Badabing (oO_O)-o> q(O_Oq)

Gobi Gobletsson

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I'll go with the Sandaime. Hawke's about to be dropped anyway.
You go first, if you don't mind :)
Booo~



Forming a lone hand sign Amaimon causes the ground beneath the Raikage to give away turning into a muddy substance which steadily starts to pull him below. It covers up five meters in every direction of you.
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.



Following the notion, four walls from N, S, E, and W - Arises in the borders of the swamp, meaning just outside of short-range, which then clasps together against you. Following the first barrage another four walll follows, these erupt from NW, NE, SW, SE. The result will be a complete trainwreck with you inside. These walls will upon the first wave, cause the mud to bulge up along the wall creating a sort of mini wave cascading down upon you, with the walls behind them.

Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Four walls on each side of the opponent raise swiftly and collide into the foe in order to crush them and then following up with another four walls in a diamond shape slamming into the wreckage of the previous walls.
Note: usable two times per battle

 

ZK

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Booo~



Forming a lone hand sign Amaimon causes the ground beneath the Raikage to give away turning into a muddy substance which steadily starts to pull him below. It covers up five meters in every direction of you.
Rank: A
Type: Supplementary
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.



Following the notion, four walls from N, S, E, and W - Arises in the borders of the swamp, meaning just outside of short-range, which then clasps together against you. Following the first barrage another four walll follows, these erupt from NW, NE, SW, SE. The result will be a complete trainwreck with you inside. These walls will upon the first wave, cause the mud to bulge up along the wall creating a sort of mini wave cascading down upon you, with the walls behind them.

Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Four walls on each side of the opponent raise swiftly and collide into the foe in order to crush them and then following up with another four walls in a diamond shape slamming into the wreckage of the previous walls.
Note: usable two times per battle

As the swamp forms beneath him Sensho forms a single handseal and expels a number of black tendrils from his body that attacks the Swamp and breaks it down before continuing towards Amaimon, preventing him from using his second technique. Then, immediately after, he activates his signature lightning armor.

( Raiton: Kuropansa ) - Lightning Release: Black Panther Technique
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: After performing a single hand seal Ram, the user creates a black panther like creature composed of electricity that seems to emanate from the users body. It can be used to attack multiple targets by extending from its body tendrils of lightning to electrocute the targets.
Note: Can only be used by the Third Raikage or Darui
(Raiton no Yori) - Lightning Release Armour
Rank: A
Type: Defensive, Supplementary
Range: Short
Chakra cost: 30 (-10 per turn to sustain)
Damage points: N/A (+ 20 to regular taijutsu)
Description: The user will wrap themselves with lightning chakra, which then electrically stimulates their nerves system and speed up their neural synapes to react faster to danger and push away any physical prowess to the absolute limit, allowing him to gain tremendous raw speed and monstrous strength. This armour, combined with Taijutsu allows the user to utilize a special style of Nintaijutsu which combines Lightning and Taijutsu. While the technique is active, the user is immune to Lightning techniques A-Rank and below but doesn't have any additional defensive bonus. Despite the large quantity of chakra it releases and uses up, the armor doesn't damage enemies who touch it, leaving the user able to interact with those around, allies or enemies as well as tools, weapons, etc.
Note: Technique lasts for 4 turns
Note: Can only be used by 3rd Raikage or 4th Raikage bios.
 

Gobi Gobletsson

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As the swamp forms beneath him Sensho forms a single handseal and expels a number of black tendrils from his body that attacks the Swamp and breaks it down before continuing towards Amaimon, preventing him from using his second technique. Then, immediately after, he activates his signature lightning armor.

