Thaal and I {CE}

Vayne

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Semifinals will begin now. Person on top makes the thread and gets first move. These fights will be all out, will last 7-10 days with a 2 day reply limit unless yall agree on something else. Make these interesting please. Some of the fights were ass imo but yall 4 did good. Good luck yall.
Let's go with mid range, in a wide clearing in a forest. The clearing is about 20 meters in diameter.
 

Vayne

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Arriving at dusk, all cloaked up with my wide assortment of weapons, scrolls, and tools, I would observe my opponent then perform a single hand seal, creating two mockingbirds that would proceed to fly around me, forming a wind barrier around me. I would then perform another hand seal and cause it to begin to rain. The two hand seals would go unnoticed due to the cloak I wore. Finally, I would attack with a simple explosive shuriken attached to a string and my hand. The shuriken is aimed to hit the man in the throat, cutting him, potentially ending his life. If that didnt do it, the subsequent explosion from the tag would.

(Fūton: Korosu Tame) - Wind Release: To Kill
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.
-Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.

Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.
Rushed and shiz z.z I'll pick up the pace with my next reply.
Also, I have these
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like

Nishin - Duplicity
Type: Weapon
Rank: S Rank
Range: N/A
Chakra: 40
Damage: 80
Description: Duplicity is a whip manufactured in a time of war. It's said to be the strongest whip ever to be created, this is mainly due to the unknown material that it is made from. The whip is thicker and denser that all common whips, this was no design flaw, it was intentional. From the thickness the whips abilities derive. Duplicity can split into 2 whips when the user wills it too. The 2 whips that emerge are as thick and dense as normal whips. With the 2 whips the wielder can attack multiple opponents simultaneously. The user can rejoin the 2 whips into one through a button located at the top of the handle, the button would trigger a mechanism that causes the whip to stick together. From the ability of separating into 2 whips another one was discovered. The user can split Duplicity in selective areas, this means that the user can for example separate Duplicity in middle, creating a hole, after that he can capture the enemy in the hole, then through pressing the button the hole will close in in an attempt to join the whip, the hole would choke the enemy if it was around the neck area, or crush bones, or tie the enemy up. It all depends on the usage. The other ability is that the tip of the whip can become very sharp, it would take the form of a tip of a sword. This sharpness introduces a new danger to opponents, other than the pain from the whipping they get when whipped, they will get stabbed by the tip of the whip.
Notes & Restrictions:
-The ability to cause the tip to become sharp counts towards the three jutsu limit, and can only be used 4X. It can be maintained for 1 turn for a additional chakra cost of 15.
- Separating the whip does count towards the three Jutsu limit, but joining it does not.
-While joined Duplicity is as thick as 2 whips, hence why when separated it as thick as one.
-Duplicity when joined is capable of withstanding 1 S rank attacks without getting cut, burned, frozen, etc, when split each one can withstand 1 A ranks.
-The handle is indestructible, the button is only pushable when the user's chakra is infused.
-The whip's length is about 3 meters
 

21 Savage

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Arriving at dusk, all cloaked up with my wide assortment of weapons, scrolls, and tools, I would observe my opponent then perform a single hand seal, creating two mockingbirds that would proceed to fly around me, forming a wind barrier around me. I would then perform another hand seal and cause it to begin to rain. The two hand seals would go unnoticed due to the cloak I wore. Finally, I would attack with a simple explosive shuriken attached to a string and my hand. The shuriken is aimed to hit the man in the throat, cutting him, potentially ending his life. If that didnt do it, the subsequent explosion from the tag would.

(Fūton: Korosu Tame) - Wind Release: To Kill
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.
-Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.

Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.
Rushed and shiz z.z I'll pick up the pace with my next reply.
Also, I have these
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like

Nishin - Duplicity
Type: Weapon
Rank: S Rank
Range: N/A
Chakra: 40
Damage: 80
Description: Duplicity is a whip manufactured in a time of war. It's said to be the strongest whip ever to be created, this is mainly due to the unknown material that it is made from. The whip is thicker and denser that all common whips, this was no design flaw, it was intentional. From the thickness the whips abilities derive. Duplicity can split into 2 whips when the user wills it too. The 2 whips that emerge are as thick and dense as normal whips. With the 2 whips the wielder can attack multiple opponents simultaneously. The user can rejoin the 2 whips into one through a button located at the top of the handle, the button would trigger a mechanism that causes the whip to stick together. From the ability of separating into 2 whips another one was discovered. The user can split Duplicity in selective areas, this means that the user can for example separate Duplicity in middle, creating a hole, after that he can capture the enemy in the hole, then through pressing the button the hole will close in in an attempt to join the whip, the hole would choke the enemy if it was around the neck area, or crush bones, or tie the enemy up. It all depends on the usage. The other ability is that the tip of the whip can become very sharp, it would take the form of a tip of a sword. This sharpness introduces a new danger to opponents, other than the pain from the whipping they get when whipped, they will get stabbed by the tip of the whip.
Notes & Restrictions:
-The ability to cause the tip to become sharp counts towards the three jutsu limit, and can only be used 4X. It can be maintained for 1 turn for a additional chakra cost of 15.
- Separating the whip does count towards the three Jutsu limit, but joining it does not.
-While joined Duplicity is as thick as 2 whips, hence why when separated it as thick as one.
-Duplicity when joined is capable of withstanding 1 S rank attacks without getting cut, burned, frozen, etc, when split each one can withstand 1 A ranks.
-The handle is indestructible, the button is only pushable when the user's chakra is infused.
-The whip's length is about 3 meters
Hakai knew he had to be fast and extreme if he was to win this round of fighting against this opponent.
As the enemy made a hand seal for his defense mechanism, Hakai who was unaware of the set-up (since he obviously could not see) instinctively begun the match by assuming that the first hand seal made by the man was his offense but he didn't worry about it whether it was one of those sneaky techs or traps. Hakai sprung into action taking that single hand seal as his "GO" signal to focus a considerable amount of fire chakra into the earth beneath the enemy causing three tall pillars of fire to emerge from below in a triangular formation with little to no space between each pillar (say 2m max). The base of the pillar would begin emerge from his feet (i.e a pillar for each leg) and the last would erect to burn through him upwards, burning his groin, chest, face if left undefended. The ones made to burn his feet would connect without stress and burn through his feet upwards following suit as the third pillar. All of this initiated with a simple stomp!
(Katon: Gōka Honoo no Hashira Jutsu) - Fire Release: Great Fire Flame Pillars Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.
Immediately after the first assault, Hakai decides to maintain his offense by keeping pressure on his opponent till the end. He covers his hands with lightning chakra and claps aiming towards the direction of the enemy releasing a giant thunderbolt towards which destroys everything in it's wake including the target if left unattended to.
(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap
Rank: S
Type: Attack
Range: Mid-Long
Chakra cost: 40
Damage points: 80 + 20 = 100
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.
 

