes coming off the kunai facing the way that the point of the kunai is facing. This is able to increase the span of impact that a ordinary kunai cannot do.

Notes:
-Only usable by Nara clan member
-Only usable when Shadow training is complete
-Can only be used 3 times per battle
-Unable to use if chakra reserve is below 20% (towards end of battle likely)


(Kage Shibari no Jutsu) Shadow Paralysis Jutsu
Rank: A
Type: Supplementary
Range: Short - Mid Range (Time of day variant.) (Long range if additional shadow/s.)
Chakra cost: N/A (<- LOL)
Damage points: 60 (<- Double LOL)
Description: Technique allows the user to extend their shadow as far as possible whilst it has sufficient area, additional area can be added by joining with another shadow. Once it comes into contact with the targets shadow, the two merge and the target becomes paralyzed until the bond is broken. Note that this bond is stronger then Shadow Possession Jutsu (Kagemane no Jutsu) because it doesn't force the target to move.

Konoha Shippūdan) - Leaf Hurricane Bullet
Rank: B
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user will launch a succession of high and low kicks dealing a several continuous kicks to the chest region alternating between both legs.
As the kunai is thrusted, Amaimon would open his clenched fist, into an open palm simualtaneously as releasing an outrageously burst of fire, obliberating you at point blank. Reason to be, was merely the range, and the unexpected surprise attack that would come with it, Amaimon wouldnt undermine his opponent to the level of believing a mere kunai could pierce this suit, unless it was severely enhanced. Using the fire spell, it would take him out before it ever reached him, and at the same time the shadows would be vanquished(That however was unknown to Amai).
Rank: S
Type: Offensive
Range: short - long
Chakra: 40
Damage: 100 ( -20 each time it is used)
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire.
NOTES:
1) Can only be used 3 times in a battle
2) Each time its is used the damage done to opponent is reduced by 20
( only alimujtaba786 can teach this jutsu )

 

Vayne

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As the kunai is thrusted, Amaimon would open his clenched fist, into an open palm simualtaneously as releasing an outrageously burst of fire, obliberating you at point blank. Reason to be, was merely the range, and the unexpected surprise attack that would come with it, Amaimon wouldnt undermine his opponent to the level of believing a mere kunai could pierce this suit, unless it was severely enhanced. Using the fire spell, it would take him out before it ever reached him, and at the same time the shadows would be vanquished(That however was unknown to Amai).
Rank: S
Type: Offensive
Range: short - long
Chakra: 40
Damage: 100 ( -20 each time it is used)
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire.
NOTES:
1) Can only be used 3 times in a battle
2) Each time its is used the damage done to opponent is reduced by 20
( only alimujtaba786 can teach this jutsu )

Similarly to how Amaimon found Vayne's kunai thrust absurd, Vayne found Amaimon's response even crazier. No man, no matter how mad they may be, even Chun level madness(sometimes), would counter a weapon by opening his hands. There must have been more to it than meets the eyes, so Vayne reacted accordingly. With an incredible burst of speed Vayne delivers a left upwards kick to the mans arm. The kick would be so powerful it would send Amaimon's arm way off course, possibley breaking it by causing it to rotate backwards in an unnatural manner. The kick would hit Amaimons bent elbow since he was initially delivering a hook. Vayne would then reutilise the first tactic with the kunai and shadow spikes on Amaimon but without the subsequent kick.
Kyu Doragon Jutsu: Kurayami Orijin Shikichi | Nine Arts Dragon: Darkness Origin Threshold
Type: Offensive, Defensive, Supplementary
Rank: S-rank
Range: Short – Mid
Chakra: 40
Damage: 80
Description: The user applies the basic principles of the Nine Arts Dragon but on an advanced and much more chakra taxing level. Building off the basic usages of Whisper Origin Thrust the user can release bursts of wind at any time from any point on their body with varying usages. The technique can be used to evade physical attacks or to propel themselves at incredible speed in any direction be it forwards, backwards, left, right, or up. Of course, as with the basic technique, the user must use this technique again to change their direction. Unlike the original technique, this version if far stronger and far more deadly when used offensively. To begin with, this technique happens much faster than the previous iteration. The speed at which the bursts of wind carry the user occur in the blink of an eye (a non-enhanced eye). The user can control the amount of wind released and depending on their use will utilize stable wind or incredible bursts of wind that are unstable but very powerful. For example, if the user wishes to evade an attack they can simply use this technique to throw themselves into the air or backwards in the blink of an eye with an incredible burst of wind that is unstable. While unstable the user will be carried off to safety at a far distance. Similarly the user can use the wind bursts in close quarters combat similarly with how they do with other Nine Arts Dragon techniques. This can cause a punch, which is normally traceable with the naked eye, to happen in the blink of an eye. The damage of course is much deadlier and can cause very severe injuries if the opponent doesn't counter it properly. The technique is incredibly versatile and allows the user very powerful methods of evasion, attack, and other uses. Additionally, the user can simply release large bursts of wind from their body at any point. These are unfocused blasts of wind that can carry off debris and other objects as well as simply throw an opponent off balance and carry them away. This however, requires the user stand perfectly still making it dangerous to use in close range. If the user does not stand perfectly still when releasing these huge blasts of unfocused wind they run the risk of being blown back themselves and causing severe damage to their own body. The possible uses for this technique are up to the user’s own imagination and limitations.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon
- Can only be used three times per battle.
- Can only be used once every three turns.
- After being used the user may not use Nine Arts Dragon techniques above A-Rank for 2 turns.

