[8 Tails Jinchuriki Test] Scaze

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,542
Kin
1,661💸
Kumi
11,569💴
Trait Points
50⚔️
Since you've only stated that you're below the Canvern's roof, I'm going to assume you mean just a meter below. Since you haven't specified an exact distance or even a rough measurement. Just that you're high above, but below the ceiling. So i'm assuming almost exactly below.
_____

For the first time in the battle a most curious phenomenon would occur, that is that a chakra entity would begin to spawn within a few meters of Samehada. Until now, the opponent had constantly been at a distance of almost long range away, as were the techniques he spawned, and at such a distance his chakra was far out of the reach of the gluttonous Samehada. Now though, at only a few meters away just outside of short range, his chakra was condensing temptingly close to a Samehada that had not had a chance at a meal for the entirety of this battle, and had been starved from travel. At long last, Samehada was finally close to a chakra source that was not a product of its wielder.

Masses of malevolent, dark chakra focused all into one tiny spot would surely make for a delightful meal. And so, Samehada would begin to thrash and stretch towards your needle even as it begins to form. So great was it's excitement and voracity that the weapon would almost entirely peel away from Kyle's back, almost forming a 'C' shape from still being connected only where the sarashi tightly lashed it to its wielders back, while its hilt and head would curve backwards towards your needle.

"Graahh"
The weapon would groan as it starts to thrash.

Kyle, well aware of Samehada's habits by now, would instantly begin to respond in response to Samehada's initial shivering and thrashing. Knowing that only chakra could elicit such a reaction from Samehada, and that the weapon was starting to lean away from him, he would quickly deduce that something, an attack or perhaps even his opponent, was at his back.

As a result, Kyle, forgetting about his previous plans, would instantly consider two defensive methods, and decide to go with the simplest but most thorough method.
As your needle begins to form Samehada would begin thrashing, and in an almost instant response to this the Shinobi would, quite simply, release masses of ash from his body.
Excluding the eye and upper nose area of his face, so that his line of sight is not at all limited or obscured, ash would burst from virtually every other inch of his body, particularly from his rear area - such as the back and top of his head, his back, and legs. Your needle would run straight into the incredibly dense black ash, which like dark ethereal wings would formlessly splash out from the Jinchuruki's rear and tower high over him, passing around Samehada as it does so. Even if you attempted to manipulate and reposition the needle, due to the extending and formless nature of the ash, and it covering almost all of his body, it would be impossible to manoeuvre past it towards Kyle. The needle then, incapable of penetrating the defensive mass of ash, would simply be snuffed out.
As the ash rushes out from the Jinchuruuki's body, it would all begin to flood towards his rear where it would coalesce into a dark centaur, roughly four times the size of a man. The ash released from his rear would spread outwards like branching wings, while the ash at his front and sides would initially swirl around him like a barrier as it disperses towards his rear to form the centaur.
The centaur, capable of traversing through air, would watch the Jinchuruuki's rear and immediately deflect any attack sent towards Kyle with its shield or sword. Meanwhile, a thick, flattened tail that would extend from the Centaur's rear and snake down to beneath Kyle would act like a platform for the Ninja to stand on.

Kyle knew that whatever Samehada was reacting to, would either be snuffed out by the ash's release or dealt with personally by the centaur. And with Samehada now calm, Kyle knew that the Centaur had well and truly exterminated whatever it was that was behind him, and that he was correct to trust his back to the familiar.
He assumed that whatever it was, had been a small and pinpoint attack, as he had not been able to discern anything of its presence through sound, smell, or hearing, not even its clash against the ash.

Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Hide
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;

Then, wanting to ensure that none of his blindspots could ever be targeted again, the Jinchuruuki would immediately release his fire chakra into the atmosphere short range around him, forming a barrier that would prevent all threats from nearing him.

