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<p>[QUOTE="Venom, post: 18584936, member: 136180"]</p><p>1) Kung Fu | Chinese Martial Arts</p><p></p><p>[SPOILER]<p style="text-align: center"><img src="http://i.imgur.com/oYlG6m9.png" data-url="http://i.imgur.com/oYlG6m9.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><span style="font-size: 12px">Kung Fu | Chinese Martial Arts </span></strong></p><p></p><p style="text-align: center"><img src="https://encrypted-tbn3.google.com/images?q=tbn:ANd9GcS4NoKZhSd14fPbryNRqhpzcjDhrskKdKgP-PWKWKDiBMk_C7wQ" data-url="https://encrypted-tbn3.google.com/images?q=tbn:ANd9GcS4NoKZhSd14fPbryNRqhpzcjDhrskKdKgP-PWKWKDiBMk_C7wQ" class="bbImage " style="" alt="" title="" /></p><p></p><p><strong>Kung Fu | Chinese Martial Arts</strong></p><p><strong>Type:</strong> Taijutsu</p><p><strong>Background:</strong> Kung Fu being the first styles of martial and also reformed as the deadly was made a long long time ago. It was from a man who had trained in the way of fighting from a very young age. His way of fighting was unorthodoxed, taking bits and pieces of many different styles and using them all in one fight. It was revered as a legend in the fighting world and on his death they asked him what his styles were called and with his last breath he slowly uttered the words "Kung Fu" and then past.</p><p></p><p><strong>Description on the Abilities and Inner Workings of the Style:</strong> kung fu are a number of fighting styles that have developed over the centuries in China. These fighting styles are often classified according to common traits, identified as "families" , "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving animal mimicry, or training methods inspired by Chinese philosophies, religions and legends. Styles which focus on qi manipulation are labeled as internal (内家拳, nèijiāquán), while others concentrate on improving muscle and cardiovascular fitness and are labeled external (外家拳, wàijiāquán). Geographical association, as in northern and southern , is another popular method of categorization.The genesis of Chinese martial arts has been attributed to the need for self-defense, hunting techniques and military training in ancient China. Hand-to-hand combat and weapons practice were important in training. <strong>There are many different styles of Kung Fu but three main ones that grant innate abilities such as : </strong></p><p></p><p></p><p><u>Kung Fu Style: Chángquán - 长拳長拳 </u>- The forms of the Long Fist style emphasize fully extended kicks and striking techniques, and by appearance would be considered a long-range fighting system. In some Long Fist styles the motto is that "the best defense is a strong offense," in which case the practitioner launches a preemptive attack so aggressive that the opponent doesn't have the opportunity to attack. Others emphasize defense over offense, noting that nearly all techniques in Long Fist forms are counters to attacks. Long Fist uses large, extended, circular movements to improve overall body mobility in the muscles, tendons, and joints. Advanced Long Fist techniques include qin na joint-locking techniques and shuai jiao throws and takedowns.</p><p>The Long Fist style is considered to contain a good balance of hand and foot techniques, but in particular it is renowned for its impressive acrobatic kicks.In demonstration events, Long Fist techniques are most popular and memorable for their whirling, running, leaping, and acrobatics. Contemporary changquan moves are difficult to perform, requiring great flexibility and athleticism comparable to that of gymnastics.</p><p><strong>Long Fist's arsenal of kicks covers everything from a basic front toe-kick to a jumping back-kick, from a low sweep to a tornado-kick. The learning of this style grants the user quick agile motions and of course being extremely flexible, almost comparable to that of gentle fist. The defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time comparable to that of 2t sharingan. </strong></p><p></p><p>Previously approved example techniques for this style proving the effects of training:</p><p></p><p>(Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique</p><p>[SPOILER]Rank: S</p><p>Type: Attack</p><p>Range: Mid - short</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.</p><p>Note: This can only be attempted twice per battle.</p><p>Note: Can only be landed once.</p><p>Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.</p><p>[/SPOILER]</p><p></p><p>(Chángquán Style: Heavenly Wind Kicks)</p><p>[SPOILER]Rank: A</p><p>Type: Attack</p><p>Range: short -mid</p><p>Chakra cost: 30</p><p>Damage points: 60 (plus 10 every kick)</p><p>Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.</p><p>Note:The user can do however many kicks he likes with the maximum of 8.</p><p>* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.[/SPOILER]</p><p></p><p><strong><u>Kung Fu style: Eagle Claw - 鷹爪派</u> - The forms of Eagle Claw style mostly emphasizes defensive techniques, blocks, catching techniques and intercepting techniques, and by appearance this would be seen as an all defensive style to practitioners. The legendary "Jeet Kune Do" or "Way of The Intercepting Fist" actually took pieces and guidelines of this fighting style. This style was meant to work in tandem with <u>Chángquan</u> switching up the guidelines and using a training method known as joint watching. The training method fully gives way to the defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time to incoming taijutsu comparable to that of 2t sharingan. </strong></p><p></p><p>Previously approved example Techniques for this style that proving the effects of training:</p><p>(Washitsume: biribirigotai) - Eagle Claw Style: Ripping limbs</p><p>[SPOILER]Rank: A</p><p>Type: Defense/Offense.</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.[/SPOILER]</p><p></p><p></p><p><strong><u>Kung Fu style: Wing Chun - 永春</u> - The forms of Wing Chun style mostly emphasizes destructive and powerful techniques used to quickly and effective incapacitate the opponent or kill them. Although Wing Chun does not sacrifice speed for power, using chakra imbued fist to deliver powerful blows without sacrificing speed. One of the most basic principles is to not pull back the arm when punching because it'll give away your course attack. It is the opposite of the Changquan style and is an extremely close quarters, with landing a successful punch the user steps in closer to the opponent, stunning them with power and overwhelming with a succession of punches. One of the guidelines to this style is as followed " The opponents body is the nail, and your fist is the hammer" following this guideline the training for Wing Chun is one of the most difficult usually requiring weeks of healing before being able to continue. The training revolves around making your hands as strong as hammers, by punching hot sand and coals, or punching hard walls of earth until they break, and punching walls covered in sharp objects. By the end of the training the users hands become numb to any kind of pain, making his hands in destructible. Coupled with chakra imbued strikes makes the user able to punch through doton in certain situations. </strong></p><p><strong>Previously Approved Example techniques proving the effects of training: </strong></p><p></p><p>(Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact</p><p>[SPOILER]Rank: S</p><p>Type: Attack</p><p>Range: Short</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.</p><p>Note: Can only be used once per battle.</p><p>Note: Cannot use your hands for anything in the next two turns, including handseals.</p><p>[/SPOILER]</p><p></p><p>(Wing Chun style: Deadly 3 hit combo)</p><p>[SPOILER]Rank: S</p><p>Type: Offensive.</p><p>Range: Short.</p><p>Chakra cost: 40.</p><p>Damage points: 80.</p><p>Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.</p><p>*Can only be attempted twice in one battle.</p><p>*Can only be landed once.</p><p>*The user is exhausted after this move, can only use two jutsu in the next turn.[/SPOILER]</p><p></p><p><strong>Additional effects and Restrictions:</strong></p><p>*Only Mugen Ryukyu can teach this</p><p>*Must have a Mastery over Taijutsu </p><p>* Additional effects are listed within each of the styles </p><p>*In order to gain the additional effects one must go through the training listed.</p><p></p><p>Since it already approved and this is just an update with not much changed...</p><p></p><p style="text-align: center">____________________</p> <p style="text-align: center"><span style="font-family: 'Century Gothic'"><span style="font-size: 18px"><span style="color: red">P a t e n t C e r t i f i c a t e</span></span></span></p> <p style="text-align: center"></p> <div style="text-align: justify; max-width: ">Mugen Ryukyu, our loyal member, gave on the 20th of December, 2013 a request for a Patent on custom fighting style Kung Fu | Chinese Martial Arts. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;</div> </p><p style="text-align: center"></p> <p style="text-align: center"><strong>Kung Fu | Chinese Martial Arts</strong></p> <p style="text-align: center">Powered by Madāra Uchiha</p> <p style="text-align: center">Copyright 2012, Mugen Ryukyu, NarutoBase.net</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png" data-url="http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png" class="bbImage " style="" alt="" title="" /></p><p>[/SPOILER]</p><p></p><p>Kung Fu | Chinese Martial Arts Techniques:</p><p></p><p>[SPOILER]1) (Washitsume: biribirigotai) - Eagle Claw Style: Ripping limbs</p><p>Rank: A</p><p>Type: Defense/Offense.</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.</p><p></p><p>2) (Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique</p><p>Rank: S</p><p>Type: Attack</p><p>Range: Mid - short</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.</p><p>Note: This can only be attempted twice per battle.</p><p>Note: Can only be landed once.</p><p>Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.</p><p></p><p>3) (Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact</p><p>Rank: S</p><p>Type: Attack</p><p>Range: Short</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.</p><p>Note: Can only be used once per battle.</p><p>Note: Cannot use your hands for anything in the next two turns, including handseals.</p><p></p><p>4) (Wing Chun style: Deadly 3 hit combo)</p><p>Rank: S</p><p>Type: Offensive.</p><p>Range: Short.</p><p>Chakra cost: 40.</p><p>Damage points: 80.</p><p>Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.</p><p>*Can only be attempted twice in one battle.</p><p>*Can only be landed once.</p><p>*The user is exhausted after this move, can only use two jutsu in the next turn.</p><p></p><p>5) (Chángquán Style: Heavenly Wind Kicks)</p><p>Rank: A</p><p>Type: Attack</p><p>Range: short -mid</p><p>Chakra cost: 30</p><p>Damage points: 60 (plus 10 every kick)</p><p>Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.</p><p>Note:The user can do however many kicks he likes with the maximum of 8.</p><p>* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.[/SPOILER]</p><p></p><p style="text-align: right"><span style="font-size: 9px">~<a href="http://narutobase.net/forums/showthread.php?t=561515">Training Thread</a></span></p><p></p><p>2) Kaji Bokushingu | Fire Boxing</p><p></p><p>[SPOILER]</p><p style="text-align: center"><img src="http://i.imgur.com/UeQLUZT.png" data-url="http://i.imgur.com/UeQLUZT.