(Kage: Hisan Gosunkugi)- Shadow Flying Spikes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 35
Damage Points: 60
Description: Once the user infused his shadow chakra into his kunai, he can throw it and when it get's close enough to the enemy the shadow will mold out of the kunai to create 5, 3 foot long shadow spikes coming off the kunai facing the way that the point of the kunai is facing. This is able to increase the span of impact that a ordinary kunai cannot do.

Notes:
-Only usable by Nara clan member
-Only usable when Shadow training is complete
-Can only be used 3 times per battle
-Unable to use if chakra reserve is below 20% (towa
 

Gobi Gobletsson

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Similarly to how Amaimon found Vayne's kunai thrust absurd, Vayne found Amaimon's response even crazier. No man, no matter how mad they may be, even Chun level madness(sometimes), would counter a weapon by opening his hands. There must have been more to it than meets the eyes, so Vayne reacted accordingly. With an incredible burst of speed Vayne delivers a left upwards kick to the mans arm. The kick would be so powerful it would send Amaimon's arm way off course, possibley breaking it by causing it to rotate backwards in an unnatural manner. The kick would hit Amaimons bent elbow since he was initially delivering a hook. Vayne would then reutilise the first tactic with the kunai and shadow spikes on Amaimon but without the subsequent kick.
Kyu Doragon Jutsu: Kurayami Orijin Shikichi | Nine Arts Dragon: Darkness Origin Threshold
Type: Offensive, Defensive, Supplementary
Rank: S-rank
Range: Short – Mid
Chakra: 40
Damage: 80
Description: The user applies the basic principles of the Nine Arts Dragon but on an advanced and much more chakra taxing level. Building off the basic usages of Whisper Origin Thrust the user can release bursts of wind at any time from any point on their body with varying usages. The technique can be used to evade physical attacks or to propel themselves at incredible speed in any direction be it forwards, backwards, left, right, or up. Of course, as with the basic technique, the user must use this technique again to change their direction. Unlike the original technique, this version if far stronger and far more deadly when used offensively. To begin with, this technique happens much faster than the previous iteration. The speed at which the bursts of wind carry the user occur in the blink of an eye (a non-enhanced eye). The user can control the amount of wind released and depending on their use will utilize stable wind or incredible bursts of wind that are unstable but very powerful. For example, if the user wishes to evade an attack they can simply use this technique to throw themselves into the air or backwards in the blink of an eye with an incredible burst of wind that is unstable. While unstable the user will be carried off to safety at a far distance. Similarly the user can use the wind bursts in close quarters combat similarly with how they do with other Nine Arts Dragon techniques. This can cause a punch, which is normally traceable with the naked eye, to happen in the blink of an eye. The damage of course is much deadlier and can cause very severe injuries if the opponent doesn't counter it properly. The technique is incredibly versatile and allows the user very powerful methods of evasion, attack, and other uses. Additionally, the user can simply release large bursts of wind from their body at any point. These are unfocused blasts of wind that can carry off debris and other objects as well as simply throw an opponent off balance and carry them away. This however, requires the user stand perfectly still making it dangerous to use in close range. If the user does not stand perfectly still when releasing these huge blasts of unfocused wind they run the risk of being blown back themselves and causing severe damage to their own body. The possible uses for this technique are up to the user’s own imagination and limitations.
Notes:
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon
- Can only be used three times per battle.
- Can only be used once every three turns.
- After being used the user may not use Nine Arts Dragon techniques above A-Rank for 2 turns.

