[Tai] Stepping through the gate.

KeotsuEclipse

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Alright. So, the Fourth Gate is the Gate of Pain, and is located on the spinal column. And if I recall, this is also the highest Gate that Rock Lee could open post time-skip with no detrimental effects (and subsequently is the first Gate with really tangible drawbacks; tearing your muscles fibers). And I believe the only technique that is offered that you didn't have access to with the Third Gate is "Little Toe Attack".

Little Toe Attack being a rare chakra-less S rank Taijustu that also has no usage limits. Awesome with ZX Buster.
 

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Alright. So, the Fourth Gate is the Gate of Pain, and is located on the spinal column. And if I recall, this is also the highest Gate that Rock Lee could open post time-skip with no detrimental effects (and subsequently is the first Gate with really tangible drawbacks; tearing your muscles fibers). And I believe the only technique that is offered that you didn't have access to with the Third Gate is "Little Toe Attack".

Little Toe Attack being a rare chakra-less S rank Taijustu that also has no usage limits. Awesome with ZX Buster.
Everything is awesome with ZX Buster ;)

Now, when we get to the 5th Gate we cross a threshold where the speed granted starts to become blitz-level. 4th Gate might suffice for some and for others the 6th might be necessary, but it is around this level that your speed will become untraceable by your opponent. That's an important threshold; it's where you need to start thinking about ending the fight.

The 5th Gate is too little for the Morning Peacock, but it does have one technique:

( Konoha Gōen Shippū ) -Tree Leaf Roaring Flame Hurricane
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user unlocks five of the Eight Gates and begins a kick so fast his leg catches on fire. The user then spins around into the air creating a spiral of flame before bringing his leg down through the centre and into the ground where the fire bursts outwards blasting any enemy within close proximity.
 

KeotsuEclipse

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Everything is awesome with ZX Buster ;)

Now, when we get to the 5th Gate we cross a threshold where the speed granted starts to become blitz-level. 4th Gate might suffice for some and for others the 6th might be necessary, but it is around this level that your speed will become untraceable by your opponent. That's an important threshold; it's where you need to start thinking about ending the fight.

The 5th Gate is too little for the Morning Peacock, but it does have one technique:

( Konoha Gōen Shippū ) -Tree Leaf Roaring Flame Hurricane
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user unlocks five of the Eight Gates and begins a kick so fast his leg catches on fire. The user then spins around into the air creating a spiral of flame before bringing his leg down through the centre and into the ground where the fire bursts outwards blasting any enemy within close proximity.
The fact that it takes chakra kind of makes me sad, but I guess you could argue we don't reach the threshold to ignite the air with our fists until the next Gate, so I won't protest too much.

And I did some investigating and you're absolutely right about the speed blitzing. I hadn't really taken a hard look at the numbers before, but since the Gate's are multipliers and your reaction time is just your current speed +4, it doesn't take much for the Gates to push you out of trackable range. I think I had worked it out that two Kage of equal standing without buffs and being taijutsu masters have 10 base speed (and 14 tracking). Opening the First Gate is x1.5 Speed, making it 15 Speed. The first gate alone allows you to move beyond an equal peer's tracking speed. I am incorrect here. Further review shows that things like Taijutsu mastery give a pretty sizeable multiplier to your tracking speed, so it actually outpaces your movement speed quite a bit. With the fifth gate getting to x3.5 speed, I see what you mean about Gates 4-6 being the break-even point to actual speed blitzing.

Higher gates cause speed blitzing, indeed.
 
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ZK

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The fact that it takes chakra kind of makes me sad, but I guess you could argue we don't reach the threshold to ignite the air with our fists until the next Gate, so I won't protest too much.

And I did some investigating and you're absolutely right about the speed blitzing. I hadn't really taken a hard look at the numbers before, but since the Gate's are multipliers and your reaction time is just your current speed +4, it doesn't take much for the Gates to push you out of trackable range. I think I had worked it out that two Kage of equal standing without buffs and being taijutsu masters have 10 base speed (and 14 tracking). Opening the First Gate is x1.5 Speed, making it 15 Speed. The first gate alone allows you to move beyond an equal peer's tracking speed. I am incorrect here. Further review shows that things like Taijutsu mastery give a pretty sizeable multiplier to your tracking speed, so it actually outpaces your movement speed quite a bit. With the fifth gate getting to x3.5 speed, I see what you mean about Gates 4-6 being the break-even point to actual speed blitzing.