( Raiton: Kuropansa ) - Lightning Release: Black Panther Technique
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: After performing a single hand seal Ram, the user creates a black panther like creature composed of electricity that seems to emanate from the users body. It can be used to attack multiple targets by extending from its body tendrils of lightning to electrocute the targets.
Note: Can only be used by the Third Raikage or Darui
(Raiton no Yori) - Lightning Release Armour
Rank: A
Type: Defensive, Supplementary
Range: Short
Chakra cost: 30 (-10 per turn to sustain)
Damage points: N/A (+ 20 to regular taijutsu)
Description: The user will wrap themselves with lightning chakra, which then electrically stimulates their nerves system and speed up their neural synapes to react faster to danger and push away any physical prowess to the absolute limit, allowing him to gain tremendous raw speed and monstrous strength. This armour, combined with Taijutsu allows the user to utilize a special style of Nintaijutsu which combines Lightning and Taijutsu. While the technique is active, the user is immune to Lightning techniques A-Rank and below but doesn't have any additional defensive bonus. Despite the large quantity of chakra it releases and uses up, the armor doesn't damage enemies who touch it, leaving the user able to interact with those around, allies or enemies as well as tools, weapons, etc.
Note: Technique lasts for 4 turns
Note: Can only be used by 3rd Raikage or 4th Raikage bios.
-__-''

Amaimon waves his hand dismissively causing currents of wind to roam the area deliberately cancelling out all lightning techniques within the field within an instant.

[Fuuton : Erai Kaze No | Wind Release : Great Wind Field]
Rank : Forbidden
Type : Supplementary
Range : Short/Long
Chakra Cost : 50
Damage Points : N/A
The user infuses his chakra into the wind in the battlefield, takes control of it and begins manipulating it so it would form many wind currents blowing throughout the entire battlefield, with such strength, that any lightning technique or lightning based chakra that has been released will be immediately blown away. Due to the great winds, however, it's basically impossible to keep a good body balance, and also Taijutsu is nearly impossible to use.
[Lasts for 4 turns]
[No one can perform any Raiton techniques]
[User takes -15 damage]
[Once per battle]

Immediately following through Amaimon falls to his knees slamming both his hands onto the floor ultilizing an ol' technique, causing several many a spikes to emerge throughout the entire field around his own vicnity. A forest of 20 meters long spikes would erupt and cover the field while impaling you relentlessly. These are a warranted by a tremor that would cause you to loose balance, especially with the wind currents blowing, and followed by a hand sign merely increasing the overall strength and prowess of the technique.

Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will thouderously slams his hands into the ground, creatin a small earth quake and 20 meter long sharp ridged earth spikes that will protrude out ground, stabin and shredding anything.
the user create a huge forest (not trees) of these long spikes coverin the whole battle field.. the widht of the spike is the same lenght as an average human's shoulders. the spikes can also cause damage to summons like gama.
*can only be used once*



Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times

 

ZK

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-__-''

Amaimon waves his hand dismissively causing currents of wind to roam the area deliberately cancelling out all lightning techniques within the field within an instant.

[Fuuton : Erai Kaze No | Wind Release : Great Wind Field]
Rank : Forbidden
Type : Supplementary
Range : Short/Long
Chakra Cost : 50
Damage Points : N/A
The user infuses his chakra into the wind in the battlefield, takes control of it and begins manipulating it so it would form many wind currents blowing throughout the entire battlefield, with such strength, that any lightning technique or lightning based chakra that has been released will be immediately blown away. Due to the great winds, however, it's basically impossible to keep a good body balance, and also Taijutsu is nearly impossible to use.
[Lasts for 4 turns]
[No one can perform any Raiton techniques]
[User takes -15 damage]
[Once per battle]

Immediately following through Amaimon falls to his knees slamming both his hands onto the floor ultilizing an ol' technique, causing several many a spikes to emerge throughout the entire field around his own vicnity. A forest of 20 meters long spikes would erupt and cover the field while impaling you relentlessly. These are a warranted by a tremor that would cause you to loose balance, especially with the wind currents blowing, and followed by a hand sign merely increasing the overall strength and prowess of the technique.

Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will thouderously slams his hands into the ground, creatin a small earth quake and 20 meter long sharp ridged earth spikes that will protrude out ground, stabin and shredding anything.
the user create a huge forest (not trees) of these long spikes coverin the whole battle field.. the widht of the spike is the same lenght as an average human's shoulders. the spikes can also cause damage to summons like gama.
*can only be used once*



Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times

As Amaimon uses the earth spikes Sensho responds by simply stepping onto the air and using his considerable base speed to simply avoid the spikes.

Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero
 
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Gobi Gobletsson

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As Amaimon uses the earth spikes Sensho responds by simply stepping onto the air and using his considerable base speed to simply avoid the spikes.

Futon: Furaingu Fūjin no Jutsu (Wind Release: Flying Wind God Technique)
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero
Amidamaru informs Amai of the Sandaime's location, and evasive movements, and immediately after increasing the strength of the spikes, he continues onto another hand sign causing the very ground around him to arise into omni-directional tsunami which on itself would reach heights greater than the sandaime would be able to reach within the parameters of time, while simualtaneously already be aided by the 20 meters high spikes, which continue with their remaining power.

Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.



Following the notion, he bites his thumb followed by slamming his hands onto the ground summoning the Mighty... Garruk the Devourer to the field, and within an instant the entire field goes black.

Type: Supplementary
Rank: S
Range: Long
Chakra cost: 40
Damage points: N/A
Description: Hellion Portrayal of Garruk is a Basilisk summoning. Garruk is a monstrosity said to differ between night and day within the realm of basilisks, and so tremendous in size that it is never really known if the entirety of Garruk is summoned or not, considering the fact that upon summoning Garruk, the heaven goes black as the giant silhoutte of Garruk blocks out the sun's light, covering the entire field in a nightmarish world of pitch-black darkness. Garruk is summoned above the user, long-range. The Basilisk hovers the skies with humongous basking wings, never able to turn, attack or prove any threats in any kind, before it would disperse once more and return to the realm of Basilisks. Garruk lasts 4 turns, unless dispersed prematurely, and can only be summoned once per battle.

 

ZK

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Amidamaru informs Amai of the Sandaime's location, and evasive movements, and immediately after increasing the strength of the spikes, he continues onto another hand sign causing the very ground around him to arise into omni-directional tsunami which on itself would reach heights greater than the sandaime would be able to reach within the parameters of time, while simualtaneously already be aided by the 20 meters high spikes, which continue with their remaining power.

Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.



Following the notion, he bites his thumb followed by slamming his hands onto the ground summoning the Mighty... Garruk the Devourer to the field, and within an instant the entire field goes black.

Type: Supplementary
Rank: S
Range: Long
Chakra cost: 40
Damage points: N/A
Description: Hellion Portrayal of Garruk is a Basilisk summoning. Garruk is a monstrosity said to differ between night and day within the realm of basilisks, and so tremendous in size that it is never really known if the entirety of Garruk is summoned or not, considering the fact that upon summoning Garruk, the heaven goes black as the giant silhoutte of Garruk blocks out the sun's light, covering the entire field in a nightmarish world of pitch-black darkness. Garruk is summoned above the user, long-range. The Basilisk hovers the skies with humongous basking wings, never able to turn, attack or prove any threats in any kind, before it would disperse once more and return to the realm of Basilisks. Garruk lasts 4 turns, unless dispersed prematurely, and can only be summoned once per battle.

As the rock-tsunami begins to spread from its point of origin Sensho, still walking on air, simply uses Madness Fist and the sharp, jerky movements it allows for to avoid the torrent of rocks.

Kyōkiken | Madness Fist
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.

He then begins to convert the very earth into Silicon, spreading it across the field to use as a makeshit sensory technique in the face of the darkness caused by Garruk.

(Shirikon ♦ Funmatsu no Arashi) – Silicon Release ♦ Storm of Fine Powder
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: A simple, but large-scaled technique that takes advantage of the abundance of Silicon in nature and the element’s strength against the Earth Element. By infusing chakra into the earth the user is able to call forth continuous streams of silicon powder from earth and stone that diffuse into the air and targeted areas of the field to such an extent that each silicon molecule travels alone. Because of the dark color of silicon this technique will darken the battlefield considerably and since silicon is continuously extracted and created from the ground the technique can create an almost solid mass of silicon if left alone. The ‘storm’ of silicon is harmless on its own and the powder is fine enough to be inhaled without causing any respiratory difficulties. It can, however, cause one’s eyes to become irritated and might in some cases be the cause of bronchitis several years later if the powder is breathed for several consecutive days. The real power of the technique lies in the user’s connection with the silicon: through storing a miniscule amount of chakra in the powder the user can sense what the silicon touches and use it advantageously while the opponent is slowly blinded. When the technique ends the silicon simply falls to the ground and can act as a source of silicon for future techniques.
-Each use lasts only a maximum of three (3) turns.
 

