[♆ Shine-Tsu-Hiko - God of Wind ♆] Erzo Vs Shady Doctor

Erzo

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♆ Official fight for God of Wind
♆ Non-Windy day on plain field
♆ Four day reply limit (can change if you want)
♆ Starting at Mid range
♆ All out, I'll be using , you may make the first move as per rules.
 
Last edited:

Shady Doctor

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GL;HF ^_^




It was an average day, or so the world thought. I was walking into the grass of the field i was told to meet HIM in, though he already arrived here by the looks of it. I had nothing but black pants on, no shirt, shine-tsu-hiko in my right hand, and my hands/feet bandaged so that i could lay hands on my opponent. My nekura mark was right in the center of my chest for him to see, hopefully spooking him slightly. o_O

I had heard rumors of my opponent's nearly unrivaled skill and his arsenal of elite jutsu to compliment that skill, so i wasn't going to take him lightly at all. First i was to gauge his defensive abilities, which I'd do before i even spoke to him. I'd swing shine-tsu-hiko vertically downwards which allows me to release a powerful gust of wind which is quickly compressed into the shape of a horse throttling at you full speed in an arc to my left. Taking no chances with the infamous man i was sure to take away the elemental weaknesses of the horse, allowing it to hunt you down without the fear of flames. Within the same time frame of releasing and forming the horse, i did a hand seal at blinding speeds which activates another technique right beside the intial one. Suddenly a shield of raw chakra forms around the horse, granting it an additional power boost in order to give it that much more killing potential, but that wasn't the end.

Without the need of any hand seals or movements, i manipulate air around the horse to give it a shell of intangible Fuuton chakra. This shell simply gives off a shiny sparkle of sorts to the horse, making it unknown to the eye that the shell is there. The shell stays around the horse as it attacks, reacting to however you decided to defend from it. Meanwhile after creating the double layered fuuton horse, i dart at full speeds in an arc to my right, aiming to quickly close the distance between us and get within close range.

Yooooo. You look old close up..


(Fuuton: Umakashi Yamihitonami) - Wind Release: Stampede of the Underworld Horsemen
Type: Offensive
Rank: S
Range: Short/Long
Chakra: 40 (-5 per turn)
Damange: 80 (+15) (+20)
Description: The user will perform two handseals (Boar > Tiger) as they gather wind chakra into their mouth and then expell one or more wind blasts twice the size of an adult human. Though very powerful in both speed and strength, the real motive of this technique comes into play when the user claps his palms against each other. After which the wind entitity morphs into a normal sized gallant horse of wind which enter a state of self-sustainment, seemingly galloping a couple of inches through the air itself the horse(s) ram into their target with incredible bone shattering force upon impact. Although made of wind, the horses have semi-transparent bodies with a green hue around their edges, being more visible the closer someone is to them; off a larger distance they would seem like green flickers without any actual shape however since they must be near the target to strike, once they enter mid range they are more than easy to spot. However they still move at incredible speed (the peak of the user's base speed). The strength and size varies to the number of horses, firing two blasts to shape two horses will mean each one has A rank, and so on. These can be released in a side by side manner to cover more range, or in a direct line behind each other - should they miss the target they can turn and seek them out aslong as within existance. Although their bodies are nearly solid, it's not possible to ride them.

*Can only be used thrice per battle, and not in consecutive turns.
*A horse can remain on the field two turns if it hasn't yet collided into an object/person of equal or larger mass.
*Can only morph up to four horses with each usage, however the more horses, the smaller and weaker they are.

(Ninjutsu: Gundan no ījisu) - Ninjutsu Technique: Aegis of Legions
Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama

Fuuton: Jaakuna gēmu | Wind Release: Wicked Games
Type: Supplementary/Attack
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: n/a (60) (+15)
Description:
A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely pressurized in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now pressurized into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its pressurized state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.