Higher gates cause speed blitzing, indeed.
I don't like many of the EIG costing chakra either. Even Daytime Tiger does... but I suppose it's for balancing purposes?
With the base speed of an Official Sage and Taijutsu Master even small multiples make a big difference. Aim for a high baseline and reap the rewards.

If I may skip to the Sixth Gate I would like you to take a look at Morning Peacock:

(Hachimon: Asa Kujaku) - Eight Gates: Morning Peacock
Rank:A
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points: 60
Description: The user will approach the target in a crane stance and kick then into the sky.Then the target is stuck with many punches that are literally on fire, which makes the peacock design in the air.The last blow send the enemy flying into the ground
Requirements:6 gates open

We've seen how it is used by Guy, but can you imagine some alternative ways to use this technique?
 

KeotsuEclipse

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I don't like many of the EIG costing chakra either. Even Daytime Tiger does... but I suppose it's for balancing purposes?
With the base speed of an Official Sage and Taijutsu Master even small multiples make a big difference. Aim for a high baseline and reap the rewards.

If I may skip to the Sixth Gate I would like you to take a look at Morning Peacock:

(Hachimon: Asa Kujaku) - Eight Gates: Morning Peacock
Rank:A
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points: 60
Description: The user will approach the target in a crane stance and kick then into the sky.Then the target is stuck with many punches that are literally on fire, which makes the peacock design in the air.The last blow send the enemy flying into the ground
Requirements:6 gates open

We've seen how it is used by Guy, but can you imagine some alternative ways to use this technique?
To be completely honest, I'm not particularly fond of this technique. It's one of those..."Fist of the North Star" type attacks where you basically spam with a bunch of random punches. Too many to have an real control of the detail in it. I much prefer techniques like Daytime Tiger where it's a single blow I can control. You know, stuff like "Using my right arm, I aim to deliver a straight jab at your solar plexus" versus stuff like "I punch at your chest sixty times".

That said, in regards to this technique in particular, there's the fact I'm *fairly* certain it doesn't "use" chakra in the manner that it can be absorbed (using friction, and not chakra, to ignite the air), and so it could likely be used as a counter to jutsu - especially Wind - while in EIG, where you have basically no access to Ninjutsu. That said...flicker evasion exists.
 

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To be completely honest, I'm not particularly fond of this technique. It's one of those..."Fist of the North Star" type attacks where you basically spam with a bunch of random punches. Too many to have an real control of the detail in it. I much prefer techniques like Daytime Tiger where it's a single blow I can control. You know, stuff like "Using my right arm, I aim to deliver a straight jab at your solar plexus" versus stuff like "I punch at your chest sixty times".

That said, in regards to this technique in particular, there's the fact I'm *fairly* certain it doesn't "use" chakra in the manner that it can be absorbed (using friction, and not chakra, to ignite the air), and so it could likely be used as a counter to jutsu - especially Wind - while in EIG, where you have basically no access to Ninjutsu. That said...flicker evasion exists.
So we agree; largely just a flashy technique. Its merit comes simply from being delivered very quickly. Guy even says it; it's just normal punches that become 'special' due to their speed. Perform any Tai tech with the 6th Gate open and it will have a similar effect.
Anyway, speaking of Daytime Tiger:

(Hachimon: Hirudora) - Eight Gates: Daytime Tiger
Rank: S
Type: Attack
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Daytime tiger is a strong and fast attack only useable through the activation of the seventh gate. the user makes a fist in front of their face with one hand and then taps it with their other, which creates a massive amount of air pressure resembling a tiger. The user then forms a unique hand seal, which launches the tiger at the opponent. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes before impact, releasing the built up air pressure in an instant. A massive concussive explosion is created which can be felt a significant distance away.
Note: Use of technique will result in the user collapsing two turns after use due to tremendous pain.
Note: Can only be used twice.
Note: Requires EIG mastery.
Tell me about it.
 