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><strong>Kaji Bokushingu | Fire Boxing</strong></span></p><p></p><p style="text-align: center"><img src="http://30.media.tumblr.com/tumblr_m1k6hjBIJq1r2wzymo5_500.gif" data-url="http://30.media.tumblr.com/tumblr_m1k6hjBIJq1r2wzymo5_500.gif" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><span style="color: #B22222"><span style="font-size: 18px">Kaji Bokushingu | Fire Boxing </span></span></strong></p><p></p><p>[SPOILER][/SPOILER]</p><p></p><p>Fire Boxing Techniques:</p><p></p><p>[SPOILER]1) Kaji Bokushingu | Fire Boxing</p><p>Rank: S</p><p>Type: Supplementary/offensive/defensive</p><p>Range: Short</p><p>Chakra: 40 (-15 per turn to sustain)</p><p>Damage: 80</p><p>Description: The user raises their fists up close to their face and begins slightly hopping from left to right in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user moves a little faster than average. The user also is ready to block at will, since his fists are already raised to do so. In this style the user constantly shifts their feet, never staying in one place so their reaction time to oncoming taijutsu attacks is increased. After they get into stance, they begin to create reserves of fire chakra into their hands preparing themselves to use various fire type blasts. So when they punch they release fireballs from their fist.</p><p>Note: Can only be taught by Mugen Ryukyu</p><p>Note: the user must use this first before using fireboxing techs</p><p>Note: If the user molds other elements than fire after using this he needs to re-use the technique as it deactivates</p><p>Note: Can only be used 3 times</p><p>Note: The fireballs released are B-rank and take up 1/3 moves per turn</p><p>Note: While in this style only tai & elementaltai jutsu can be used</p><p></p><p>2) Kaji Bokushingu | Fire Boxing - Bringer Of Hell</p><p>Rank: B</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The user begins by hopping in place then dashes at the opponent, once at top speed the user than leaps into the air towards the opponent and comes down on top of him releasing a small ball of fire half the size of the user from his fist blasting the enemy backwards and resulting in serious burns.</p><p>[SPOILER]</p><p style="text-align: center"><img src="http://30.media.tumblr.com/tumblr_m1k6hjBIJq1r2wzymo6_500.gif" data-url="http://30.media.tumblr.com/tumblr_m1k6hjBIJq1r2wzymo6_500.gif" class="bbImage " style="" alt="" title="" /></p><p>[/SPOILER]</p><p></p><p>3) Kaji Bokushingu | Fire Boxing - Shoryuken</p><p>Rank: S</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user begins by hopping on his feet then rushing the opponent with extreme speed. As he becomes within arms reach he spontaneously ducks his upper body while slightly crouching so his head is where his opponents stomach is. Then while rising gaining strength from legs he pools large amounts of fire chakra into his right fist and punches the opponent in the chin yelling "Shoryuken" releasing the fire chakra all at once, enough fire chakra is released to severely burn the opponent.</p><p>Note: Can Only Be Taught By Mugen Ryukyu</p><p>Note: Usable only once per battle[/SPOILER]</p><p></p><p style="text-align: right"><span style="font-size: 9px">~<a href="http://narutobase.net/forums/showthread.php?t=561304">Training Thread</a></span></p><p>[/SPOILER]</p><p></p><p>3) Steel Ball Run:</p><p>[Spoiler](Sutīru Bōru Ran) Steel Ball Run</p><p>Type:FuuinBukijutsu</p><p></p><p>Background: Steel Ball Run was invented during the Warring States Era, being based on the relatively primitive styles of the time. Initially, the fighting style was unnamed, and revolved around the usage of large, steel balls that were used as melee and projectile weapons. As the usage of chakra developed, so did the fighting style, eventually incorporating Ninjutsu into the style's usage and fully maturing when the incorporation of Fuuinjutsu. The practice of the style would become known as "Steel Ball Run."</p><p></p><p>Description on the Abilities and Inner Workings of the Style: Steel Ball Run involves three components: The Steel Balls themselves, the sealing formula for the style, and the "Spin."</p><p></p><p>The Steel Balls are the weapons utilized for the style. Aptly named, these weapons are highly spherical balls of steel, about the size of a baseball or boule. The basic Steel Balls are grooved on opposite faces by two large hexagons, almost joined by lines crossing the balls between their corners. Individual techniques of the style may also utilize Steel Balls that have been modified, such as containing spikes or a bladed edge, though these will be specific to the jutsu used and described in such. The Steel Balls are stored within sealing tags worn on wrist-guards, similar to those exhibited by Sasuke, and are called forth when utilized for the fighting style's techniques. This is where the second component of the fighting style comes into play; upon utilizing a technique within the Steel Ball Run fighting style, the user is capable of summoning forth the Balls from the style's unique sealing script, rendering it unneeded to re-equip the Steel Balls once thrown or destroyed(each CFSJ will automatically summon the Balls are part of the jutsu unless stated otherwise). The third component of Steel Ball is a phenomenon known as "the Spin." The Spin is a force produced through the release of a barrier from the Steel Balls. These barriers are, of course, composed of chakra, radiating from the Steel Balls in a spiraling manner. Techniques under the Steel Ball style therefore fall under a powerful rotational force produced through these barriers that are released from the Steel Balls, capable of accomplishing several effects upon reaching a target to the user's desire. Being composed of chakra, the user can even have the barriers released be elemental in nature for more specific effects, such as a Fire-based chakra to burn the opponent or an Earth-based barrier to allow the Balls to meld through the ground for more covert travel. Advanced techniques of the style can even incorporate sealing effects through the barriers. These effects, along with elemental effects, are of course to be explained within techniques of the fighting style. The "Spin" barriers are neutral to elemental techniques, while elemental Spin follows the S/W of the specific element.</p><p></p><p>Example Techniques:</p><p></p><p>???</p><p>Type: Defensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: N/A</p><p>Description: The user will release two of their Steel Balls outwards towards an incoming technique. Upon clashing with the opposing technique, the Balls will release two Spin barriers, utilizing the rotational force of the Spin to physical repel the technique back along its trajectory.</p><p></p><p>???</p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user will direct two of their Steel Balls towards the ground, releasing an Earth-natured barrier from each Ball. This barrier allows the balls to meld through the ground, similar to the Hiding Like A Mole technique, and travel below the ground towards the target. Upon reaching the desired target, the two Balls will burst from the ground, the rotating barriers slamming into them from below and carrying them up into the air.</p><p></p><p></p><p>???</p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: The user will release a Steel Ball from their sealing mark while creating a tether of chakra between themselves and the Steel Ball. This tether keeps the Steel Ball floating within two meters of the opponent, releasing a harmless barrier around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Steel Ball will trigger, firing towards the opponent at high speed in order to repel them away from the caster, the rotational Spin emitting from the Ball becoming damaging and directed away from the user and towards the opposing target.</p><p></p><p></p><p>Additional effects and Restrictions:</p><p>Mastery of Fuuinjutsu</p><p>Mastery of Taijutsu</p><p>Must be Chunin rank[/spoiler]</p><p></p><p>Steel Ball Run Techniques</p><p></p><p>[Spoiler]1) (Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive</p><p>Type: Defensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.</p><p></p><p>Note: Can only be used three times per battle, requiring a one turn cooldown</p><p>Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns</p><p>Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn</p><p></p><p></p><p>2) (Sutīru Bōru Ran: Kurakkā Vorei) Steel Ball Run: Clacker Volley</p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user will release two Steel Balls from their sealing mark while creating a tether of chakra between themselves and the Steel Balls. This tether keeps the Steel Balls floating within two meters of the opponent, releasing a harmless, immaterial barrier five meters around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Spin surrounding the Steel Balls will trigger, rapidly and violently expanding outwards at high speeds. This expanding Spin is angled away from the user, directed to repel the enemy while severely damaging them. Upon deflecting the enemy, the Spin will shrink back to surround the Steel Ball once again, resetting besides the user</p><p></p><p>Note: Can only be used two times per battle, lasting for two turns per usage and requiring a two turn cooldown between usages</p><p>Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn</p><p>Note: Barrier only triggers in response to the opponent crossing the barrier, not the user coming within five meters of the opponent.</p><p></p><p></p><p>3) (Sutīru Bōru Ran: Deīpasu Ōbādoraibu ) Steel Ball Run: Deep Pass Overdrive</p><p>Type: Defensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra: 30(-10 per turn)</p><p>Damage: N/A</p><p>Description: The user will release two Steel Balls towards their desired target, with the Balls approaching in an arc on either side. Upon reaching close range of the target, the Spin imbued into the Balls will erupt, overlapping onto each other from opposing directions with the opponent in the middle. The Spin effectively forms a spherical cage surrounding the target's short-range area, with everything caught inside trapped under the force of the two Spin. While the Spin isn't physically damaging to living beings, they emit a powerful sealing n effect, restricting the movement and ability to mold chakra of anyone caught inside in the same way as the Multiple Infinite Embraces technique. Unlike MIE, the Spin will sustain itself, with the two Steel Balls floating beside the target until circumvented or destroyed. Like the MIE, the Spin can be physically destroyed by techniques A-rank and above. Should the Steel Balls be met by an incoming jutsu on course to the target or once reaching them, the Spin will expand outwards to combat the jutsu. Able to physically block techniques of equal rank or below, the Spin will reset itself once it has finished deflecting the opposing technique, once again expanding with its full power upon reaching the opponent less destroyed.