Battle 1

Erzo

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Official Battle
Grassy field in the middle nowhere
I'll be using my biography
Three day reply limit unless we speak about it before hand.

Post your bio and I'll make the first move ^^
 

Erzo

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I use Inuzuka. Don't try and steal my sword mate. : <
Fire sucks ass, who would want that sword? :)

Kakuzu bio in sig.
You can fight my Roy bio in a different thread.

Nah Ill take this, Judge Q in sig
First come first serve, sorry.

I got this one guys

Yoh Asakura :
I hate all of you. z.z


Minato in sig :cool:
Seeing the Yellow Flash of Konoha before him, Hiruko knew this battle would not be an easy one. He could not remember the jutsu which allowed the Hokage to get the title 'Yellow Flash of Konoha' but he knew this battle would be a long and tedious one. What's the Fourth Hokage doing so far away from home? Asked Hiruko as he looked towards the Fourth.

Well, no point in waiting around for an answer, thought Hiruko as he suddenly release his wind chakra from his fingertips, using it to materialize a near invisible longsword which aims to slice into your upper chest area, leaving cuts which go in a couple of inches, causing some quite fatal bleeding which would cause you to eventually collapse due to loss of blood. However, the damage done shouldn't kill you straight away.

Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This technique is a pinpoint slashing strike, where the user emits chakra from their fingertips and materialises it into an near invisible weapon that assaults the enemy in a gust of wind. If the Sickle Weasel Technique can be regarded as a swarm of small wind kunai, then this technique is akin to a virtually unavoidable longsword which can leave the target's body mutilated. Just being in close proximity to the technique can cause minor cuts. The wind blades can be created and thrown, like projectiles, in rapid succession, although in this case, each one weaker than the single use application. The technique cannot be blocked by physical weapons and is insanely fast by not relying on the use of Hand seals but, because it still requires the user to perform hand gestures to use and is somewhat visible in the effect it produces, it can still be defended against by using appropriate evasion techniques or fast elemental ninjutsu.

 

Vex

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Fire sucks ass, who would want that sword? :)



You can fight my Roy bio in a different thread.



First come first serve, sorry.



I hate all of you. z.z




Seeing the Yellow Flash of Konoha before him, Hiruko knew this battle would not be an easy one. He could not remember the jutsu which allowed the Hokage to get the title 'Yellow Flash of Konoha' but he knew this battle would be a long and tedious one. What's the Fourth Hokage doing so far away from home? Asked Hiruko as he looked towards the Fourth.

Well, no point in waiting around for an answer, thought Hiruko as he suddenly release his wind chakra from his fingertips, using it to materialize a near invisible longsword which aims to slice into your upper chest area, leaving cuts which go in a couple of inches, causing some quite fatal bleeding which would cause you to eventually collapse due to loss of blood. However, the damage done shouldn't kill you straight away.

Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This technique is a pinpoint slashing strike, where the user emits chakra from their fingertips and materialises it into an near invisible weapon that assaults the enemy in a gust of wind. If the Sickle Weasel Technique can be regarded as a swarm of small wind kunai, then this technique is akin to a virtually unavoidable longsword which can leave the target's body mutilated. Just being in close proximity to the technique can cause minor cuts. The wind blades can be created and thrown, like projectiles, in rapid succession, although in this case, each one weaker than the single use application. The technique cannot be blocked by physical weapons and is insanely fast by not relying on the use of Hand seals but, because it still requires the user to perform hand gestures to use and is somewhat visible in the effect it produces, it can still be defended against by using appropriate evasion techniques or fast elemental ninjutsu.

Lmao I knew you would use that jutsu first xD.
Thanks for the haircut ^^


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"Hiruko? You're still alive old man? And you have some nerve speaking of the village you abandoned. I have no respect for scum who abandon their friends. To quote an old friend.."Those who break the rules are scum, but those who abandon their friends are worse than scum!"