KeotsuEclipse

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So we agree; largely just a flashy technique. Its merit comes simply from being delivered very quickly. Guy even says it; it's just normal punches that become 'special' due to their speed. Perform any Tai tech with the 6th Gate open and it will have a similar effect.
Anyway, speaking of Daytime Tiger:

(Hachimon: Hirudora) - Eight Gates: Daytime Tiger
Rank: S
Type: Attack
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Daytime tiger is a strong and fast attack only useable through the activation of the seventh gate. the user makes a fist in front of their face with one hand and then taps it with their other, which creates a massive amount of air pressure resembling a tiger. The user then forms a unique hand seal, which launches the tiger at the opponent. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes before impact, releasing the built up air pressure in an instant. A massive concussive explosion is created which can be felt a significant distance away.
Note: Use of technique will result in the user collapsing two turns after use due to tremendous pain.
Note: Can only be used twice.
Note: Requires EIG mastery.
Tell me about it.
Okay, so prior to the introduction of Night Guy (and I suppose, Evening Elephant), this was my favorite of the EIG techniques. It hits up to long range, which is awesome. Its damage is conveyed completely through air pressure, so there's no absorbing it. It explodes making it difficult to avoid even if you dodge the initial strike.

Overall, I think this is fantastic technique as it offers quite a few avenues of attack. The collapsing drawback is SUPER harsh, but I guess at that point, if you're in the Seventh Gate, you're on the verge of a battle ending quickly anyway.
 

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Okay, so prior to the introduction of Night Guy (and I suppose, Evening Elephant), this was my favorite of the EIG techniques. It hits up to long range, which is awesome. Its damage is conveyed completely through air pressure, so there's no absorbing it. It explodes making it difficult to avoid even if you dodge the initial strike.

Overall, I think this is fantastic technique as it offers quite a few avenues of attack. The collapsing drawback is SUPER harsh, but I guess at that point, if you're in the Seventh Gate, you're on the verge of a battle ending quickly anyway.
That's a logical conclusion to using the 7th or 8th Gate; the drawbacks are serious and could decide a match if it is not resolved quickly. The 8th Gate in particular simply kills the user afterwards, which is why its awesome powers are rarely, if ever, drawn upon.
The 8th Gate is interesting; I don't think I've ever actually seen it used. The multipliers become ridiculous; blitzing follows. That's the ballgame, and there are some techniques - speaking of the two you mentioned - that go along with it. Tell me about them, if you would:
( Sekizō ) - Evening Elephant
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is a continuous assault of five punches, with each "foot", as they are referred to, being performed faster than the one before. It creates a vacuum of pressurised air which bears the appearance of an elephant's leg, causing devastating damage to the opponent. The first punch alone was capable of creating a 10 meter deep tunnel in the ground. The subsequent punches are delivered as the user moves at high speeds around the opponent, attacking from all angles, culminating with the final punch, strong enough to break through the Truth Seeking Balls shield. The first hit alone deals 80 damage, each after deals 20 damage more than the last one.
Note: Can only be used with the 8th Gate open.

( Yagai ) - Night Guy
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 150
Damage: 200 ( Death to user in the following turn )
Description: The user initiates the technique by emitting a huge amount of chakra. After gathering all of this chakra around his body in the form of a flickering red, dragon-like aura, he dashes forward at such at such extreme speeds that the space within the immediate vicinity of the technique is distorted, allowing him to bypass his target's defenses. He then deals an immensely powerful kick which carries such force that it is capable of obliterating the target's body, as well as creating a devastating shock wave linear to the kick, capable of causing damage from afar and completely destroying an opponent's body. The recoil was such that it completely shattered the bones in the user's own leg. As a result of being the user's strongest maneuver, following the attack are fatal repercussions as it leaves the user on the brink of death; slowly turning into ash, crumbling from the immense discharge of his chakra.
Note: Can only be used once.
Note: Can only be used with the 8th Gate open.
 

KeotsuEclipse

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That's a logical conclusion to using the 7th or 8th Gate; the drawbacks are serious and could decide a match if it is not resolved quickly. The 8th Gate in particular simply kills the user afterwards, which is why its awesome powers are rarely, if ever, drawn upon.
The 8th Gate is interesting; I don't think I've ever actually seen it used. The multipliers become ridiculous; blitzing follows. That's the ballgame, and there are some techniques - speaking of the two you mentioned - that go along with it. Tell me about them, if you would:
( Sekizō ) - Evening Elephant
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is a continuous assault of five punches, with each "foot", as they are referred to, being performed faster than the one before. It creates a vacuum of pressurised air which bears the appearance of an elephant's leg, causing devastating damage to the opponent. The first punch alone was capable of creating a 10 meter deep tunnel in the ground. The subsequent punches are delivered as the user moves at high speeds around the opponent, attacking from all angles, culminating with the final punch, strong enough to break through the Truth Seeking Balls shield. The first hit alone deals 80 damage, each after deals 20 damage more than the last one.
Note: Can only be used with the 8th Gate open.