</p><p></p><p>Note: Can only be used three times per battle, requiring a two turn cooldown</p><p>Note: Upon reaching and restricting a target, Deep Pass Overdrive lasts for four turns or until destroyed/circumvented</p><p>Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above A-rank in the next turn</p><p></p><p>4) Sutīru Bōru Ran: Hamon Ōbādoraibu ) Steel Ball Run: Ripple Overdrive</p><p>Type: Supplementary/Offensive</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user will release two Steel Balls imbued with Earth-natured Spin from his seal and drop them onto the ground. The Spin emitting from the Steel Balls causes them to sink into the ground, the Spin carving away at the earth. Due to being Earth-natured, the Spin will propagate throughout the ground, similar to ripples moving through water. The Spin spreading throughout the ground allows the user to reshape the ground throughout the terrain. Similar to the Earth Topography technique, the Spin will carve and reshape the terrain into a shape of the user's choosing, allowing them to erect cliff-sides, create caverns, drop portions of the ground, etc. This can allow the user to evade/retreat(such as creating a cavern around himself), or as a means of attacking(erecting spikes from the ground). However, the user can only reshape the terrain once per usage of Ripple Overdrive, and must detail the new shape upon making their move. The more extensive the change to terrain, the longer the effects take place, but the technique is generally as fast as any other Earth Release technique.</p><p></p><p>Note: Can only be utilized twice per battle with a two-turn cooldown between usage</p><p>Note: No other Steel Ball Run techniques can be utilized in the same or next turn</p><p>Note: No Fuuinjutsu above A-rank can be used in the same turn[/spoiler]</p><p></p><p>4) Titanomachy</p><p>[Spoiler]Al-Thais <img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> (Titanomachy) <img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Wisdom of Solomon</p><p>Type: FuuinNinTaijutsu</p><p>Background: Not much is known about the creator of the style; however it is well known that he invented the style following Princess Kaguya's defeat and subsequent sealing. Following Princess Kaguya's defeat, her sons spread the teaching that became known as Ninjutsu. One of these teachings was based in the very art that helped them to seal their mother, Fuuinjutsu. As this skill was taught wolrd wide, three known figures on the world came together many years later to formulate this technique of combat. A man with wisdom and knowledge, another with the ability to develop it, and the one who created the basic foundations of the style. Together they hand-crafted this style to perfection, something that would set it apart from the rest, from basic Fuuinjutsu. They traveled through many countries and met diferent people that knew more about Fuuinjutsu, such as Kumogakure where they specialized in barriers that could even contain a bijuu, scrolls of Kirigakure, Kunoichi from Konohagakure, meeting and gaining more knowledge from these people led them to finish the style. All that was left, was to use it in combat.</p><p></p><p>Description: Through the usage of fuuinjutsu, the user utilizes the application of barrier fuuinjutsu to create seemingly invisible barriers and seals for supplementary, offensive or defensive purposes. This is achieved through the user utilizing pre-applied Fuuinjutsu seals along several plates, ornaments and metals (non-conductive) arranged throughout their body, which vary from gauntlets, necklaces, etc (these can be carried on the bio or summoned onto battle), forming a seemingly full body chain of seals, seen only when the style is in use. These seals react to the user’s usage of techniques from this style, activating the specific seal for the technique being used. These seals merely explode and/or expel chakra in a wide variety of ways, being the seals are invisible while inactive, onlookers may see it as if the user is casting fuuinjutsu out of thin air. Said seals vary in size. These can be casted directly on one's body (however said seals/barriers are located on the armory the user carries, not on his skin) or around/near them and cannot last any longer than the technique and premise allows them to. The seals located on armory or pieces on the user vary in color depending on the user and their personality.</p><p></p><p>When used offensively, the user channels chakra into these seals that are dormant on the armory and cause them to allow intricate barriers to arise from the seals, their shape dependent on the situation at hand, as they attack. These barriers that form often form around the limb used for attacking, providing an extra defense around the arm capable of defending against equal ranked elemental jutsu. These barriers also enhance the power behind taijutsu attacks, as the barriers seemingly appear from thin air, materializing as the attacks are to land, in this case around the arm or the elbow to increase both speed and strength. Having a defensive aspect as well, should foreign chakra come in contact with a seal, these barriers are also triggered, allowing barriers to form should an attack from a blind angle be launched. This defensive mechanism is not free formed and will have a technique.</p><p></p><p>By combining elemental chakra into these seals, the user is able to create variations of the basic barriers, able to play on equal fields as elemental ninjutsu. This chakra can be manifested in one of 5 different ways, depending on the chakra manifested. Suiton chakra creates barriers that upon contact create a saturating effect that spreads through the target, creating a suffocating effect; Doton chakra creates refined barriers with extra damage that can break bones on impact, Fire chakra creates a burning effect on contact, causing 2nd and 3rd degree burns to the area of impact, Lightning chakra creates an electric barrier, surrounded by lightning as a shroud, that causes muscle and tissue paralysis on contact, preventing movement for varying times depending on the jutsu, and Fuuton chakra creates barriers that contain thin edges that cause dense and deep lacerations to the body that cause heavy blood loss.</p><p></p><p>Solomon (mastered the style)</p><p>^</p><p>Titan (someone who begins learning elemental Titanomachy techniques)</p><p>^</p><p>Zebub (is learning basic Titanomachy techniques)</p><p></p><p>Example Techniques:</p><p>[Spoiler]Titaomachy: Cronus' δύναμη ) - Wisdom of Solomon: Cronus' Might</p><p>Rank: A</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Attack points: 60</p><p>Description: The user channels chakra to a series of seals located along his arm and extends his arm, in an attempt to strike the opponent with a strong backhand. As he moves the arm towards the opponent, he causes the seals to glow and a barrier to form with great force, creating a barrier that is can be shaped in a manner of ways, as long as they don't extend short range or longer than 3 meters and wider than 2. As the attack lands and these barriers grow, the user delivers a series of attacks, causing the barriers to grow with each blow.</p><p></p><p>(Titanomachy: Zeburu burasuto) - Wisdom of Solomon: Zebul's Might</p><p>Type: Offensive</p><p>Rank: B</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: Attempting to punch, kick or virtually attack the target with any area of the limb, the user releases a seal and forms a barrier around the limb in question. Bursting into a surge of chakra that's greatly boosts the user's intial strength; strong enough to destroy stone structures, the attack sends the target struggling backwards. Its power is strong enough to shatter earth and similar elements of C rank and below, as such a clean blow to a person can cause internal ruptures or depending on the wishes of the user, it can be weak enough to simply toss the target backwards. It merely depends on the chakra infused to the seal.</p><p>Note: Cannot be used in consecutive turns.</p><p></p><p>(Titanomachy) - Spell Gate</p><p>Type: Offensive/Supplementary</p><p>Rank: A</p><p>Range: Short/Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: While moving his hands and fingers intricately, the user creates three barriers from the seals on his skin directly in front of him that create a straightforward pathway or an arranged order; forming a chain of barrier (up to 4). They then run through them, granting them a significant boost in speed as they move faster with each barrier that they pass through. When using this technique, it also grants additional effects on the user's fists; both of his fists become enveloped in bright barriers, which moreover destroy parts of the Magic emblems that they previously summoned. The user can move twice as fast as their base speed if using 4 barriers and their fists are enhanced to deal strong blows for a total of up to eight hit combos. A master of the style can give the barriers around his fists an elemental nature of their choosing as well, it must be the same element for both fist barriers.</p><p>Usable x3 per battle.</p><p>User cannot use speed enhancing barriers the next 2 turns.</p><p></p><p>Protection of Aladdin</p><p>Type: Defensive/Offensive</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: 90</p><p>Description: These seals react to foreign chakra, expanding and triggering the style's hidden barriers and over the user when they have been attacked by chakra; it otherwise requires direct activation if used to defend against non-chakra infused attacks. The user himself is also capable of triggering the barriers, allowing them to expand as he attacks and pushes back the target. The barrier creates any type of formation depending on the needed dynamic. To a simple large shield, dome, 3d triangle, etc. It can defend from attacks up to its rank as well. When chakra is approaching the user as an attack the seals activate by themselves, however the jutsu must still be posted for reference.</p><p>Can only be activated twice per battle.[/spoiler]</p><p></p><p>Additional effects and Restrictions:</p><p>-Requires Fuuinjutsu Mastery & Mastery of the Basic 5 elements</p><p>-Requires Taijutsu mastery</p><p>-Must be of at least Sannin Rank[/spoiler]</p><p></p><p>Titanomachy Techniques:</p><p>[Spoiler]1) (Titaomachy: Cronus' δύναμη ) - Titanomachy: Cronus' Might</p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: B - S</p><p>Range: Short</p><p>Chakra: 20 - 40 ( -5 per turn for B, -10 per turn for A, -15 per turn for S )</p><p>Damage: N/A ( +20 Damage to Tai and Ken/Bukijutsu )</p><p>Description: The user uses this jutsu to activate dormant seals along armor platings and accessories/armors to trigger several Fuuinjutsu barriers for basic usages. These barriers may only be created from seals along his torso and limbs, but may form various limb like barriers such as barriers shaped like talons, gigantic arms, animal legs, or anything that can be otherwise classified in the same manner. Due to the basic nature of this technique, it is multi ranked and scaled, with higher ranks providing greater offensive and defensive uses.</p><p></p><p>B rank: With the B ranked usage, the user is able to create generic barriers around his person and items on his person. These barriers may extend up to two times the user size ( never exceeding 3 meters ), allowing him increased range and striking distance via the shaped barriers. While this barrier based shroud is coating the user's body, his Taijutsu and Kenjutsu/Bukijutsu is able to interact safely with elemental chakra and neutral to same rank attacks while offering B rank protection. This allows the user to be able to combat up to B rank jutsu with Taijutsu or Kenjutsu. This barrier lasts until it is overpowered or destroyed by the opponent, requiring 5 chakra per turn to maintain.