Vayne

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Hakai who was unaware of the set-up (since he obviously could not see) instinctively begun the match by assuming that the first hand seal made by the man
.-.
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After my opponent stomps the ground like an angry stepchild I would anticipate an attack coming from the earth, as such I would perform a hand seal and release a copious amount of water into the earth beneath me, raising me as a result while the water continues on towards Hakai in the form of a massive wave that should crush him. Following that I would throw a flashbomb behind my head and perform a hand seal and cast an illusion in which Hakai would see 2 waves of water appear at his sides from 2 meters away. I would follow that up by creating a swamp that starts from 5 meters away from my initial positioning. The swamp would span long range horizontally and vertically, barring my direction obviously. I would land around 20 meters away from Hakai's initial location. Naturally, the birds maintain the barrier around me throughout the entire move/fight.

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Rank: A
Type: Offensive,Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

(Genjutsu: Gansaku Mizu Oshi) Illustionary Style: Fake Water Pressure
Rank: B
Type: Supplementary/ Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40 due to the stress
Description: The user begins by performing a mere single handseal, upon doing so, he/she transmits an illusion displaying two large waves of water appearing 2 meters from either side of the opponent, these waves of water then pressurize the opponent and explode immediately upon contact, resulting in the opponent's brain malfunctioning due to the stress
Notes: Can only be taught by Ezio..
Notes: Only usable thrice per battle.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
 

21 Savage

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.-.
-----
After my opponent stomps the ground like an angry stepchild I would anticipate an attack coming from the earth, as such I would perform a hand seal and release a copious amount of water into the earth beneath me, raising me as a result while the water continues on towards Hakai in the form of a massive wave that should crush him. Following that I would throw a flashbomb behind my head and perform a hand seal and cast an illusion in which Hakai would see 2 waves of water appear at his sides from 2 meters away. I would follow that up by creating a swamp that starts from 5 meters away from my initial positioning. The swamp would span long range horizontally and vertically, barring my direction obviously. I would land around 20 meters away from Hakai's initial location. Naturally, the birds maintain the barrier around me throughout the entire move/fight.

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Rank: A
Type: Offensive,Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

(Genjutsu: Gansaku Mizu Oshi) Illustionary Style: Fake Water Pressure
Rank: B
Type: Supplementary/ Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40 due to the stress
Description: The user begins by performing a mere single handseal, upon doing so, he/she transmits an illusion displaying two large waves of water appearing 2 meters from either side of the opponent, these waves of water then pressurize the opponent and explode immediately upon contact, resulting in the opponent's brain malfunctioning due to the stress
Notes: Can only be taught by Ezio..
Notes: Only usable thrice per battle.

(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Panda! Pandaa!! Pandaaa!!!
 

Shady Doctor

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So i was asked to check this. Imo it is a slight t/f breach and a bit metagaming. He stomps and before his techniques ever happens you defend from it. Most of the tome, people react to this by feeling the heat or having sensory that can tell there's a build up from below, then react to it. His stomp could have been an S rank earth technique for all you know, so it was a bit on the metagame side to just "oh i have to use water". Imo your tech doesn't happen until the fire begins rising, so at least your feet will be burned a bit, but your wind defense would stop the rest, from rising and cancel out. With the wind defense canceled, i believe thaal's lightning goes through uninterrupted and yeah.....
 

21 Savage

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So i was asked to check this. Imo it is a slight t/f breach and a bit metagaming. He stomps and before his techniques ever happens you defend from it. Most of the tome, people react to this by feeling the heat or having sensory that can tell there's a build up from below, then react to it. His stomp could have been an S rank earth technique for all you know, so it was a bit on the metagame side to just "oh i have to use water". Imo your tech doesn't happen until the fire begins rising, so at least your feet will be burned a bit, but your wind defense would stop the rest, from rising and cancel out. With the wind defense canceled, i believe thaal's lightning goes through uninterrupted and yeah.....
Gracias...
The lightning has once again claimed a life!
Thanks for the fight, Vayne
 
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