Minato said this, and he looked up greatly surprised at the reappearance of such an old shinobi. He looks at Hiruko, watching all his movements. He sees Hiruko moving his finger tips. Suddenly, Hiruko would release a long blade of wind that would be aimed to cut Minato. Without wasting a second, Minato channels chakra thorugh his body before doing what would seem to be extremely irrational to another man. He sprints towards the menacing blade of death wind. He would then slide on his knees as he sprints, so that the wind blade would be far above him. While under the, wind he would use his reactions to move his head side to side and up and down, giving himself a perfect hair cut using the wind. He also tags the ground as he slides, with his hands unknown to Hiruko.

(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
A simple yet effective Ninjutsu technique, Minato will dash in a burst of raw speed and jump, run or dodge an incoming attack. This is done by taking advantage of his enhanced reactions and his fast intellect when perceiving an attack and combining it with a burst of pure movement speed. Off course this can only be used on a battle ground that enables it and never mid air. It has some limitations though as Minato himself doesn't have a high movement speed but its still enough to mimic what can be described as an "instant" movement. Because of this, if the user wants to dodge or evade attacks from faster bios such as Raikage bios or EIG users, he needs the use of his space time techniques. The technique also has some limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Doujutsu users (at least 2T for Sharingan), Sensors or EIG users/masters as well as users with high reaction/reflexes or senses will still be able to track the user although, in some cases, become unable to react.
Note: This version can only be used by Minato and Tobirama bios once every 2 turns, a maximum of 3 times.

( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.


Would look something like this:

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Haircut:

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As he dodges, Minato would continue to run as fast as he could, towards Hiruko. He draws an FTG kunai, but keeps it up his sleeve unknown to Hiruko. At the same time, to mask this movement, Minato channel fire chakra in his hands, and throw two flame shots towards Hiruko. One would be aimed at his upper chest, and the other at his left arm, at Hiruko's bandages.

( Bakuhatsu Enhogan ) – Exploding Flame Shots
Rank: B
Type: Attack
Range: Mid
Chakra Cost: 20
Damage points: 40
Description: The user shoots multiple fire shots from their hands that are able to cause fiery explosions on impact with any object. The shots can't set the opponent on fire, though they can cause damage by exploding on him.
 

Erzo

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Lmao I knew you would use that jutsu first xD.
Thanks for the haircut ^^


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"Hiruko? You're still alive old man? And you have some nerve speaking of the village you abandoned. I have no respect for scum who abandon their friends. To quote an old friend.."Those who break the rules are scum, but those who abandon their friends are worse than scum!"

Minato said this, and he looked up greatly surprised at the reappearance of such an old shinobi. He looks at Hiruko, watching all his movements. He sees Hiruko moving his finger tips. Suddenly, Hiruko would release a long blade of wind that would be aimed to cut Minato. Without wasting a second, Minato channels chakra thorugh his body before doing what would seem to be extremely irrational to another man. He sprints towards the menacing blade of death wind. He would then slide on his knees as he sprints, so that the wind blade would be far above him. While under the, wind he would use his reactions to move his head side to side and up and down, giving himself a perfect hair cut using the wind. He also tags the ground as he slides, with his hands unknown to Hiruko.

(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
A simple yet effective Ninjutsu technique, Minato will dash in a burst of raw speed and jump, run or dodge an incoming attack. This is done by taking advantage of his enhanced reactions and his fast intellect when perceiving an attack and combining it with a burst of pure movement speed. Off course this can only be used on a battle ground that enables it and never mid air. It has some limitations though as Minato himself doesn't have a high movement speed but its still enough to mimic what can be described as an "instant" movement. Because of this, if the user wants to dodge or evade attacks from faster bios such as Raikage bios or EIG users, he needs the use of his space time techniques. The technique also has some limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Doujutsu users (at least 2T for Sharingan), Sensors or EIG users/masters as well as users with high reaction/reflexes or senses will still be able to track the user although, in some cases, become unable to react.
Note: This version can only be used by Minato and Tobirama bios once every 2 turns, a maximum of 3 times.

( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.