</p><p></p><p>A rank: Stronger and more specific in use, this barrier allows the user to coat his limbs will barriers that form humanoid or animalistic limbs, such as shaped claws, or fish-like fins. These barriers are able to extend up to short range in their use, adding +20 to Taijutsu or Kenjutsu/Bukijutsu attacks used, if logical. Due to how this barrier is utilized, it doesn't have a long lasting duration like the lesser version. Requiring 10 chakra per turn, this can only last up to 4 turns each use and up to 4 times in all.</p><p></p><p>S rank: The strongest version of this, at S rank the user is able to create limbs that are infused with elemental chakra. Gaining the properties as well as strengths and weaknesses of these elements, these barriers also gain a +20 rank damage increase to physical attacks. Due to being enhanced by elemental chakra, these barriers require a higher chakra drain of 15 per turn and has harsher restrictions as well. Being able to be used 3 times, lasting 3 turns and can be used once every 3 turns. After use the user cannot use any Titanomachy customs for one turn and no Fuuinjutsu S rank and above for the same amount of time.</p><p></p><p>Note: For any version, the user can use cause these barriers to activate in the same timeframe as physical movements/attacks, but never alongside other Ninjutsu or Genjutsu.</p><p></p><p>2) (Titanomachy: Themis' διάταγμα ) - Titanomachy: Themis' Decree</p><p>Type: Supplementary</p><p>Rank: S</p><p>Range: Short - Mid</p><p>Chakra: 40 ( -150 chakra per turn )</p><p>Damage: N/A</p><p>Description: Based on the Multiple Infinite Embraces barrier, the user creates a pulsing barrier from his body and weaponry. This pulse is notable because it creates two separate barriers, both with different effects. Created from the user's person, after the first pulse is released, a large barrier rapidly follows it, extending up to mid range from the user's body in all directions while leaving him untouched. Immediately afterwards, at the expense of an additional Jutsu slot, a second barrier forms from the user's feet, coating the earth in a translucent barrier with the Kanji for Gaia on it. While these barriers are generated, the user's body is essentially coated in chakra that keeps his person safe from the effects of the barriers. The actual effects of the primary barrier is to limit the opponent's physical movement as his chakra is drained. This mid range sized barrier creates a heavy pressurized effect on those within in, causing them to feel immense weight on their body as if the world was on them. This effect causes them to be forced down, unable to physically move at all. This barrier, much like the advanced parent technique, this barrier leaves the target unable to mold chakra above A-Rank while having his chakra drained, but this ability to restrict the amount of Chakra the target can use cannot be boosted. However, as an advancement to the original jutsu, the secondary barrier coating the earth prevents the target from using attacks via the ground while raising higher to pin him between the two barriers, the force of one pushing down while the other grows upwards crushing his body.</p><p></p><p>Note: Individually, both barriers of A rank strength and combine to form an S ranked Fuuinjutsu. While the barrier is in effect, the user cannot utilize non elemental Ninjutsu.</p><p>Note: Lasts up to 2 turns and can be used twice per battle.[/spoiler]</p><p></p><p></p><p>5) Hachibushu - Eight Deva Guardians</p><p>[spoiler]Hachibushu - Eight Deva Guardians</p><p>Type:Nintaijutsu</p><p>Background: Master Chen, the developer of Konoha Ryujin was not the only one of his caliber to exist. In reality, there were 8 of them. Master Chen being the most famous. Each of these taijutsu masters were assigned an animal or creature. Using the same general formulation for konoha ryujin, the other seven taijutsu masters were capable of creating all type of creatures. One of the 7 masters took it upon himself to master the styles of all the other. With all these forms mastered, he condensed it into one unique fighting style known as Hashibushu, in honor of himself and the other members.</p><p>Description on the Abilities and Inner Workings of the Style:</p><p></p><p>Hachibushu are based loosely on the concepts behind the powerful jutsu ( Konoha Ryujin ) - Leaf Dragon God. As shown below, the Leaf Dragon God is formed through the the users own physical power (through the use of the spinning kick) shaping the air into currents through movement.</p><p></p><p></p><p></p><p>This means that the user kicks out and as he kicks, he shapes the air currents with his leg movement. Through this logic, the user attacks with various limbs, moving at such a level he shapes the air currents around him. Using control over these air currents as he shapes them, the user is capable of forming several different animals with different responses upon formation. This can be done in a series of methods, namely 3 main releases. These forms are named Yasha, Naga and Kinnara. Based on leg movements, Naga attacks are initiated by kicks in different motions, shaping different currents into different beasts. Done in similar fashion to the Konoha Ryujin, these kicks shape the wind in the direction of the kick, curving and causing a small whirlwind of air as the currents shape into different shapes. This alters from the Konoha Ryujin attacks as it shapes the wind into cyclone like formations, constantly spinning in the same direction. The user shapes the air currents to form different four legged animals, air currents constantly flowing in different angles and directions to maintain their shape and power, allowing these beasts to fight off elemental ninjutsu of the same rank and below.</p><p></p><p>Based around arm movements, Yasha attacks are initiated by swift punches and movements that shape air currents as the arms cut through the air. Similar to the original usage of Konoha Ryujin, these punches shape the air as the user punches, curving the currents in a way they form different winged animals. These beasts all move at swift speeds, capable of moving at high speeds and impacting the enemies at high impacts. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank and lower, though this of course is situational as some jutsu would obviously not be able to be bested by birds.</p><p></p><p>Based around full body movements, Kinnara attacks are initiated by full body movements including rotations, flips etc that shape air currents as the person’s entire body cuts through the air. The body moves through the air, similar to the usage of Konoha Ryujin, curving the currents in a way to form different forms of primates. Compared to the other forms, Kinnara involves the entire body therefore making the power of the currents the strongest. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank or lower. Kinnara based techniques are slower moving than the other forms but make up for it in brute force.</p><p></p><p><strong>In a close range aspect, the user can use these chakraless gusts of wind to empower their physical hits using the above mentioned styles of the fighting style itself. For example, using Yasha and its swift and sweeping arm movements to strike an opponent in their chest while creating a winged animal such as a bird that slams into the opponent at full force. </strong></p><p></p><p></p><p>Example Techniques:</p><p>(Hachibushu: ) Eight Deva Guardians: Sakra Devanam Indra</p><p>Rank: B</p><p>Type: Offensive</p><p>Range: Short-Mid</p><p>Chakra cost: 20</p><p>Damage points: 40</p><p>Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampeded of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations.</p><p></p><p></p><p>Additional effects and Restrictions:</p><p>Must have mastered Strong Fist Taijutsu and NB Taijutsu</p><p>Must be at least a<strong> S-Class</strong> to learn</p><p>Wind gusts, though they aren't wind release, have the same inherent weaknesses as wind release.</p><p></p><p style="text-align: center"><span style="color: #333333"><span style="font-family: 'Century Gothic'"><span style="font-size: 18px"><span style="color: red">P a t e n t C e r t i f i c a t e</span></span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="color: #333333">Daemon, our loyal member, gave on 2018, a request for a Patent on the Custom Fighting Style Hachibushu - Eight Deva Guardians. I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;</span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Hachibushu - Eight Deva Guardians </strong></p> <p style="text-align: center">Powered by Vex</p> <p style="text-align: center">Copyright 2018, Daemon, NarutoBase.net</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png" data-url="http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png" class="bbImage " style="" alt="" title="" /></p><p>[/spoiler]</p><p></p><p></p><p>Hachibushu - Eight Deva Guardians Techniques:</p><p>[spoiler]1. <a href="https://narutobase.net/forums/showthread.php?t=689138&page=9&p=21771922&viewfull=1#post21771922">(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen</a></p><p>Rank: B</p><p>Type: Offensive</p><p>Range: Short-Mid</p><p>Chakra cost: 20</p><p>Damage points: 40</p><p>Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.</p><p>Can be used four times per battle</p><p>Can only be taught by Daemon</p><p></p><p></p><p>2. <a href="https://narutobase.net/forums/showthread.php?t=689138&page=9&p=21771922&viewfull=1#post21771922">(Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha</a></p><p>Rank: A</p><p>Type: Offensive</p><p>Range: Short-Mid</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.</p><p>Can be used three times per battle</p><p></p><p>3. <a href="https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21862158">(Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus</a></p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: S</p><p>Range: Short (With Mid Range Reach)</p><p>Chakra: 40 (-15 per turn)</p><p>Damage: N/A (80 if used to attack)</p><p>Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into Mid range dealing 80 damage if the hit lands. Attacking with the Lethality of Augus costs a move per turn. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses the ability to use Elemental Ninjutsu, however the user still has access to other Eight Deva Guardian and Taijutsu techniques by using the the limbs of Lethality of Augus to swipe through the air to produce the air currents or using its legs or arms to use Taijutsu techniques on the user's command. Lethality of Augus can be used twice per event lasting 4 turns each usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a three turn cool down in between usages.</p><p></p><p>4. <a href="https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21862158">(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath</a></p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: S</p><p>Range:Short - Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. <strong>It's full size grows to the size of 8m x8m x 8m </strong>size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a <strong>three</strong> turn cool down in between usages.