Even as he does this, the Centaur, through rhythmic beatings of its wings, would elevate itself and Kyle who stood on its tail, higher into the air. Soon the water that was all flung towards one side of the cave would begin to spread back in the form of rushing waves, and Kyle was not a fan of water. Their purely vertical ascent would halt some meters below the caverns roof (roughly 6), while the field of Dragon Breath would move along with Kyle to eliminate any threat. The only things permitted within its reach would be the now regenerated Artemis, Samehada, and the Jinchuruuki itself.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Hide
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

In virtually the same timeframe to Dragon Breath, Kyle would activate another ability that would boost the strength of his future wind techniques.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Hide
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
Quite suddenly, the object on the Jinchurki's back began to thrash wildly, its body contorting backwards and upwards. Still moving around up above, Law would narrow his eyes at the motion, continuing to read the Jinchuriki's mind. "Hearing" Kyle's reasoning and deduction towards Samehada's movements, the Kisei would realize his sneak attack had failed. For now, at least. As he reads Kyle's mind and picks up on his decision to gather his chakra, Law would have the segments consisting his suit of armor disassemble, moving at the same speed as him as it does so to avoid detection(Law would continue moving to also avoid being seen, the disassembled pieces floating around him). He would have a small vial drop down from his sleeve as he does so, catching it in his hand and popping the top off with his thumb. Keeping his eye on Kyle, Law would see the ash start to seep from his body.

Immediately upon seeing the ash, Law would drink the potion as he flew, causing his chakra to become undetectable to both Kyle and Samehada, including the conjured needle and armor. At the same time as Law consumes the potion, he would alter the needle's pathway. Rather than flying straight down towards Kyle's head, the needle would take on a circular path, moving in an arc towards Kyle's right. Law would manipulate the needle to, as it moves along the arc, remain on the outside of the ash's perimeter, pulling away from Kyle whenever the ash expanded further to prevent any contact as the needle's trajectory brought it around to the anterior of Kyle. Once there, Law would take advantage of picking up on Kyle's decision to emit ash from everywhere but his nose and eyes(through Legilimency, obviously), having the needle curve around and travel straight along the opening in the ash, lining up with Kyle's nose. The needle would not stop or slow at any point in its trajectory, its blazing speed being used to avoid detection and enter the ash's gap, piercing through Kyle's nose before the Jinchuriki could finish forming his centaur(needle would be timed to hit you as the centaur's upper body and upper part of its legs finish forming; since neither you nor the jutsu specified how it forms, I'm replying with the ash fomring the mid-section first and then extend upwards and downwards to form the chest/upper legs, then arms/legs/wings and finally the tail/head in that order; the needle would strike you long before the Dragon Breath is used and the centaur can take flight, as both happen upon completion according to your move). Upon entering Kyle's skull, the needle would be manipulated to spin within, turning Kyle's brain to mush.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir

An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.



S rank

Gryffindor's Elixir
A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.


Slytherin's Elixir
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.


Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.
 

System001

Active member
Legendary
Joined
Apr 15, 2011
Messages
19,385
Kin
6,209💸
Kumi
10,911💴
Trait Points
0⚔️
Quite suddenly, the object on the Jinchurki's back began to thrash wildly, its body contorting backwards and upwards. Still moving around up above, Law would narrow his eyes at the motion, continuing to read the Jinchuriki's mind. "Hearing" Kyle's reasoning and deduction towards Samehada's movements, the Kisei would realize his sneak attack had failed. For now, at least. As he reads Kyle's mind and picks up on his decision to gather his chakra, Law would have the segments consisting his suit of armor disassemble, moving at the same speed as him as it does so to avoid detection(Law would continue moving to also avoid being seen, the disassembled pieces floating around him). He would have a small vial drop down from his sleeve as he does so, catching it in his hand and popping the top off with his thumb. Keeping his eye on Kyle, Law would see the ash start to seep from his body.

Immediately upon seeing the ash, Law would drink the potion as he flew, causing his chakra to become undetectable to both Kyle and Samehada, including the conjured needle and armor. At the same time as Law consumes the potion, he would alter the needle's pathway. Rather than flying straight down towards Kyle's head, the needle would take on a circular path, moving in an arc towards Kyle's right. Law would manipulate the needle to, as it moves along the arc, remain on the outside of the ash's perimeter, pulling away from Kyle whenever the ash expanded further to prevent any contact as the needle's trajectory brought it around to the anterior of Kyle. Once there, Law would take advantage of picking up on Kyle's decision to emit ash from everywhere but his nose and eyes(through Legilimency, obviously), having the needle curve around and travel straight along the opening in the ash, lining up with Kyle's nose. The needle would not stop or slow at any point in its trajectory, its blazing speed being used to avoid detection and enter the ash's gap, piercing through Kyle's nose before the Jinchuriki could finish forming his centaur(needle would be timed to hit you as the centaur's upper body and upper part of its legs finish forming; since neither you nor the jutsu specified how it forms, I'm replying with the ash fomring the mid-section first and then extend upwards and downwards to form the chest/upper legs, then arms/legs/wings and finally the tail/head in that order; the needle would strike you long before the Dragon Breath is used and the centaur can take flight, as both happen upon completion according to your move). Upon entering Kyle's skull, the needle would be manipulated to spin within, turning Kyle's brain to mush.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir

An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.