Would look something like this:

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Haircut:

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As he dodges, Minato would continue to run as fast as he could, towards Hiruko. He draws an FTG kunai, but keeps it up his sleeve unknown to Hiruko. At the same time, to mask this movement, Minato channel fire chakra in his hands, and throw two flame shots towards Hiruko. One would be aimed at his upper chest, and the other at his left arm, at Hiruko's bandages.

( Bakuhatsu Enhogan ) – Exploding Flame Shots
Rank: B
Type: Attack
Range: Mid
Chakra Cost: 20
Damage points: 40
Description: The user shoots multiple fire shots from their hands that are able to cause fiery explosions on impact with any object. The shots can't set the opponent on fire, though they can cause damage by exploding on him.
As you suddenly burst forwards, towards him, Hiruko would again use his wind chakra. However, this time when he releases the wind from his finger tips, he'd release them in the form of small humming birds which would move at the same speed of our sudden burst (I'm going to assume it's not as fast as 3rd gate, because that's what they can keep up with). As you avoid the initial slice of wind and are attempting to place the seal on the floor, the birds would take advantage of your lack of vision of them since you wouldn't be looking towards Hiruko at this point. In addition, due to the speed you're moving at, the speed they're moving it, as well as the nature of wind which allows it to be slightly transparent, the birds would catch you by surprise and would all simultaneously hit you at the same time, with two cutting through your thighs, preventing you from running. Another two cutting through your palms, causing major damage as well as preventing you from holding anything or performing hand seals. The remaining birds would fly around you dealing minor cuts all around their body by using their wings. They'd continue to do this to the point where you're completely covered in blood. However no major organ would be hit, allowing you to remain alive, just about.

(Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.
 

Vex

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As I am about to place the seal, I would suddenly hear the sound of multiple objects flying towards me at high speeds due to air resistance, etc. I would almost reflexively concentrate earth chakra throughout my body, and halt trying to place the seal. Taking advantage of Minato's reflexes, and already being low to the ground, an armor of Earth would form around me extremely quickly and negate the wind jutsu. The humming birds would slam into the earth however, and break it off. This would happen very quickly, since I'm already low to the ground.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
Rank: S
Type: Offense/Defence/Supplementary
Range: Short
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

Minato would then quickly get up, keeping a wary eye on Hiruko. Alert for any more danger. Minato then draws a single FTG kunai, and channels fire chakra into it. The kunai is now extremely hot, but doesen't appear any different. Minato then right afterwards channel water chakra below you and cause a water source to suddenly surge upwards and engulf you completely in a dome of water. He then throws his kunai into the water, and since it is super heated with S rank fire chakra, it would immediately cause most of the water to boil almost instantly and boil your body killing you painfully.

Devil's Fist: Vulcan's Folly (Mao Genkotsu: Gukuo no Vulcan)
Type: Offense
Rank: S
Range: Short
Chakra: 40 (-5 chakra per turn)
Damage: 80
Description: With this jutsu, the user is able to use arguably the most powerful jutsu in Devil's Fist. The jutsu allows the user, to channel fire chakra into a sword or other bladed weapon. The sword is then 'hot' being able to add heat damage, in addition to regular damage inflicted from a bladed wound. The heat makes the weapon literally hot enough to melt through other bladed weapons, and to immediately cauterize wounds that the sword cuts. It also causes massive burns, from the heat of the fire chakra. The blade never actually becomes on fire, just simply hot.

-Restrictions-

Can only be taught by Vex
Can only be used once a battle
Lasts for 3 turns


(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.
Note: Technique creates its own water source
 

Erzo

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As I am about to place the seal, I would suddenly hear the sound of multiple objects flying towards me at high speeds due to air resistance, etc. I would almost reflexively concentrate earth chakra throughout my body, and halt trying to place the seal. Taking advantage of Minato's reflexes, and already being low to the ground, an armor of Earth would form around me extremely quickly and negate the wind jutsu. The humming birds would slam into the earth however, and break it off. This would happen very quickly, since I'm already low to the ground.