</p><p></p><p>5. <a href="https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21862158">(Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages</a></p><p>Type: Offensive/Defensive</p><p>Rank: A</p><p>Range:Short - Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each.</p><p></p><p></p><p>6.<a href="https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21877017">(Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow</a></p><p>Type: Offensive/Defensive</p><p>Rank: B</p><p>Range:Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages.</p><p></p><p>7.</p><p>(Hachibushu: Oruga no miryoku) - Eight Deva Guardians: Olga's Attraction</p><p>Type: Offensive/Defensive</p><p>Rank: A</p><p>Range: Short - Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: Olga's Attraction is an Eight Deva Guardians technique, centered around the Naga subskill. The user begins by focusing chakra into their leg and swiping it through the air. This swiped generates intense air currents that can be shaped to form an animal. However, these air currents function differently than normal Eight Deva Guardians techniques. These air currents work similar to suction, able to pull in targets towards the user. Due to the shape manipulation involved in Eight Deva Guardians and the level of complexity and selectivity in the style, the user is able to specifically select the targets in which these air currents can effect. Once caught up in these currents, the user begins to shape the currents into a giant serpent with cutting air currents. The user effectively pulls the target into the body of the serpent causing damage on contact with it. These air currents can pull targets from up to Mid range away from the snake formation.</p><p>Note: This can only be used three times per battle with a two turn cool down in between usages.</p><p>Note: No Eight Deva Guardians techniques can be used in the same turn as this technique.[/spoiler][/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Venom, post: 18584936, member: 136180"] 1) Kung Fu | Chinese Martial Arts [SPOILER][CENTER][IMG]http://i.imgur.com/oYlG6m9.png[/IMG] [B][SIZE=12px]Kung Fu | Chinese Martial Arts [/SIZE][/B][/CENTER] [CENTER][IMG]https://encrypted-tbn3.google.com/images?q=tbn:ANd9GcS4NoKZhSd14fPbryNRqhpzcjDhrskKdKgP-PWKWKDiBMk_C7wQ[/IMG][/CENTER] [B]Kung Fu | Chinese Martial Arts Type:[/B] Taijutsu [B]Background:[/B] Kung Fu being the first styles of martial and also reformed as the deadly was made a long long time ago. It was from a man who had trained in the way of fighting from a very young age. His way of fighting was unorthodoxed, taking bits and pieces of many different styles and using them all in one fight. It was revered as a legend in the fighting world and on his death they asked him what his styles were called and with his last breath he slowly uttered the words "Kung Fu" and then past. [B]Description on the Abilities and Inner Workings of the Style:[/B] kung fu are a number of fighting styles that have developed over the centuries in China. These fighting styles are often classified according to common traits, identified as "families" , "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving animal mimicry, or training methods inspired by Chinese philosophies, religions and legends. Styles which focus on qi manipulation are labeled as internal (内家拳, nèijiāquán), while others concentrate on improving muscle and cardiovascular fitness and are labeled external (外家拳, wàijiāquán). Geographical association, as in northern and southern , is another popular method of categorization.The genesis of Chinese martial arts has been attributed to the need for self-defense, hunting techniques and military training in ancient China. Hand-to-hand combat and weapons practice were important in training. [B]There are many different styles of Kung Fu but three main ones that grant innate abilities such as : [/B] [U]Kung Fu Style: Chángquán - 长拳長拳 [/U]- The forms of the Long Fist style emphasize fully extended kicks and striking techniques, and by appearance would be considered a long-range fighting system. In some Long Fist styles the motto is that "the best defense is a strong offense," in which case the practitioner launches a preemptive attack so aggressive that the opponent doesn't have the opportunity to attack. Others emphasize defense over offense, noting that nearly all techniques in Long Fist forms are counters to attacks. Long Fist uses large, extended, circular movements to improve overall body mobility in the muscles, tendons, and joints. Advanced Long Fist techniques include qin na joint-locking techniques and shuai jiao throws and takedowns. The Long Fist style is considered to contain a good balance of hand and foot techniques, but in particular it is renowned for its impressive acrobatic kicks.In demonstration events, Long Fist techniques are most popular and memorable for their whirling, running, leaping, and acrobatics. Contemporary changquan moves are difficult to perform, requiring great flexibility and athleticism comparable to that of gymnastics. [B]Long Fist's arsenal of kicks covers everything from a basic front toe-kick to a jumping back-kick, from a low sweep to a tornado-kick. The learning of this style grants the user quick agile motions and of course being extremely flexible, almost comparable to that of gentle fist. The defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time comparable to that of 2t sharingan. [/B] Previously approved example techniques for this style proving the effects of training: (Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique [SPOILER]Rank: S Type: Attack Range: Mid - short Chakra cost: 40 Damage points: 80 Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death. Note: This can only be attempted twice per battle. Note: Can only be landed once. Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn. [/SPOILER] (Chángquán Style: Heavenly Wind Kicks) [SPOILER]Rank: A Type: Attack Range: short -mid Chakra cost: 30 Damage points: 60 (plus 10 every kick) Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range. Note:The user can do however many kicks he likes with the maximum of 8. * After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.[/SPOILER] [B][U]Kung Fu style: Eagle Claw - 鷹爪派[/U] - The forms of Eagle Claw style mostly emphasizes defensive techniques, blocks, catching techniques and intercepting techniques, and by appearance this would be seen as an all defensive style to practitioners. The legendary "Jeet Kune Do" or "Way of The Intercepting Fist" actually took pieces and guidelines of this fighting style. This style was meant to work in tandem with [U]Chángquan[/U] switching up the guidelines and using a training method known as joint watching. The training method fully gives way to the defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time to incoming taijutsu comparable to that of 2t sharingan. [/B] Previously approved example Techniques for this style that proving the effects of training: (Washitsume: biribirigotai) - Eagle Claw Style: Ripping limbs [SPOILER]Rank: A Type: Defense/Offense. Range: Short Chakra cost: 30 Damage points: 60 Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.[/SPOILER] [B][U]Kung Fu style: Wing Chun - 永春[/U] - The forms of Wing Chun style mostly emphasizes destructive and powerful techniques used to quickly and effective incapacitate the opponent or kill them. Although Wing Chun does not sacrifice speed for power, using chakra imbued fist to deliver powerful blows without sacrificing speed. One of the most basic principles is to not pull back the arm when punching because it'll give away your course attack. It is the opposite of the Changquan style and is an extremely close quarters, with landing a successful punch the user steps in closer to the opponent, stunning them with power and overwhelming with a succession of punches. One of the guidelines to this style is as followed " The opponents body is the nail, and your fist is the hammer" following this guideline the training for Wing Chun is one of the most difficult usually requiring weeks of healing before being able to continue. The training revolves around making your hands as strong as hammers, by punching hot sand and coals, or punching hard walls of earth until they break, and punching walls covered in sharp objects. By the end of the training the users hands become numb to any kind of pain, making his hands in destructible. Coupled with chakra imbued strikes makes the user able to punch through doton in certain situations. Previously Approved Example techniques proving the effects of training: [/B] (Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact [SPOILER]Rank: S Type: Attack Range: Short Chakra cost: 40 Damage points: 80 Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton. Note: Can only be used once per battle. Note: Cannot use your hands for anything in the next two turns, including handseals. [/SPOILER] (Wing Chun style: Deadly 3 hit combo) [SPOILER]Rank: S Type: Offensive. Range: Short. Chakra cost: 40. Damage points: 80. Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent. *Can only be attempted twice in one battle. *Can only be landed once. *The user is exhausted after this move, can only use two jutsu in the next turn.[/SPOILER] [B]Additional effects and Restrictions:[/B] *Only Mugen Ryukyu can teach this *Must have a Mastery over Taijutsu * Additional effects are listed within each of the styles *In order to gain the additional effects one must go through the training listed. Since it already approved and this is just an update with not much changed... [CENTER]____________________ [FONT=Century Gothic][SIZE=18px][COLOR=red]P a t e n t C e r t i f i c a t e[/COLOR][/SIZE][/FONT] [/CENTER] [JUSTIFY]Mugen Ryukyu, our loyal member, gave on the 20th of December, 2013 a request for a Patent on custom fighting style Kung Fu | Chinese Martial Arts. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;[/JUSTIFY] [CENTER] [B]Kung Fu | Chinese Martial Arts[/B] Powered by Madāra Uchiha Copyright 2012, Mugen Ryukyu, NarutoBase.net [IMG]http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png[/IMG][/CENTER][/SPOILER] Kung Fu | Chinese Martial Arts Techniques: [SPOILER]1) (Washitsume: biribirigotai) - Eagle Claw Style: Ripping limbs Rank: A Type: Defense/Offense. Range: Short Chakra cost: 30 Damage points: 60 Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place. 2) (Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique Rank: S Type: Attack Range: Mid - short Chakra cost: 40 Damage points: 80 Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death. Note: This can only be attempted twice per battle. Note: Can only be landed once. Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn. 3) (Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact Rank: S Type: Attack Range: Short Chakra cost: 40 Damage points: 80 Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton. Note: Can only be used once per battle. Note: Cannot use your hands for anything in the next two turns, including handseals. 4) (Wing Chun style: Deadly 3 hit combo) Rank: S Type: Offensive. Range: Short. Chakra cost: 40. Damage points: 80. Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent. *Can only be attempted twice in one battle. *Can only be landed once. *The user is exhausted after this move, can only use two jutsu in the next turn. 5) (Chángquán Style: Heavenly Wind Kicks) Rank: A Type: Attack Range: short -mid Chakra cost: 30 Damage points: 60 (plus 10 every kick) Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range. Note:The user can do however many kicks he likes with the maximum of 8. * After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.