S rank

Gryffindor's Elixir
A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.


Slytherin's Elixir
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.


Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.
Man you dumb.
 

ZK

Active member
Legendary
Joined
Oct 1, 2010
Messages
16,237
Kin
821💸
Kumi
46,283💴
Trait Points
0⚔️
Awards
I haven't seen this much nitpicking at specific words and phrases used in both the moves themselves and the techniques used in these moves since Gobi and I went through three checks arguing about the exact meaning of a 'sidestep.' I use that example because I know the feeling of just wanting a fight to be over; and to be over with a WIN. We're all fallible, sinful human beings, but, quite frankly, this is one of the most mean-spirited fights I've seen for some time. You guys have been butting heads in VMs, in the CR thread, in the NB Chat and in your fight. I don't like how you both try to write your moves ambiguously, then call your opponent out for doing the exact same thing. You try to beef up the interpretations of the techniques you use, then turn around and, again, quote/criticize your opponent for doing the same thing.
You're probably thinking "stick to the issues, ZK," but I think this is the issue. Neither of you showed any interest in the battle itself and I'm not going to reward that. If the decision is up to me; double KO.
 
  • Like
Reactions: Excision and Priest

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,542
Kin
1,661💸
Kumi
11,569💴
Trait Points
50⚔️
I haven't seen this much nitpicking at specific words and phrases used in both the moves themselves and the techniques used in these moves since Gobi and I went through three checks arguing about the exact meaning of a 'sidestep.' I use that example because I know the feeling of just wanting a fight to be over; and to be over with a WIN. We're all fallible, sinful human beings, but, quite frankly, this is one of the most mean-spirited fights I've seen for some time. You guys have been butting heads in VMs, in the CR thread, in the NB Chat and in your fight. I don't like how you both try to write your moves ambiguously, then call your opponent out for doing the exact same thing. You try to beef up the interpretations of the techniques you use, then turn around and, again, quote/criticize your opponent for doing the same thing.
You're probably thinking "stick to the issues, ZK," but I think this is the issue. Neither of you showed any interest in the battle itself and I'm not going to reward that. If the decision is up to me; double KO.
Yeah, it's gonna be a second check from me, dawg.
 

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,449💴
Trait Points
40⚔️
Was asked to check this by Riker. Seeing as this is the final check, even if one of y'all survives I have to make a final decision of the fight overall. There was hella stretches here and there but I'll try to cover each of the issues in a short and straight forward manner since ya know, the cr posts were deep.

Timeframe wise, scaze is in the right. Conjuration and armor and potion stuff wouldn't happen altogether. The armor would actually be in the next time frame, this means during the beginning of the move he doesn't consume the potion nor break down the armor. It'll be as scaze said:

Userpers > Apparition + Conjuration > Artemis

So with that covered we'll go to the needle issue, which is simple imo. Riker was indeed reading your mind when you chose to do the ash technique, so he'd easily know what and when the jutsu would come. This allows him to further control the Needle the instant you released the ash. It's basically a free form action done directly after the creation. He could control the Needle however he likes until it is destroyed or he's forced to stop the tech or something. So the way he redirected the needle wasn't an actual issue as far as I can see. Yeah he says he doesn't change trajectory until he consumes the potion, but with the potion no longer in the timeframe, that isn't relevant. Not consuming the potion wouldn't suddenly make him not wanna avoid the ash hitting the needle. :|

Uhm what's next? Oh samaheda. Imo riker doesn't need to read it's mind nor see its actions in this situation. He's reading your mind, whom has knowledge of what your own weapon is doing. So with you knowing what samaheda is doing, he'd immediately know when it came across your mind, no matter how minute of a thought it was.

I don't think I need to get into the armor and it protecting him from your tendrils/electricity. As mentioned with other checks, each has like barely any power at all, plus scaze himself said the armor can't be dissembled in the timeframe riker tried it. This means his armor is still there for protection and if anything he'd take the most minor damage possible.