(Doton: Koka no Jutsu) - Earth Release: Hardening Technique
Rank: S
Type: Offense/Defence/Supplementary
Range: Short
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.

Minato would then quickly get up, keeping a wary eye on Hiruko. Alert for any more danger. Minato then draws a single FTG kunai, and channels fire chakra into it. The kunai is now extremely hot, but doesen't appear any different. Minato then right afterwards channel water chakra below you and cause a water source to suddenly surge upwards and engulf you completely in a dome of water. He then throws his kunai into the water, and since it is super heated with S rank fire chakra, it would immediately cause most of the water to boil almost instantly and boil your body killing you painfully.

Devil's Fist: Vulcan's Folly (Mao Genkotsu: Gukuo no Vulcan)
Type: Offense
Rank: S
Range: Short
Chakra: 40 (-5 chakra per turn)
Damage: 80
Description: With this jutsu, the user is able to use arguably the most powerful jutsu in Devil's Fist. The jutsu allows the user, to channel fire chakra into a sword or other bladed weapon. The sword is then 'hot' being able to add heat damage, in addition to regular damage inflicted from a bladed wound. The heat makes the weapon literally hot enough to melt through other bladed weapons, and to immediately cauterize wounds that the sword cuts. It also causes massive burns, from the heat of the fire chakra. The blade never actually becomes on fire, just simply hot.

-Restrictions-

Can only be taught by Vex
Can only be used once a battle
Lasts for 3 turns


(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.
Note: Technique creates its own water source
As you use your Earth armour to protect yourself. Hiruko simply watches on, waiting for some form of reaction to his attack. He would then observe you pulling out a Kunai from your pouch. Without waiting for anything else, Hiruko would perform four quick hand seals, unaware that you're channeling it with your Fire chakra in preparation for your own set of plans. Hiruko would perform his fourth hand seal just as you finish with your initial jutsu, but before you could perform the water, he'd catch you in a genjutsu which would make you think that the Kunai melted into super hot molten metal which causes you to react quickly and throw whilst the burning metal envelops your skin, causing severe pain to your hand whilst disarming you.

Rank: B
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.



This would of course interrupt you from performing the water as well as throwing the Kunai towards my direction. Hiruko would then go on to take advantage of your painful distraction to release a slab of Earth from his mouth which heads towards you at full force, aiming to break several bones should it fully hit your body without being correctly avoided or stopped. Not stopping there, he'd perform a single hand seal to cause the area around the slab to be covered in a vortex made of Wind, increasing the damage that could be done by the Earthen Slab, acting as a Wind version of the Wave of Inspiration jutsu.

Rank: A
Type: Offensive
Range: Short – Mid
Chakra cost: 30
Damage points: 60 +20
Description: The user will knead their earth chakra into their stomach and then release from their mouth earthly material that then forms into a large slab of rock, that can travel with incredible force. On impact with the ground the slab forces the earth to splinter and jab anyone caught in the vicinity.



Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.

Notes:
~ Can only be used 3x per battle
~ Works on techniques up to A rank.


 

Vex

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Ugh nice genjutsu. Using my own jutsu against me lol.
I've taught you well U_U



As Minato is about to perform his water jutsu, a severe pain envelops his hand. His kunai is burning his arm in a furious manner. He had literally just coated it in his own S rank fire chakra. He however has no time to think rationally, he immediately reflexively throws the kunai right at Hiruko to get it out of his hands. He uses his enhanced reactions and intellect in order to aim it high up, so that gravity will bring it down into your head.. To Hiruko it appears he has simply thrown it at random. It is still enveloped in S ranked fire chakra (unknown to you). He would then notice Hiruko spit out the earth technique. As he does, Minato would remove another FTG kunai. He makes a single blazing fast handseal, and holds out the kunai. The kunai would seemingly absorb the earth/wind jutsu. It would in reality have been transported through space/time into the area where the original kunai was thrown (the Devil's Fist one). Because of the movement of the kunai while all this happens, as well as the Earth losing none of its momentum it would reach you virtually instantly and slam into your body leaving you battered and broken beyond belief.