[/SPOILER] [RIGHT][SIZE=9px]~[URL='http://narutobase.net/forums/showthread.php?t=561515']Training Thread[/URL][/SIZE][/RIGHT] 2) Kaji Bokushingu | Fire Boxing [SPOILER] [CENTER][IMG]http://i.imgur.com/UeQLUZT.png[/IMG] [SIZE=12px][B]Kaji Bokushingu | Fire Boxing[/B][/SIZE][/CENTER] [CENTER][IMG]http://30.media.tumblr.com/tumblr_m1k6hjBIJq1r2wzymo5_500.gif[/IMG] [B][COLOR=#B22222][SIZE=18px]Kaji Bokushingu | Fire Boxing [/SIZE][/COLOR][/B][/CENTER] [SPOILER][/SPOILER] Fire Boxing Techniques: [SPOILER]1) Kaji Bokushingu | Fire Boxing Rank: S Type: Supplementary/offensive/defensive Range: Short Chakra: 40 (-15 per turn to sustain) Damage: 80 Description: The user raises their fists up close to their face and begins slightly hopping from left to right in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user moves a little faster than average. The user also is ready to block at will, since his fists are already raised to do so. In this style the user constantly shifts their feet, never staying in one place so their reaction time to oncoming taijutsu attacks is increased. After they get into stance, they begin to create reserves of fire chakra into their hands preparing themselves to use various fire type blasts. So when they punch they release fireballs from their fist. Note: Can only be taught by Mugen Ryukyu Note: the user must use this first before using fireboxing techs Note: If the user molds other elements than fire after using this he needs to re-use the technique as it deactivates Note: Can only be used 3 times Note: The fireballs released are B-rank and take up 1/3 moves per turn Note: While in this style only tai & elementaltai jutsu can be used 2) Kaji Bokushingu | Fire Boxing - Bringer Of Hell Rank: B Type: Offensive Range: Short Chakra: 20 Damage: 40 Description: The user begins by hopping in place then dashes at the opponent, once at top speed the user than leaps into the air towards the opponent and comes down on top of him releasing a small ball of fire half the size of the user from his fist blasting the enemy backwards and resulting in serious burns. [SPOILER] [CENTER][IMG]http://30.media.tumblr.com/tumblr_m1k6hjBIJq1r2wzymo6_500.gif[/IMG][/CENTER] [/SPOILER] 3) Kaji Bokushingu | Fire Boxing - Shoryuken Rank: S Type: Offensive Range: Short Chakra: 40 Damage: 80 Description: The user begins by hopping on his feet then rushing the opponent with extreme speed. As he becomes within arms reach he spontaneously ducks his upper body while slightly crouching so his head is where his opponents stomach is. Then while rising gaining strength from legs he pools large amounts of fire chakra into his right fist and punches the opponent in the chin yelling "Shoryuken" releasing the fire chakra all at once, enough fire chakra is released to severely burn the opponent. Note: Can Only Be Taught By Mugen Ryukyu Note: Usable only once per battle[/SPOILER] [RIGHT][SIZE=9px]~[URL='http://narutobase.net/forums/showthread.php?t=561304']Training Thread[/URL][/SIZE][/RIGHT] [/SPOILER] 3) Steel Ball Run: [Spoiler](Sutīru Bōru Ran) Steel Ball Run Type:FuuinBukijutsu Background: Steel Ball Run was invented during the Warring States Era, being based on the relatively primitive styles of the time. Initially, the fighting style was unnamed, and revolved around the usage of large, steel balls that were used as melee and projectile weapons. As the usage of chakra developed, so did the fighting style, eventually incorporating Ninjutsu into the style's usage and fully maturing when the incorporation of Fuuinjutsu. The practice of the style would become known as "Steel Ball Run." Description on the Abilities and Inner Workings of the Style: Steel Ball Run involves three components: The Steel Balls themselves, the sealing formula for the style, and the "Spin." The Steel Balls are the weapons utilized for the style. Aptly named, these weapons are highly spherical balls of steel, about the size of a baseball or boule. The basic Steel Balls are grooved on opposite faces by two large hexagons, almost joined by lines crossing the balls between their corners. Individual techniques of the style may also utilize Steel Balls that have been modified, such as containing spikes or a bladed edge, though these will be specific to the jutsu used and described in such. The Steel Balls are stored within sealing tags worn on wrist-guards, similar to those exhibited by Sasuke, and are called forth when utilized for the fighting style's techniques. This is where the second component of the fighting style comes into play; upon utilizing a technique within the Steel Ball Run fighting style, the user is capable of summoning forth the Balls from the style's unique sealing script, rendering it unneeded to re-equip the Steel Balls once thrown or destroyed(each CFSJ will automatically summon the Balls are part of the jutsu unless stated otherwise). The third component of Steel Ball is a phenomenon known as "the Spin." The Spin is a force produced through the release of a barrier from the Steel Balls. These barriers are, of course, composed of chakra, radiating from the Steel Balls in a spiraling manner. Techniques under the Steel Ball style therefore fall under a powerful rotational force produced through these barriers that are released from the Steel Balls, capable of accomplishing several effects upon reaching a target to the user's desire. Being composed of chakra, the user can even have the barriers released be elemental in nature for more specific effects, such as a Fire-based chakra to burn the opponent or an Earth-based barrier to allow the Balls to meld through the ground for more covert travel. Advanced techniques of the style can even incorporate sealing effects through the barriers. These effects, along with elemental effects, are of course to be explained within techniques of the fighting style. The "Spin" barriers are neutral to elemental techniques, while elemental Spin follows the S/W of the specific element. Example Techniques: ??? Type: Defensive Rank: A Range: Short-Mid Chakra: 30 Damage: N/A Description: The user will release two of their Steel Balls outwards towards an incoming technique. Upon clashing with the opposing technique, the Balls will release two Spin barriers, utilizing the rotational force of the Spin to physical repel the technique back along its trajectory. ??? Type: Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: The user will direct two of their Steel Balls towards the ground, releasing an Earth-natured barrier from each Ball. This barrier allows the balls to meld through the ground, similar to the Hiding Like A Mole technique, and travel below the ground towards the target. Upon reaching the desired target, the two Balls will burst from the ground, the rotating barriers slamming into them from below and carrying them up into the air. ??? Type: Supplementary Rank: S Range: Short-Mid Chakra: 40 Damage: N/A Description: The user will release a Steel Ball from their sealing mark while creating a tether of chakra between themselves and the Steel Ball. This tether keeps the Steel Ball floating within two meters of the opponent, releasing a harmless barrier around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Steel Ball will trigger, firing towards the opponent at high speed in order to repel them away from the caster, the rotational Spin emitting from the Ball becoming damaging and directed away from the user and towards the opposing target. Additional effects and Restrictions: Mastery of Fuuinjutsu Mastery of Taijutsu Must be Chunin rank[/spoiler] Steel Ball Run Techniques [Spoiler]1) (Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive Type: Defensive Rank: A Range: Short-Mid Chakra: 30 Damage: 60 Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's. Note: Can only be used three times per battle, requiring a one turn cooldown Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn 2) (Sutīru Bōru Ran: Kurakkā Vorei) Steel Ball Run: Clacker Volley Type: Supplementary Rank: S Range: Short-Mid Chakra: 40 Damage: 80 Description: The user will release two Steel Balls from their sealing mark while creating a tether of chakra between themselves and the Steel Balls. This tether keeps the Steel Balls floating within two meters of the opponent, releasing a harmless, immaterial barrier five meters around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Spin surrounding the Steel Balls will trigger, rapidly and violently expanding outwards at high speeds. This expanding Spin is angled away from the user, directed to repel the enemy while severely damaging them. Upon deflecting the enemy, the Spin will shrink back to surround the Steel Ball once again, resetting besides the user Note: Can only be used two times per battle, lasting for two turns per usage and requiring a two turn cooldown between usages Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn Note: Barrier only triggers in response to the opponent crossing the barrier, not the user coming within five meters of the opponent. 3) (Sutīru Bōru Ran: Deīpasu Ōbādoraibu ) Steel Ball Run: Deep Pass Overdrive Type: Defensive Rank: A Range: Short-Mid Chakra: 30(-10 per turn) Damage: N/A Description: The user will release two Steel Balls towards their desired target, with the Balls approaching in an arc on either side. Upon reaching close range of the target, the Spin imbued into the Balls will erupt, overlapping onto each other from opposing directions with the opponent in the middle. The Spin effectively forms a spherical cage surrounding the target's short-range area, with everything caught inside trapped under the force of the two Spin. While the Spin isn't physically damaging to living beings, they emit a powerful sealing n effect, restricting the movement and ability to mold chakra of anyone caught inside in the same way as the Multiple Infinite Embraces technique. Unlike MIE, the Spin will sustain itself, with the two Steel Balls floating beside the target until circumvented or destroyed. Like the MIE, the Spin can be physically destroyed by techniques A-rank and above. Should the Steel Balls be met by an incoming jutsu on course to the target or once reaching them, the Spin will expand outwards to combat the jutsu. Able to physically block techniques of equal rank or below, the Spin will reset itself once it has finished deflecting the opposing technique, once again expanding with its full power upon reaching the opponent less destroyed. Note: Can only be used three times per battle, requiring a two turn cooldown Note: Upon reaching and restricting a target, Deep Pass Overdrive lasts for four turns or until destroyed/circumvented Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above A-rank in the next turn 4) Sutīru Bōru Ran: Hamon Ōbādoraibu ) Steel Ball Run: Ripple Overdrive Type: Supplementary/Offensive Rank: S Range: Short-Long Chakra: 40 Damage: 80 Description: The user will release two Steel Balls imbued with Earth-natured Spin from his seal and drop them onto the ground. The Spin emitting from the Steel Balls causes them to sink into the ground, the Spin carving away at the earth. Due to being Earth-natured, the Spin will propagate throughout the ground, similar to ripples