Gobi Gobletsson

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As the rock-tsunami begins to spread from its point of origin Sensho, still walking on air, simply uses Madness Fist and the sharp, jerky movements it allows for to avoid the torrent of rocks.

Kyōkiken | Madness Fist
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.

He then begins to convert the very earth into Silicon, spreading it across the field to use as a makeshit sensory technique in the face of the darkness caused by Garruk.

(Shirikon ♦ Funmatsu no Arashi) – Silicon Release ♦ Storm of Fine Powder
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: A simple, but large-scaled technique that takes advantage of the abundance of Silicon in nature and the element’s strength against the Earth Element. By infusing chakra into the earth the user is able to call forth continuous streams of silicon powder from earth and stone that diffuse into the air and targeted areas of the field to such an extent that each silicon molecule travels alone. Because of the dark color of silicon this technique will darken the battlefield considerably and since silicon is continuously extracted and created from the ground the technique can create an almost solid mass of silicon if left alone. The ‘storm’ of silicon is harmless on its own and the powder is fine enough to be inhaled without causing any respiratory difficulties. It can, however, cause one’s eyes to become irritated and might in some cases be the cause of bronchitis several years later if the powder is breathed for several consecutive days. The real power of the technique lies in the user’s connection with the silicon: through storing a miniscule amount of chakra in the powder the user can sense what the silicon touches and use it advantageously while the opponent is slowly blinded. When the technique ends the silicon simply falls to the ground and can act as a source of silicon for future techniques.
-Each use lasts only a maximum of three (3) turns.
Immediately as Garruk is summoned, my Soul sensing allows me to pinpoint you location.
''Hmph.''
Tapping his hands once more against the ground, before arising he snaps his finger confidentally.. Admist the darkness, unknown to the Sandaime and similiar to Amaterasu, a pitch-black resevoir pools atop the Sandaime's face, and remaining body, completely erasing the upper part - Due his momentum he may erase even more, and cease to exist, well his life in the very least perishes.


Rank: A
Type: Supplementary/Attack
Range: Short-Medium-Long
Chakra Cost: 30
Damage Points: 60
Description: This jutsu is meant to use the pitch-black color of Abyss chakra to its full potential. Similar to how you can summon a reservoir of water to use it as a source for water jutsu, this tech allows the user to summon a reservoir of Abyss chakra by placing his hands on the ground. The difference is that the user summons it inside existing shadows, making it blend with them and alternatively using shape manipulation to make it take the exact form of the shadow. The result is an Abyss pool of chakra below the surface that looks on the surface like a regular shadow. Because most shadows are by default very dark, it makes it nearly impossible to spot the chakra hidden in the shadow with the naked eye (though stuff like Byakugan, Sharingan, sensory etc. don't have any particular problems with it).
The point of this jutsu is that on one side it can simply be used as ammunition for other Abyss jutsu, but on the other side it can be used as a trap as by hiding it, people could easily fall into the pool. Outside that the user can also take the initiative by making a single handseal. When he does this, the chakra will attack the target in a straight line like a beam that is shaped like whatever it is attacking (attacking a tree branch will give it a tree branch shape). The beam disappears when the specific target is hit, so it doesn't shoot through it, it stop right on the place where the target was. When this is done the object attacked will be gone and the the place where the chakra was focused is now a hole or completely gone. When all the chakra is gone, it will leave a pit in the ground where it was located.
✘ Only one shadow can be infused at a time. The exception being when the opponent uses a jutsu that creates multiple objects directly attacking the user and the user decides to attack all the objects instantly with chakra that was just focused in their shadows, for example kunai.
✘ Chakra can not be fused into the shadows of real people or living creatures directly with the exception of the user's own shadow or summonings.
✘ The chakra in the shadow never makes direct contact with the object casting the shadow when it's still hidden in the shadow.
✘ It can be used at night, however only if there is a difference between the shadow of something and the darkness of the night.
✘ If shadows are connected with each other, the user can make chakra that was already focused in one of the shadows travel completely or partially into the other shadow, however this makes it possible to notice the chakra easier as it shaves away the earth during the process of moving.
✘ Used or not the pool of chakra disappears after 4 turns and the technique can only be used 4 times per battle.