(Jikūkan Kekkai) – Space-Time Barrier
Rank: S
Type: Supplementary
Range: Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Ram hand seal, while holding a small object marked with a seal of the thunder god mark, to form a barrier that will teleport away incoming attacks that are sent at it. He is capable of diverting away an attack as large and powerful as a chakra blast from the nine-tailed demon fox. Once the technique is warped away, the user has to direct it to another location.
Note: Can only be used 4 times and can only be used by a Minato or Tobirama bios.
 
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Erzo

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Ugh nice genjutsu. Using my own jutsu against me lol.
I've taught you well U_U



As Minato is about to perform his water jutsu, a severe pain envelops his hand. His kunai is burning his arm in a furious manner. He had literally just coated it in his own S rank fire chakra. He however has no time to think rationally, he immediately reflexively throws the kunai right at Hiruko to get it out of his hands. He uses his enhanced reactions and intellect in order to aim it high up, so that gravity will bring it down into your head.. To Hiruko it appears he has simply thrown it at random. It is still enveloped in S ranked fire chakra (unknown to you). He would then notice Hiruko spit out the earth technique. As he does, Minato would remove another FTG kunai. He makes a single blazing fast handseal, and holds out the kunai. The kunai would seemingly absorb the earth/wind jutsu. It would in reality have been transported through space/time into the area where the original kunai was thrown (the Devil's Fist one). Because of the movement of the kunai while all this happens, as well as the Earth losing none of its momentum it would reach you virtually instantly and slam into your body leaving you battered and broken beyond belief.

(Jikūkan Kekkai) – Space-Time Barrier
Rank: S
Type: Supplementary
Range: Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Ram hand seal, while holding a small object marked with a seal of the thunder god mark, to form a barrier that will teleport away incoming attacks that are sent at it. He is capable of diverting away an attack as large and powerful as a chakra blast from the nine-tailed demon fox. Once the technique is warped away, the user has to direct it to another location.
Note: Can only be used 4 times and can only be used by a Minato or Tobirama bios.
I disagree that you'd be able to throw your Kunai so perfectly so that it's aimed towards me considering parts of it have melted to burn your hand. At best you'd just flick it away, causing it to land somewhere short range from you. But I'll reply according to your move.



As he notices the Kunai coming towards him, Hiruko is surprised that his opponent is able to keep calm to the extent that he'd throw a melting Kunai with such precision and accuracy. However, there was no time to wonder about that, the Kunai was heading towards him and he'd have to avoid it. Assuming it's simple to avoid, he'd just send his own Kunai towards it. The two Kunais would collide, causing the opponents Kunai to get side tracked to Hiruko's left side. He'd then look on towards jutsus he'd just sent, waiting to see if the Earth/Wind combo would overpower his opponents jutsu.

Much to his surprise, the jutsus are absorbed and suddenly burst out from the Kunai he had deflected. Feeling some parts of the Wind coming off, Hiruko would burst off to his right side in the blink of an eye, fast enough so that normal eyes can't perceive the movements.

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: N/A
Description: The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
Note: Can only be taught by BluePhenix.
Note: Can only be used five times per battles due to the stress it poses on the ankle of the user.



From his new location, before his opponent could see Hiruko would throw a normal non-chakra infused Kunai. He knew his opponent would see the Kunai before it manages to reach and pierce his body, however, he wanted to test the reaction speed and thought process of his opponent.

It seems you're able to do something quick special with Kunais. How intriguing.

Hiruko had known of the man, but not of his abilities. As the battle progressed, he grew more curious about his opponents abilities, wondering if he could absorb whatever it was that allowed him to do the teleportation of the jutsus with a simple Kunai.
 

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I disagree that you'd be able to throw your Kunai so perfectly so that it's aimed towards me considering parts of it have melted to burn your hand. At best you'd just flick it away, causing it to land somewhere short range from you. But I'll reply according to your move.