moving through water. The Spin spreading throughout the ground allows the user to reshape the ground throughout the terrain. Similar to the Earth Topography technique, the Spin will carve and reshape the terrain into a shape of the user's choosing, allowing them to erect cliff-sides, create caverns, drop portions of the ground, etc. This can allow the user to evade/retreat(such as creating a cavern around himself), or as a means of attacking(erecting spikes from the ground). However, the user can only reshape the terrain once per usage of Ripple Overdrive, and must detail the new shape upon making their move. The more extensive the change to terrain, the longer the effects take place, but the technique is generally as fast as any other Earth Release technique. Note: Can only be utilized twice per battle with a two-turn cooldown between usage Note: No other Steel Ball Run techniques can be utilized in the same or next turn Note: No Fuuinjutsu above A-rank can be used in the same turn[/spoiler] 4) Titanomachy [Spoiler]Al-Thais ♦ (Titanomachy) ♦ Wisdom of Solomon Type: FuuinNinTaijutsu Background: Not much is known about the creator of the style; however it is well known that he invented the style following Princess Kaguya's defeat and subsequent sealing. Following Princess Kaguya's defeat, her sons spread the teaching that became known as Ninjutsu. One of these teachings was based in the very art that helped them to seal their mother, Fuuinjutsu. As this skill was taught wolrd wide, three known figures on the world came together many years later to formulate this technique of combat. A man with wisdom and knowledge, another with the ability to develop it, and the one who created the basic foundations of the style. Together they hand-crafted this style to perfection, something that would set it apart from the rest, from basic Fuuinjutsu. They traveled through many countries and met diferent people that knew more about Fuuinjutsu, such as Kumogakure where they specialized in barriers that could even contain a bijuu, scrolls of Kirigakure, Kunoichi from Konohagakure, meeting and gaining more knowledge from these people led them to finish the style. All that was left, was to use it in combat. Description: Through the usage of fuuinjutsu, the user utilizes the application of barrier fuuinjutsu to create seemingly invisible barriers and seals for supplementary, offensive or defensive purposes. This is achieved through the user utilizing pre-applied Fuuinjutsu seals along several plates, ornaments and metals (non-conductive) arranged throughout their body, which vary from gauntlets, necklaces, etc (these can be carried on the bio or summoned onto battle), forming a seemingly full body chain of seals, seen only when the style is in use. These seals react to the user’s usage of techniques from this style, activating the specific seal for the technique being used. These seals merely explode and/or expel chakra in a wide variety of ways, being the seals are invisible while inactive, onlookers may see it as if the user is casting fuuinjutsu out of thin air. Said seals vary in size. These can be casted directly on one's body (however said seals/barriers are located on the armory the user carries, not on his skin) or around/near them and cannot last any longer than the technique and premise allows them to. The seals located on armory or pieces on the user vary in color depending on the user and their personality. When used offensively, the user channels chakra into these seals that are dormant on the armory and cause them to allow intricate barriers to arise from the seals, their shape dependent on the situation at hand, as they attack. These barriers that form often form around the limb used for attacking, providing an extra defense around the arm capable of defending against equal ranked elemental jutsu. These barriers also enhance the power behind taijutsu attacks, as the barriers seemingly appear from thin air, materializing as the attacks are to land, in this case around the arm or the elbow to increase both speed and strength. Having a defensive aspect as well, should foreign chakra come in contact with a seal, these barriers are also triggered, allowing barriers to form should an attack from a blind angle be launched. This defensive mechanism is not free formed and will have a technique. By combining elemental chakra into these seals, the user is able to create variations of the basic barriers, able to play on equal fields as elemental ninjutsu. This chakra can be manifested in one of 5 different ways, depending on the chakra manifested. Suiton chakra creates barriers that upon contact create a saturating effect that spreads through the target, creating a suffocating effect; Doton chakra creates refined barriers with extra damage that can break bones on impact, Fire chakra creates a burning effect on contact, causing 2nd and 3rd degree burns to the area of impact, Lightning chakra creates an electric barrier, surrounded by lightning as a shroud, that causes muscle and tissue paralysis on contact, preventing movement for varying times depending on the jutsu, and Fuuton chakra creates barriers that contain thin edges that cause dense and deep lacerations to the body that cause heavy blood loss. Solomon (mastered the style) ^ Titan (someone who begins learning elemental Titanomachy techniques) ^ Zebub (is learning basic Titanomachy techniques) Example Techniques: [Spoiler]Titaomachy: Cronus' δύναμη ) - Wisdom of Solomon: Cronus' Might Rank: A Type: Offensive Range: Short Chakra cost: 30 Attack points: 60 Description: The user channels chakra to a series of seals located along his arm and extends his arm, in an attempt to strike the opponent with a strong backhand. As he moves the arm towards the opponent, he causes the seals to glow and a barrier to form with great force, creating a barrier that is can be shaped in a manner of ways, as long as they don't extend short range or longer than 3 meters and wider than 2. As the attack lands and these barriers grow, the user delivers a series of attacks, causing the barriers to grow with each blow. (Titanomachy: Zeburu burasuto) - Wisdom of Solomon: Zebul's Might Type: Offensive Rank: B Range: Short Chakra: 20 Damage: 40 Description: Attempting to punch, kick or virtually attack the target with any area of the limb, the user releases a seal and forms a barrier around the limb in question. Bursting into a surge of chakra that's greatly boosts the user's intial strength; strong enough to destroy stone structures, the attack sends the target struggling backwards. Its power is strong enough to shatter earth and similar elements of C rank and below, as such a clean blow to a person can cause internal ruptures or depending on the wishes of the user, it can be weak enough to simply toss the target backwards. It merely depends on the chakra infused to the seal. Note: Cannot be used in consecutive turns. (Titanomachy) - Spell Gate Type: Offensive/Supplementary Rank: A Range: Short/Mid Chakra: 30 Damage: 60 Description: While moving his hands and fingers intricately, the user creates three barriers from the seals on his skin directly in front of him that create a straightforward pathway or an arranged order; forming a chain of barrier (up to 4). They then run through them, granting them a significant boost in speed as they move faster with each barrier that they pass through. When using this technique, it also grants additional effects on the user's fists; both of his fists become enveloped in bright barriers, which moreover destroy parts of the Magic emblems that they previously summoned. The user can move twice as fast as their base speed if using 4 barriers and their fists are enhanced to deal strong blows for a total of up to eight hit combos. A master of the style can give the barriers around his fists an elemental nature of their choosing as well, it must be the same element for both fist barriers. Usable x3 per battle. User cannot use speed enhancing barriers the next 2 turns. Protection of Aladdin Type: Defensive/Offensive Rank: S Range: Short Chakra: 40 Damage: 90 Description: These seals react to foreign chakra, expanding and triggering the style's hidden barriers and over the user when they have been attacked by chakra; it otherwise requires direct activation if used to defend against non-chakra infused attacks. The user himself is also capable of triggering the barriers, allowing them to expand as he attacks and pushes back the target. The barrier creates any type of formation depending on the needed dynamic. To a simple large shield, dome, 3d triangle, etc. It can defend from attacks up to its rank as well. When chakra is approaching the user as an attack the seals activate by themselves, however the jutsu must still be posted for reference. Can only be activated twice per battle.[/spoiler] Additional effects and Restrictions: -Requires Fuuinjutsu Mastery & Mastery of the Basic 5 elements -Requires Taijutsu mastery -Must be of at least Sannin Rank[/spoiler] Titanomachy Techniques: [Spoiler]1) (Titaomachy: Cronus' δύναμη ) - Titanomachy: Cronus' Might Type: Supplementary/Offensive/Defensive Rank: B - S Range: Short Chakra: 20 - 40 ( -5 per turn for B, -10 per turn for A, -15 per turn for S ) Damage: N/A ( +20 Damage to Tai and Ken/Bukijutsu ) Description: The user uses this jutsu to activate dormant seals along armor platings and accessories/armors to trigger several Fuuinjutsu barriers for basic usages. These barriers may only be created from seals along his torso and limbs, but may form various limb like barriers such as barriers shaped like talons, gigantic arms, animal legs, or anything that can be otherwise classified in the same manner. Due to the basic nature of this technique, it is multi ranked and scaled, with higher ranks providing greater offensive and defensive uses. B rank: With the B ranked usage, the user is able to create generic barriers around his person and items on his person. These barriers may extend up to two times the user size ( never exceeding 3 meters ), allowing him increased range and striking distance via the shaped barriers. While this barrier based shroud is coating the user's body, his Taijutsu and Kenjutsu/Bukijutsu is able to interact safely with elemental chakra and neutral to same rank attacks while offering B rank protection. This allows the user to be able to combat up to B rank jutsu with Taijutsu or Kenjutsu. This barrier lasts until it is overpowered or destroyed by the opponent, requiring 5 chakra per turn to maintain. A rank: Stronger and more specific in use, this barrier allows the user to coat his limbs will barriers that form humanoid or animalistic limbs, such as shaped claws, or fish-like fins. These barriers are able to extend up to short range in their use, adding +20 to Taijutsu or Kenjutsu/Bukijutsu attacks used, if logical. Due to how this barrier is utilized, it doesn't have a long lasting duration like the lesser version. Requiring 10 chakra per turn, this can only last up to 4 turns each use and up to 4 times in all. S rank: The strongest version of this, at S rank the user is able to create limbs that are infused with elemental chakra. Gaining the properties as well as strengths and weaknesses of these elements, these barriers also gain a +20 rank damage increase to physical attacks. Due to being enhanced by elemental chakra, these barriers require a higher chakra drain of 15 per turn and has harsher restrictions as well. Being able to be used 3 times, lasting 3 turns and can be used once every 3 turns. After use the user cannot use any Titanomachy customs for one turn and no Fuuinjutsu S rank and above for the same amount of time. Note: For any version, the user can use cause these barriers to activate in the same timeframe as physical movements/attacks, but never alongside other Ninjutsu or Genjutsu. 