( Yagai ) - Night Guy
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 150
Damage: 200 ( Death to user in the following turn )
Description: The user initiates the technique by emitting a huge amount of chakra. After gathering all of this chakra around his body in the form of a flickering red, dragon-like aura, he dashes forward at such at such extreme speeds that the space within the immediate vicinity of the technique is distorted, allowing him to bypass his target's defenses. He then deals an immensely powerful kick which carries such force that it is capable of obliterating the target's body, as well as creating a devastating shock wave linear to the kick, capable of causing damage from afar and completely destroying an opponent's body. The recoil was such that it completely shattered the bones in the user's own leg. As a result of being the user's strongest maneuver, following the attack are fatal repercussions as it leaves the user on the brink of death; slowly turning into ash, crumbling from the immense discharge of his chakra.
Note: Can only be used once.
Note: Can only be used with the 8th Gate open.
Hooooo-boy, where to start. Okay, so Evening Elephant alone is probably a match ender. If the whole thing connects it does a whopping 160 damage at speeds that are basically untrackable, and over an ENORMOUS area for a Taijutsu attack. Better still, you can use the technique itself to rapidly close the distance, so it's not a matter of needing to get in range. EVEN STILL, it has no usage limit. You can use it over and over and over and there really isn't much the opponent can do about it.

Night Guy...is badass. Oh, more than that? Okay. So, Night Guy itself is probably the best "finishing move" technique there is. To my knowledge there is no defense against it except maybe something like FTG or *MAYBE* Obito's phasing. Traditional defenses simply do not work against it. It hits harder than any other technique that exists, to my knowledge, and that's BEFORE the massive boosts it gets from being in the Eighth Gate to begin with. There's also a neat little feature built into it. Even though in the Manga Gai was left too depleted to do much after this, there's absolutely nothing stopping you from using Evening Elephant twice before this technique in the same turn. Really, I see this as an "I'm in the last turn of my Eighth Gate release, so its all or nothing" technique. Might as well go out with a bang.
 

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Hooooo-boy, where to start. Okay, so Evening Elephant alone is probably a match ender. If the whole thing connects it does a whopping 160 damage at speeds that are basically untrackable, and over an ENORMOUS area for a Taijutsu attack. Better still, you can use the technique itself to rapidly close the distance, so it's not a matter of needing to get in range. EVEN STILL, it has no usage limit. You can use it over and over and over and there really isn't much the opponent can do about it.

Night Guy...is badass. Oh, more than that? Okay. So, Night Guy itself is probably the best "finishing move" technique there is. To my knowledge there is no defense against it except maybe something like FTG or *MAYBE* Obito's phasing. Traditional defenses simply do not work against it. It hits harder than any other technique that exists, to my knowledge, and that's BEFORE the massive boosts it gets from being in the Eighth Gate to begin with. There's also a neat little feature built into it. Even though in the Manga Gai was left too depleted to do much after this, there's absolutely nothing stopping you from using Evening Elephant twice before this technique in the same turn. Really, I see this as an "I'm in the last turn of my Eighth Gate release, so its all or nothing" technique. Might as well go out with a bang.
8th Gate is just 'go out with a bang'-mode overall, wouldn't you say?
Anyway, I honestly think that does it. We've gone over the most important parts, some techniques, etc.

One thing before you leave, you Tai Master you: EIG is unavailable on Samurais so in a few months time you will be a certified EIG Master, able to use Ninjutsu and open the Gates twice per battle. That's the proverbial sprinkle on your ice cream. But yeah; being an EIGM is a boost, so look forward to it.

And that's it, unless you have any questions before the timer starts?
 

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8th Gate is just 'go out with a bang'-mode overall, wouldn't you say?
Anyway, I honestly think that does it. We've gone over the most important parts, some techniques, etc.

One thing before you leave, you Tai Master you: EIG is unavailable on Samurais so in a few months time you will be a certified EIG Master, able to use Ninjutsu and open the Gates twice per battle. That's the proverbial sprinkle on your ice cream. But yeah; being an EIGM is a boost, so look forward to it.

And that's it, unless you have any questions before the timer starts?
Yeah, the inability to use it on a Samurai is kind of a downer, but I'll be making another Shinobi bio capable of using them once I decide on a character.

And no, I think we've covered just about everything.

Thank you very much!
 
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