As he notices the Kunai coming towards him, Hiruko is surprised that his opponent is able to keep calm to the extent that he'd throw a melting Kunai with such precision and accuracy. However, there was no time to wonder about that, the Kunai was heading towards him and he'd have to avoid it. Assuming it's simple to avoid, he'd just send his own Kunai towards it. The two Kunais would collide, causing the opponents Kunai to get side tracked to Hiruko's left side. He'd then look on towards jutsus he'd just sent, waiting to see if the Earth/Wind combo would overpower his opponents jutsu.

Much to his surprise, the jutsus are absorbed and suddenly burst out from the Kunai he had deflected. Feeling some parts of the Wind coming off, Hiruko would burst off to his right side in the blink of an eye, fast enough so that normal eyes can't perceive the movements.

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: N/A
Description: The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
Note: Can only be taught by BluePhenix.
Note: Can only be used five times per battles due to the stress it poses on the ankle of the user.



From his new location, before his opponent could see Hiruko would throw a normal non-chakra infused Kunai. He knew his opponent would see the Kunai before it manages to reach and pierce his body, however, he wanted to test the reaction speed and thought process of his opponent.

It seems you're able to do something quick special with Kunais. How intriguing.

Hiruko had known of the man, but not of his abilities. As the battle progressed, he grew more curious about his opponents abilities, wondering if he could absorb whatever it was that allowed him to do the teleportation of the jutsus with a simple Kunai.
As Hiruko dodges the wind infused earth, Minato watches him carefully as he use the water, easily following his movements (3x reaction speed). He would then notice Hiruko make a throwing motion. Minato then throws his own kunai and they deflect in mid air. As this happens, Minato is already molding his fire chakra. The instant the kunai leaves Minato's hand, he makes a single almost instantaneous handseal. He then releases a dense stream of fire that expands upwards and to the right as it moves towards Hiruko and also has the added effect of blocking Hiruko's vision of Minato.

(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.

As this happens, Minato would instantly teleport to his earlier tagged kunai. And as he does, he would channel raiton chakra into his hand. It travels in a 120 degree arc that would make it impossible to avoid the deadly combination. The lightning would reach you very quickly after the fire, if not at the same time.

(Hiraishin no Jutsu) - Flying Thunder God Technique
Rank:S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: A complex Space Time Ninjutsu technique, the Flying Thunder God Technique works almost as a summoning technique. The user basically teleports himself to the location of a given seal mark. This seal mark is place by the ( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique and can be placed in anything. Normally used in special kunais, thrown by the user, the technique can also be used to teleport to any thing marked with the tag. The technique is not a movement technique but rather simply a pure teleport technique.
Note: Only Minato and Tobirama bios can use this jutsu. It is unavoidable unless with space/time ninjutsu and can only be used 4 times per battle

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Rank: S
Type: Attack
Range: Short-Mid
Chakra cost:40
Damage Points:80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
 

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As Hiruko dodges the wind infused earth, Minato watches him carefully as he use the water, easily following his movements (3x reaction speed). He would then notice Hiruko make a throwing motion. Minato then throws his own kunai and they deflect in mid air. As this happens, Minato is already molding his fire chakra. The instant the kunai leaves Minato's hand, he makes a single almost instantaneous handseal. He then releases a dense stream of fire that expands upwards and to the right as it moves towards Hiruko and also has the added effect of blocking Hiruko's vision of Minato.

(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.

As this happens, Minato would instantly teleport to his earlier tagged kunai. And as he does, he would channel raiton chakra into his hand. It travels in a 120 degree arc that would make it impossible to avoid the deadly combination. The lightning would reach you very quickly after the fire, if not at the same time.