With all that said, I think Riker's move wasn't perfect, but it wasn't invalid to the point he'd die. The timeframe issue was there, but it kinda played in his favor, keeping his defense around him. So I guess I just have to give the overall judgement.

I'd personally give it to riker. Like you guys babbled about in the cr post, scaze legit was bombing riker at the beginning with alotta boosts, yet still didn't do much of anything. I personally think scaze should've been able to keep on the offensive for the most part, and with all the extras power and crap shouldn't have had this much difficulty. Riker had just as much of a difficult time, but has a much lesser bio power wise. So yeah, Riker will take this dub from what I can see.
 

System001

Active member
Legendary
Joined
Apr 15, 2011
Messages
19,385
Kin
6,209💸
Kumi
10,911💴
Trait Points
0⚔️
Was asked to check this by Riker. Seeing as this is the final check, even if one of y'all survives I have to make a final decision of the fight overall. There was hella stretches here and there but I'll try to cover each of the issues in a short and straight forward manner since ya know, the cr posts were deep.

Timeframe wise, scaze is in the right. Conjuration and armor and potion stuff wouldn't happen altogether. The armor would actually be in the next time frame, this means during the beginning of the move he doesn't consume the potion nor break down the armor. It'll be as scaze said:

Userpers > Apparition + Conjuration > Artemis

So with that covered we'll go to the needle issue, which is simple imo. Riker was indeed reading your mind when you chose to do the ash technique, so he'd easily know what and when the jutsu would come. This allows him to further control the Needle the instant you released the ash. It's basically a free form action done directly after the creation. He could control the Needle however he likes until it is destroyed or he's forced to stop the tech or something. So the way he redirected the needle wasn't an actual issue as far as I can see. Yeah he says he doesn't change trajectory until he consumes the potion, but with the potion no longer in the timeframe, that isn't relevant. Not consuming the potion wouldn't suddenly make him not wanna avoid the ash hitting the needle. :|

Uhm what's next? Oh samaheda. Imo riker doesn't need to read it's mind nor see its actions in this situation. He's reading your mind, whom has knowledge of what your own weapon is doing. So with you knowing what samaheda is doing, he'd immediately know when it came across your mind, no matter how minute of a thought it was.

I don't think I need to get into the armor and it protecting him from your tendrils/electricity. As mentioned with other checks, each has like barely any power at all, plus scaze himself said the armor can't be dissembled in the timeframe riker tried it. This means his armor is still there for protection and if anything he'd take the most minor damage possible.

With all that said, I think Riker's move wasn't perfect, but it wasn't invalid to the point he'd die. The timeframe issue was there, but it kinda played in his favor, keeping his defense around him. So I guess I just have to give the overall judgement.

I'd personally give it to riker. Like you guys babbled about in the cr post, scaze legit was bombing riker at the beginning with alotta boosts, yet still didn't do much of anything. I personally think scaze should've been able to keep on the offensive for the most part, and with all the extras power and crap shouldn't have had this much difficulty. Riker had just as much of a difficult time, but has a much lesser bio power wise. So yeah, Riker will take this dub from what I can see.
I have a few questions I'd like to ask, failing that I'll be getting a third check.
 

Negative Knight

Active member
Legendary
Joined
Jun 8, 2012
Messages
17,241
Kin
810💸
Kumi
5,941💴
Trait Points
0⚔️
Awards
Damn, all of this for a four-turn BA fight. Since this is the last check, I went through all of the moves rather than the last one to determine a winner. For the first three turns the fight is equal despite all of the judgments that were for some reason required to determine really rudimentary issues. Now, I would have had a problem with the needle usage in Riker's last move were it not for one thing. As far as I can see, Scaze doesn't use the ash centaur to attack upon it's formation. This means what essentially would have been a freeform counter to the centaur's attack, and so a failed move for Riker, doesn't come to pass. I do however want to point out that trying to hit Kyle with the needle before his jutsu can finish forming would be a breach of time-frame. Just because you can control the movements of your conjured object doesn't mean it's exempt from normal TF rules, which generally dictate the opponent's technique has time to form fully before an offensive one can reach them provided there's enough distance between them. However this is not a mistake that would have lead to your loss had the fight continued. This means the battle remains a stalemate and since it's the final check, you're both disqualified.
 
Last edited:
  • Like
Reactions: Delta
Top