2) (Titanomachy: Themis' διάταγμα ) - Titanomachy: Themis' Decree Type: Supplementary Rank: S Range: Short - Mid Chakra: 40 ( -150 chakra per turn ) Damage: N/A Description: Based on the Multiple Infinite Embraces barrier, the user creates a pulsing barrier from his body and weaponry. This pulse is notable because it creates two separate barriers, both with different effects. Created from the user's person, after the first pulse is released, a large barrier rapidly follows it, extending up to mid range from the user's body in all directions while leaving him untouched. Immediately afterwards, at the expense of an additional Jutsu slot, a second barrier forms from the user's feet, coating the earth in a translucent barrier with the Kanji for Gaia on it. While these barriers are generated, the user's body is essentially coated in chakra that keeps his person safe from the effects of the barriers. The actual effects of the primary barrier is to limit the opponent's physical movement as his chakra is drained. This mid range sized barrier creates a heavy pressurized effect on those within in, causing them to feel immense weight on their body as if the world was on them. This effect causes them to be forced down, unable to physically move at all. This barrier, much like the advanced parent technique, this barrier leaves the target unable to mold chakra above A-Rank while having his chakra drained, but this ability to restrict the amount of Chakra the target can use cannot be boosted. However, as an advancement to the original jutsu, the secondary barrier coating the earth prevents the target from using attacks via the ground while raising higher to pin him between the two barriers, the force of one pushing down while the other grows upwards crushing his body. Note: Individually, both barriers of A rank strength and combine to form an S ranked Fuuinjutsu. While the barrier is in effect, the user cannot utilize non elemental Ninjutsu. Note: Lasts up to 2 turns and can be used twice per battle.[/spoiler] 5) Hachibushu - Eight Deva Guardians [spoiler]Hachibushu - Eight Deva Guardians Type:Nintaijutsu Background: Master Chen, the developer of Konoha Ryujin was not the only one of his caliber to exist. In reality, there were 8 of them. Master Chen being the most famous. Each of these taijutsu masters were assigned an animal or creature. Using the same general formulation for konoha ryujin, the other seven taijutsu masters were capable of creating all type of creatures. One of the 7 masters took it upon himself to master the styles of all the other. With all these forms mastered, he condensed it into one unique fighting style known as Hashibushu, in honor of himself and the other members. Description on the Abilities and Inner Workings of the Style: Hachibushu are based loosely on the concepts behind the powerful jutsu ( Konoha Ryujin ) - Leaf Dragon God. As shown below, the Leaf Dragon God is formed through the the users own physical power (through the use of the spinning kick) shaping the air into currents through movement. This means that the user kicks out and as he kicks, he shapes the air currents with his leg movement. Through this logic, the user attacks with various limbs, moving at such a level he shapes the air currents around him. Using control over these air currents as he shapes them, the user is capable of forming several different animals with different responses upon formation. This can be done in a series of methods, namely 3 main releases. These forms are named Yasha, Naga and Kinnara. Based on leg movements, Naga attacks are initiated by kicks in different motions, shaping different currents into different beasts. Done in similar fashion to the Konoha Ryujin, these kicks shape the wind in the direction of the kick, curving and causing a small whirlwind of air as the currents shape into different shapes. This alters from the Konoha Ryujin attacks as it shapes the wind into cyclone like formations, constantly spinning in the same direction. The user shapes the air currents to form different four legged animals, air currents constantly flowing in different angles and directions to maintain their shape and power, allowing these beasts to fight off elemental ninjutsu of the same rank and below. Based around arm movements, Yasha attacks are initiated by swift punches and movements that shape air currents as the arms cut through the air. Similar to the original usage of Konoha Ryujin, these punches shape the air as the user punches, curving the currents in a way they form different winged animals. These beasts all move at swift speeds, capable of moving at high speeds and impacting the enemies at high impacts. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank and lower, though this of course is situational as some jutsu would obviously not be able to be bested by birds. Based around full body movements, Kinnara attacks are initiated by full body movements including rotations, flips etc that shape air currents as the person’s entire body cuts through the air. The body moves through the air, similar to the usage of Konoha Ryujin, curving the currents in a way to form different forms of primates. Compared to the other forms, Kinnara involves the entire body therefore making the power of the currents the strongest. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank or lower. Kinnara based techniques are slower moving than the other forms but make up for it in brute force. [B]In a close range aspect, the user can use these chakraless gusts of wind to empower their physical hits using the above mentioned styles of the fighting style itself. For example, using Yasha and its swift and sweeping arm movements to strike an opponent in their chest while creating a winged animal such as a bird that slams into the opponent at full force. [/B] Example Techniques: (Hachibushu: ) Eight Deva Guardians: Sakra Devanam Indra Rank: B Type: Offensive Range: Short-Mid Chakra cost: 20 Damage points: 40 Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampeded of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. Additional effects and Restrictions: Must have mastered Strong Fist Taijutsu and NB Taijutsu Must be at least a[B] S-Class[/B] to learn Wind gusts, though they aren't wind release, have the same inherent weaknesses as wind release. [CENTER][COLOR=#333333][FONT=Century Gothic][SIZE=18px][COLOR=red]P a t e n t C e r t i f i c a t e[/COLOR][/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Helvetica Neue]Daemon, our loyal member, gave on 2018, a request for a Patent on the Custom Fighting Style Hachibushu - Eight Deva Guardians. I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;[/FONT][/COLOR] [B]Hachibushu - Eight Deva Guardians [/B] Powered by Vex Copyright 2018, Daemon, NarutoBase.net [IMG]http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png[/IMG][/CENTER][/spoiler] Hachibushu - Eight Deva Guardians Techniques: [spoiler]1. [URL='https://narutobase.net/forums/showthread.php?t=689138&page=9&p=21771922&viewfull=1#post21771922'](Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen[/URL] Rank: B Type: Offensive Range: Short-Mid Chakra cost: 20 Damage points: 40 Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox. Can be used four times per battle Can only be taught by Daemon 2. [URL='https://narutobase.net/forums/showthread.php?t=689138&page=9&p=21771922&viewfull=1#post21771922'](Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha[/URL] Rank: A Type: Offensive Range: Short-Mid Chakra cost: 30 Damage points: 60 Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank. Can be used three times per battle 3. [URL='https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21862158'](Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus[/URL] Type: Supplementary/Offensive/Defensive Rank: S Range: Short (With Mid Range Reach) Chakra: 40 (-15 per turn) Damage: N/A (80 if used to attack) Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into Mid range dealing 80 damage if the hit lands. Attacking with the Lethality of Augus costs a move per turn. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses the ability to use Elemental Ninjutsu, however the user still has access to other Eight Deva Guardian and Taijutsu techniques by using the the limbs of Lethality of Augus to swipe through the air to produce the air currents or using its legs or arms to use Taijutsu techniques on the user's command. Lethality of Augus can be used twice per event lasting 4 turns each usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a three turn cool down in between usages. 4. [URL='https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21862158'](Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath[/URL] Type: Supplementary/Offensive/Defensive Rank: S Range:Short - Long Chakra: 40 Damage: 80 Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. [B]It's full size grows to the size of 8m x8m x 8m [/B]size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a [B]three[/B] turn cool down in between usages. 5. [URL='https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21862158'](Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages[/URL] Type: Offensive/Defensive Rank: A Range:Short - Mid Chakra: 30 Damage: 60 Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each. 6.[URL='https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21877017'](Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow[/URL] Type: Offensive/Defensive Rank: B Range:Short Chakra: 20 Damage: 40 Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages. 7. (Hachibushu: Oruga no miryoku) - Eight Deva Guardians: Olga's Attraction Type: Offensive/Defensive Rank: A Range: Short - Mid Chakra: 30 Damage: 60 Description: Olga's Attraction is an Eight Deva Guardians technique, centered around the Naga subskill. The user begins by focusing chakra into their leg and swiping it through the air. This swiped generates intense air currents that can be shaped to form an animal. However, these air currents function differently than normal Eight Deva Guardians techniques. These air currents work similar to suction, able to pull in targets towards the user. Due to the shape manipulation involved in Eight Deva Guardians and the level of complexity and selectivity in the style, the user is able to specifically select the targets in which these air currents can effect. Once caught up in these currents, the user begins to shape the currents into a giant serpent with cutting air currents. The user effectively pulls the target into the body of the serpent causing damage on contact with it. These air currents can pull targets from up to Mid range away from the snake formation. Note: This can only be used three times per battle with a two turn cool down in between usages. Note: No Eight Deva Guardians techniques can be used in the same turn as this technique.[/spoiler][/SPOILER] [/QUOTE]
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