(Hiraishin no Jutsu) - Flying Thunder God Technique
Rank:S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: A complex Space Time Ninjutsu technique, the Flying Thunder God Technique works almost as a summoning technique. The user basically teleports himself to the location of a given seal mark. This seal mark is place by the ( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique and can be placed in anything. Normally used in special kunais, thrown by the user, the technique can also be used to teleport to any thing marked with the tag. The technique is not a movement technique but rather simply a pure teleport technique.
Note: Only Minato and Tobirama bios can use this jutsu. It is unavoidable unless with space/time ninjutsu and can only be used 4 times per battle

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Rank: S
Type: Attack
Range: Short-Mid
Chakra cost:40
Damage Points:80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
As the fire is first released, Hiruko would perform a single hand seal, focusing an extremely large amount of chakra in his mouth, from which he'd suddenly release large waves of water, each wave overlapping as they constantly seem to emerge from his mouth. He'd be at the center and the waves would be release outwards in a 360 degree, with the water clashing against the huge intense fire, extinguishing it as the two attacks neutralize each other.

If you say that the two techniques happen so close so that they'd hit straight after each other, the moment you appear to the Kunai from before, a wave would wash you away and prevent you from using your lightning due to fear of being electrocuted. Now, the water will deal you no real damage as the main focus of the attack is to extinguish the fire, however, you being so close, you're bound to be caught out. The water would hit you the moment you appear, and since you don't know about it, there's no way you'd be prepared. This window of opportunity is available simply because the fire you released is a stream, and so you wouldn't be able to just release it and teleport, but there'd be a second where you'd have to continuously (even if it's for a second) release the fire.

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



Having seen you in the corner of his eye, Hiruko would take advantage of the fact that you're being washed away to perform a sequence of two hand seals and cause the ground all around you to turn into swamp which would constrict your movement and swallow your body up. Since you'd most likely already be on the ground, you'd be caught off guard (unless you have a way of knowing about what he was going to do), and the mud would stick to your body, slowly sinking into the ground.

Hiruko watched, waiting until your face was also swallowed up. However, as he waited, he'd throw another Kunai at your location, aiming to hit your chest area.

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.


 

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As Minato begins to sink into the swamp, he remains calm. Even as he sees you throw the kunai, he does not bat an eye lid. He simply draws an FTG kunai with his hand and throws it in an arc high above yours and in the air. With no hesitation he teleports to it out of the swamp and is high in the air and catches it only to throw it again a second time towards you. He catches it again, and is now fairly close. He throws it again, and catches it forming a rasengan in both hands, but allows the kunai to continue onwards past your left shoulder but as this happens he would also slam his rasengans into your upperbody, which would devestate your chest cavity and send you flying back.

"This was my good Hokage cloak T_T
You just haaaad to use a swamp jutsu.
"


( Jikūkan: Rasenrengan ) - Space Time: Spiralling Serial Spheres
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40 (-20 per teleport)
Damage points: 80
Description: Minato teleports towards the opponent in a zig-zag manner by continuously throwing his space time kunai, and, when in range, hits the target with a Rasengan in each hand.
Note: Can only do up to 3 consecutive teleports
Note: User teleports to the kunai he's throwing, which is always the same
Note: Can't teleport to other kunais scattered throughout the field but to the one he's using for the technique
Note: Usable 3 times per battle
 

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As Minato begins to sink into the swamp, he remains calm. Even as he sees you throw the kunai, he does not bat an eye lid. He simply draws an FTG kunai with his hand and throws it in an arc high above yours and in the air. With no hesitation he teleports to it out of the swamp and is high in the air and catches it only to throw it again a second time towards you. He catches it again, and is now fairly close. He throws it again, and catches it forming a rasengan in both hands, but allows the kunai to continue onwards past your left shoulder but as this happens he would also slam his rasengans into your upperbody, which would devestate your chest cavity and send you flying back.