 
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Immediately as Garruk is summoned, my Soul sensing allows me to pinpoint you location.
''Hmph.''
Tapping his hands once more against the ground, before arising he snaps his finger confidentally.. Admist the darkness, unknown to the Sandaime and similiar to Amaterasu, a pitch-black resevoir pools atop the Sandaime's face, and remaining body, completely erasing the upper part - Due his momentum he may erase even more, and cease to exist, well his life in the very least perishes.


Rank: A
Type: Supplementary/Attack
Range: Short-Medium-Long
Chakra Cost: 30
Damage Points: 60
Description: This jutsu is meant to use the pitch-black color of Abyss chakra to its full potential. Similar to how you can summon a reservoir of water to use it as a source for water jutsu, this tech allows the user to summon a reservoir of Abyss chakra by placing his hands on the ground. The difference is that the user summons it inside existing shadows, making it blend with them and alternatively using shape manipulation to make it take the exact form of the shadow. The result is an Abyss pool of chakra below the surface that looks on the surface like a regular shadow. Because most shadows are by default very dark, it makes it nearly impossible to spot the chakra hidden in the shadow with the naked eye (though stuff like Byakugan, Sharingan, sensory etc. don't have any particular problems with it).
The point of this jutsu is that on one side it can simply be used as ammunition for other Abyss jutsu, but on the other side it can be used as a trap as by hiding it, people could easily fall into the pool. Outside that the user can also take the initiative by making a single handseal. When he does this, the chakra will attack the target in a straight line like a beam that is shaped like whatever it is attacking (attacking a tree branch will give it a tree branch shape). The beam disappears when the specific target is hit, so it doesn't shoot through it, it stop right on the place where the target was. When this is done the object attacked will be gone and the the place where the chakra was focused is now a hole or completely gone. When all the chakra is gone, it will leave a pit in the ground where it was located.
✘ Only one shadow can be infused at a time. The exception being when the opponent uses a jutsu that creates multiple objects directly attacking the user and the user decides to attack all the objects instantly with chakra that was just focused in their shadows, for example kunai.
✘ Chakra can not be fused into the shadows of real people or living creatures directly with the exception of the user's own shadow or summonings.
✘ The chakra in the shadow never makes direct contact with the object casting the shadow when it's still hidden in the shadow.
✘ It can be used at night, however only if there is a difference between the shadow of something and the darkness of the night.
✘ If shadows are connected with each other, the user can make chakra that was already focused in one of the shadows travel completely or partially into the other shadow, however this makes it possible to notice the chakra easier as it shaves away the earth during the process of moving.
✘ Used or not the pool of chakra disappears after 4 turns and the technique can only be used 4 times per battle.

The second Sensho 'feels' the Abyss coming into contact with him he uses the heightened reflexes offered by the Kyōkiken-state to immediately release a wave of sound and Empyrean Wind through his own body. Since a small part of the abyss is in physical contact with Sensho, however briefly, the wave of sound and wind attacks the entire source of Abyss and destorys it without ever harming the Sandaime.

Kyōkiken | Madness Fist
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.
(Ototon/Amatsu Fūton ♦ Karui Tatchi no Jutsu) – Sound Release/Empyrean Wind Release ♦ Light Touch Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: By combining the power of sound waves in the form of resonance frequencies with great chakra control the user can release concentrated waves of sound-infused Empyrean Wind from his hands and feet. The waves are only effective through physical contact, but are still widely admired for the sheer extend of their targeting prowess. Through the infusion of sound the individual molecules of Empyrean Wind remain dormant, activating only sporadically as they come into contact with a specific target. Through this the user can target singular parts of a target’s body or elemental technique; such as bone or steel.
-Can only be used four (4) times per battle.
3/5 for Flying Wind God
2/3 for Storm of Fine Powder
 
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