(Kage: Hisan Gosunkugi)- Shadow Flying Spikes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 35
Damage Points: 60
Description: Once the user infused his shadow chakra into his kunai, he can throw it and when it get's close enough to the enemy the shadow will mold out of the kunai to create 5, 3 foot long shadow spikes coming off the kunai facing the way that the point of the kunai is facing. This is able to increase the span of impact that a ordinary kunai cannot do.

Notes:
-Only usable by Nara clan member
-Only usable when Shadow training is complete
-Can only be used 3 times per battle
-Unable to use if chakra reserve is below 20% (towa
As the kick goes up, Chocobo causes an explusion of feathers at the advancing arm. It will create a momentum drawing the arm back in a ferocious manner, completely avoiding the arm while Amaimon would pivot on his balancing leg, simualtaneously as unleashing the fire. The moment of the explusion would instantly spin him about as he makes use of it, in a rotary movement on the spot.

Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40 is used lone +20 if used with other jutsu
Description: The technique revolves around the usage of the Ceremonial Battle Harness achieved through the Basilisk summoning Chocobo. It carries the inheriented ability to expell the feathers that run along it's arms, legs and back and head included. Chocobo sacrifaces a portion of chakra in order to expell these with an extraordinary explusion of chakra output, which will result in i.e a swinging limb would where upon the feathers would be shot, said limb would either be shot forwards or backwards with immense speed, increasing the attack by a total of +20. This however is depending in which direction the feathers were shot. This can prove viable in most situation where the target would either try to evade the attack, or the user would be in the need of retreating their limb from dangerous by higher speeds than regularly. This technique can only be used thrice. A total of one turn before each usage as the feathers would have to regrow first.



The result would be a spinning whirlwind of fire spreading out from Amai's location, scorching everything around him.
 

Vayne

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A defensive block of water is released from Vayne's left leg upon the retaliation of the man. The water would stop the fire from affecting Vayne while creating momentary cover due to the resulting steam from the clashing techniques. Vayne would have used this time to seperate one tag from his kunai and drop it on the ground. He would also throw the second kunai through the clash towards Amaimon's last location. Vayne would then move back 3 meters. All the while he was cautios of any countermeasures from his opponent.

Suiton: Kikkubokushingu
Mizu | Water Release: Water
Kickboxing Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack (e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one.
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Naizen.
 

Gobi Gobletsson

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A defensive block of water is released from Vayne's left leg upon the retaliation of the man. The water would stop the fire from affecting Vayne while creating momentary cover due to the resulting steam from the clashing techniques. Vayne would have used this time to seperate one tag from his kunai and drop it on the ground. He would also throw the second kunai through the clash towards Amaimon's last location. Vayne would then move back 3 meters. All the while he was cautios of any countermeasures from his opponent.

Suiton: Kikkubokushingu
Mizu | Water Release: Water
Kickboxing Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack (e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one.
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Naizen.
The moment the steam emerges, Amaimon activates his Sixth Gate accompanied with a forward dash through the midst whilst ultilizing the feared Crane Formation. A swift swoop was all that was needed to cut through the opponent.
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. User suffers -5 damage.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" (Hachimon Tonkō no Jin). Opening this gate will cause the user's blood to emanate a flaming aura of red steam from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. Unfortunately, the side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster.
Note: The EIG users can only open the gates once per fight, meaning that if he allows the EIG opening to time out, he cannot open the EIGs again during the match. EIG Masters can open EIGs twice per battle if the first use is only up to 6th gate.
Note: Up to 3rd Gate, the damage is neglitable for both EIG Users and EIG Masters, feeling only pain and lack of stamina. However, for openings above that, EIG Masters don't suffer damage from opening up to 6th Gate but EIG users will feel severe pain and damage after the EIG opening times out, being left unable to move correctly for 2 turns and unable to mold chakra above B-rank in the next turn. EIG Masters will feel the same effects for opening 7th Gate.
Note: Opening the 8th Gate kills the user at the end of the 2 turns it reamins opened.



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


His lane of dash is slightly to your right, Amaimon's left. So essentially he would run past you.
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Opening at least the sixth gate, the user rushes forward channeling chakra to his arm. Striking forward, the user releases a crescent like wave of chakra that has enough force to rip through a meteor. The more users involved increases the power of the jutsu.

 
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