☆ usable 4 times
☆ only taught by Shady




Taking away elemental weakness of (Fuuton: Umakashi Yamihitonami) - 2/3 Uses left
 

Erzo

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It was an average day, or so the world thought. I was walking into the grass of the field i was told to meet HIM in, though he already arrived here by the looks of it. I had nothing but black pants on, no shirt, shine-tsu-hiko in my right hand, and my hands/feet bandaged so that i could lay hands on my opponent. My nekura mark was right in the center of my chest for him to see, hopefully spooking him slightly. o_O

I had heard rumors of my opponent's nearly unrivaled skill and his arsenal of elite jutsu to compliment that skill, so i wasn't going to take him lightly at all. First i was to gauge his defensive abilities, which I'd do before i even spoke to him. I'd swing shine-tsu-hiko vertically downwards which allows me to release a powerful gust of wind which is quickly compressed into the shape of a horse throttling at you full speed in an arc to my left. Taking no chances with the infamous man i was sure to take away the elemental weaknesses of the horse, allowing it to hunt you down without the fear of flames. Within the same time frame of releasing and forming the horse, i did a hand seal at blinding speeds which activates another technique right beside the intial one. Suddenly a shield of raw chakra forms around the horse, granting it an additional power boost in order to give it that much more killing potential, but that wasn't the end.

Without the need of any hand seals or movements, i manipulate air around the horse to give it a shell of intangible Fuuton chakra. This shell simply gives off a shiny sparkle of sorts to the horse, making it unknown to the eye that the shell is there. The shell stays around the horse as it attacks, reacting to however you decided to defend from it. Meanwhile after creating the double layered fuuton horse, i dart at full speeds in an arc to my right, aiming to quickly close the distance between us and get within close range.

Yooooo. You look old close up..


(Fuuton: Umakashi Yamihitonami) - Wind Release: Stampede of the Underworld Horsemen
Type: Offensive
Rank: S
Range: Short/Long
Chakra: 40 (-5 per turn)
Damange: 80 (+15) (+20)
Description: The user will perform two handseals (Boar > Tiger) as they gather wind chakra into their mouth and then expell one or more wind blasts twice the size of an adult human. Though very powerful in both speed and strength, the real motive of this technique comes into play when the user claps his palms against each other. After which the wind entitity morphs into a normal sized gallant horse of wind which enter a state of self-sustainment, seemingly galloping a couple of inches through the air itself the horse(s) ram into their target with incredible bone shattering force upon impact. Although made of wind, the horses have semi-transparent bodies with a green hue around their edges, being more visible the closer someone is to them; off a larger distance they would seem like green flickers without any actual shape however since they must be near the target to strike, once they enter mid range they are more than easy to spot. However they still move at incredible speed (the peak of the user's base speed). The strength and size varies to the number of horses, firing two blasts to shape two horses will mean each one has A rank, and so on. These can be released in a side by side manner to cover more range, or in a direct line behind each other - should they miss the target they can turn and seek them out aslong as within existance. Although their bodies are nearly solid, it's not possible to ride them.

*Can only be used thrice per battle, and not in consecutive turns.
*A horse can remain on the field two turns if it hasn't yet collided into an object/person of equal or larger mass.
*Can only morph up to four horses with each usage, however the more horses, the smaller and weaker they are.

(Ninjutsu: Gundan no ījisu) - Ninjutsu Technique: Aegis of Legions
Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama

Fuuton: Jaakuna gēmu | Wind Release: Wicked Games
Type: Supplementary/Attack
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: n/a (60) (+15)
Description:
A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely pressurized in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now pressurized into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its pressurized state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.

☆ usable 4 times
☆ only taught by Shady




Taking away elemental weakness of (Fuuton: Umakashi Yamihitonami) - 2/3 Uses left
Roy sees the formation of the Wind-made horse, and notices that almost instantly after its creation, he had been surrounded by a secondary cloak of chakra almost instantly. Considering he had similar techniques, he assumed it'd be simply to add more damage.
Not wanting, or rather, not having anything strong enough to survive such a clash, Roy decides to create a pair of invisible wings which instantly flap downwards, taking him up into the air as you'd perform your third technique, attempting to add another coating onto your jutsu. The second flap would be angled at you, sending a wave of wind which is equivalent to C-ranked jutsu.

Type: Attack/Defensive
Rank:S if added fire forbidden jutsu
Range: long
Chakra: 100
Description:this jutsu litteraly gives the user a pair of invisible wind wings that are able to make him fly and every time the wings stroke down they send C ranked Wind waves upon the opponent that is on the ground if the user wishes they can inflame the wings so then they will be visible but since its a combination the fire will be really hot and will damage the user in his back but when sending the wind waves down upon the opponent they will be B ranked fire waves with every turn the wings send 2 fire waves and the wings cannot be put down without an A rank Water jutsu because its a wind and fire combined. the jutsu will last for 3 turns



Due to the second flap, he'd be sent flying backwards, into long range. However, as this is happening he'd have performed a quick sequence of three hand seals, releasing 8 fireballs into the air, all aimed to arc and end up raining down onto your location, and the area short range around it.
This spread out attack is almost-instantly followed by the release of Ash, which quickly surrounds the Fireballs, igniting itself as it does so, adding more Fire-damage as the flames burn brighter and stronger than before.

Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80 +20
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.



Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle



Your double coated horse would continue to wonder the area in front and below Roy, unable to do anything as Roy is suspended in the air by the Wind wings where he simple waits for the horse to disperse.
 

Shady Doctor

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Roy sees the formation of the Wind-made horse, and notices that almost instantly after its creation, he had been surrounded by a secondary cloak of chakra almost instantly. Considering he had similar techniques, he assumed it'd be simply to add more damage.
Not wanting, or rather, not having anything strong enough to survive such a clash, Roy decides to create a pair of invisible wings which instantly flap downwards, taking him up into the air as you'd perform your third technique, attempting to add another coating onto your jutsu. The second flap would be angled at you, sending a wave of wind which is equivalent to C-ranked jutsu.

Type: Attack/Defensive
Rank:S if added fire forbidden jutsu
Range: long
Chakra: 100
Description:this jutsu litteraly gives the user a pair of invisible wind wings that are able to make him fly and every time the wings stroke down they send C ranked Wind waves upon the opponent that is on the ground if the user wishes they can inflame the wings so then they will be visible but since its a combination the fire will be really hot and will damage the user in his back but when sending the wind waves down upon the opponent they will be B ranked fire waves with every turn the wings send 2 fire waves and the wings cannot be put down without an A rank Water jutsu because its a wind and fire combined. the jutsu will last for 3 turns



Due to the second flap, he'd be sent flying backwards, into long range. However, as this is happening he'd have performed a quick sequence of three hand seals, releasing 8 fireballs into the air, all aimed to arc and end up raining down onto your location, and the area short range around it.
This spread out attack is almost-instantly followed by the release of Ash, which quickly surrounds the Fireballs, igniting itself as it does so, adding more Fire-damage as the flames burn brighter and stronger than before.

Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80 +20
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.



Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle



Your double coated horse would continue to wonder the area in front and below Roy, unable to do anything as Roy is suspended in the air by the Wind wings where he simple waits for the horse to disperse.
Upon seeing Roy suddenly start to fly upwards with no sign of how he did so, i activated technique that allowed me to further strengthen my wind related techniques. The technique was activated instantly and unknown to the now fleeing opponent, but seeing him start to go backwards whilst performing a few hand seals, i prepared myself for anything.

(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns

Quickly after the hand seals i take note of you beginning to shoot fire into the air (your invisible wind should be about halfway to me at this point) so i reacted by doing a simple slash in front of me to activate a technique of mine. Suddenly wind ripped up the ground beneath me as a dragon was made directly beneath my feet to lift me up with it during its creation. Typically the dragon would be created with wind and earthen debris inside of it only, leaving the outside purely wind. Now due to my previously activated technique the dragon sucked in extra debris during its creation from the ground, thus creating an extra layer of jagged earth around its body which further empowered it to do my deeds. Instantly upon being created, the dragon took an arc'ing path to my right but flying at you, closing in to attack you head on. This lets me and the dragon quickly move from the aim of the fireballs that were showering my previous position (and unknowingly the invisible wind :| ), in turn leaving me safe.

(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 + 10
Damage Points: 80 (+15) (+20)
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg (+15) (+20)) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg (+15) (+20)) attack from the inside.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.

The moment the dragon was crafted it began to act on its own accord, which allowed me to perform another jutsu as we were dodging the fire. I'd create a massive arm behind you about mid range or so with a giant replica of shine-tsu-hiko in its hands. I'd do a scooping motion to slash upwards vertically with Shine-tsu-hiko which makes the replicated arm/sword do the same thing. The sword did an upwards vertical slash and as it did so it slashed the ground with its tip, breaking the ground apart in order to suck up the debris and gain a coat of earthen debris. This empowers the replica and allows it to slash you from behind with the utmost power while the dragon crashes into you from the front.

(Fuuton: Kobushi Kazetenshu) - Wind Style: Fist of the Windgod -
Rank:*S
Type:*Offensive
Range:*Medium/Long*
Chakra Cost:*40
Damage Points:*80 (+20)
Description:*The user starts to focus fuuton-based chakra into Shine-Tsu-Hiko. As a result the sword starts to release wind, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a wind-replica of Shine-Tsu-Hiko. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the wind fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The wind arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

☛ Can only be used thrice per battle
☛ Does not get the default damage boost from the God of the Wind
 

Erzo

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Upon seeing Roy suddenly start to fly upwards with no sign of how he did so, i activated technique that allowed me to further strengthen my wind related techniques. The technique was activated instantly and unknown to the now fleeing opponent, but seeing him start to go backwards whilst performing a few hand seals, i prepared myself for anything.

(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns

Quickly after the hand seals i take note of you beginning to shoot fire into the air (your invisible wind should be about halfway to me at this point) so i reacted by doing a simple slash in front of me to activate a technique of mine. Suddenly wind ripped up the ground beneath me as a dragon was made directly beneath my feet to lift me up with it during its creation. Typically the dragon would be created with wind and earthen debris inside of it only, leaving the outside purely wind. Now due to my previously activated technique the dragon sucked in extra debris during its creation from the ground, thus creating an extra layer of jagged earth around its body which further empowered it to do my deeds. Instantly upon being created, the dragon took an arc'ing path to my right but flying at you, closing in to attack you head on. This lets me and the dragon quickly move from the aim of the fireballs that were showering my previous position (and unknowingly the invisible wind :| ), in turn leaving me safe.

(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 + 10
Damage Points: 80 (+15) (+20)
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg (+15) (+20)) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg (+15) (+20)) attack from the inside.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.

The moment the dragon was crafted it began to act on its own accord, which allowed me to perform another jutsu as we were dodging the fire. I'd create a massive arm behind you about mid range or so with a giant replica of shine-tsu-hiko in its hands. I'd do a scooping motion to slash upwards vertically with Shine-tsu-hiko which makes the replicated arm/sword do the same thing. The sword did an upwards vertical slash and as it did so it slashed the ground with its tip, breaking the ground apart in order to suck up the debris and gain a coat of earthen debris. This empowers the replica and allows it to slash you from behind with the utmost power while the dragon crashes into you from the front.

(Fuuton: Kobushi Kazetenshu) - Wind Style: Fist of the Windgod -
Rank:*S
Type:*Offensive
Range:*Medium/Long*
Chakra Cost:*40
Damage Points:*80 (+20)
Description:*The user starts to focus fuuton-based chakra into Shine-Tsu-Hiko. As a result the sword starts to release wind, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a wind-replica of Shine-Tsu-Hiko. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the wind fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The wind arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

☛ Can only be used thrice per battle
☛ Does not get the default damage boost from the God of the Wind
As you form your dragon, Roy angles himself and the wings once again flap twice and in quick succession, releasing two waves of Wind towards you, one after the other, which you're not aware of. The waves of Wind would be angled if they were sent at the same time, they'd make one long wave, rather than be parallel to each other, allowing it to be more spread out, so that despite your movement, at least one will strike you.

But as he does that, he'd have performed 2 hand seals, causing the ground you're about to ride your dragon on to be saturated, this is followed by another sequence of quick hand seals, and suddenly, before you're able to perform your Fist technique, the ground your dragon is on would spiral inwards on itself making you lose your balance whilst the dragon's movements are somewhat halted, as an explosion bursts upwards, only amplified by the use of a Fire technique which produces Ash from a separate technique which is used in conjunction due to its nature.

Rank: S
Type: Offensive
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80 +20
Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.

Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Requires a cool down period of three turns before next use
Note: No other S-Rank or above Suiton user's same turn
Note: No S-Rank and above Doton in the user's next turn
Note: Counts as two moves



Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle



The ash would have simply been a cover, but the friction which causes the explosion would ignite it, making it burst upwards even more violently than previously planned. The technique would explode on its own accord, without the ash, but the ignition of the Ash causes molten debris to rip the ground below and around the dragon apart, with some of it even entering the dragon, allowing the Fire to spread inside. Any additional spinning or spiralling within would only fuel the Fire at this stage.

Normally the first part of the Earth and water combination would be easily noticed due to mild vibrations, but as your dragon surges forward with you riding, you're unlikely, if not unable to feel such mild vibrations. Due to being sent first, the waves of Wind would strike moments before the ground begins to spiral.
 
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