"This was my good Hokage cloak T_T
You just haaaad to use a swamp jutsu.
"


( Jikūkan: Rasenrengan ) - Space Time: Spiralling Serial Spheres
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40 (-20 per teleport)
Damage points: 80
Description: Minato teleports towards the opponent in a zig-zag manner by continuously throwing his space time kunai, and, when in range, hits the target with a Rasengan in each hand.
Note: Can only do up to 3 consecutive teleports
Note: User teleports to the kunai he's throwing, which is always the same
Note: Can't teleport to other kunais scattered throughout the field but to the one he's using for the technique
Note: Usable 3 times per battle
As you hold your own Kunai, Hiruko begins to channel chakra into it, preparing his hands to perform a seal. Suddenly you throw it, however, seeing you teleport to your kunai in your earlier move and because you're stuck in the swamp, the only plausible reason for throwing a Kunai into the air would be to once again teleport to it and escape from the swamp whilst doing so.
If this wasn't the case, there'd be no harm done on either side. However, if it was, it could mean a deadly move which would injure the yellow haired man quite badly. He'd watch your area quite closely, as you suddenly disappear, he realizes his prediction had come true and would perform the hand seal before you could throw it again, causing a thorn made of Fire to burst out with no warning, bursting in the mans face (lol?), burning him quite viciously, whilst also burning his hand.
The fire to the face would cause him extreme pain, his skin melting, his vision hindered, his hand (whichever hand you caught the Kunai with) also dealing with the same form of damage.

Fire Release: Thorn Flames]Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: User chooses some weapon(s) and channels his fire chakra in them, it can be done through a distance, contact with the weapon is not required. After channeling the chakra, with just one Tiger hand-seal user makes the chakra burst into flames in a shape of thorn, which reaches out half-meter in a shape of spiked orb. User can simultaneously envelop maximum of 5 weapons with thorn flames.
Note:
♦ Usable 4 times per battle.
♦ Must be taught by Blizzard.



In an attempt not to kill you, Roy would then simply snap his fingers as he focused his chakra into the area short range around you. This would result in you suddenly rotating 180 degrees on a vertical axis, causing your body to smash against the floor, knocking you out completely.
The spin occurs quite fast due to its nature and the fact that wind is Roy's main affinity, allowing him to perform it without much difficulty. Moreover, the reason you'd hit the ground is because by the time you throw the Kunai and teleport to it, chance of it going higher than 5 meters is very unlikely as the swamp would be swallowing you up at that point, meaning you'd want to very quickly get out of that situation.
Also, since you didn't mention how high you threw it, so I made an assumption it wasn't higher than 5 meters.

Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps


 

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As you hold your own Kunai, Hiruko begins to channel chakra into it, preparing his hands to perform a seal. Suddenly you throw it, however, seeing you teleport to your kunai in your earlier move and because you're stuck in the swamp, the only plausible reason for throwing a Kunai into the air would be to once again teleport to it and escape from the swamp whilst doing so.
If this wasn't the case, there'd be no harm done on either side. However, if it was, it could mean a deadly move which would injure the yellow haired man quite badly. He'd watch your area quite closely, as you suddenly disappear, he realizes his prediction had come true and would perform the hand seal before you could throw it again, causing a thorn made of Fire to burst out with no warning, bursting in the mans face (lol?), burning him quite viciously, whilst also burning his hand.
The fire to the face would cause him extreme pain, his skin melting, his vision hindered, his hand (whichever hand you caught the Kunai with) also dealing with the same form of damage.

Fire Release: Thorn Flames]Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: User chooses some weapon(s) and channels his fire chakra in them, it can be done through a distance, contact with the weapon is not required. After channeling the chakra, with just one Tiger hand-seal user makes the chakra burst into flames in a shape of thorn, which reaches out half-meter in a shape of spiked orb. User can simultaneously envelop maximum of 5 weapons with thorn flames.
Note:
♦ Usable 4 times per battle.
♦ Must be taught by Blizzard.



In an attempt not to kill you, Roy would then simply snap his fingers as he focused his chakra into the area short range around you. This would result in you suddenly rotating 180 degrees on a vertical axis, causing your body to smash against the floor, knocking you out completely.
The spin occurs quite fast due to its nature and the fact that wind is Roy's main affinity, allowing him to perform it without much difficulty. Moreover, the reason you'd hit the ground is because by the time you throw the Kunai and teleport to it, chance of it going higher than 5 meters is very unlikely as the swamp would be swallowing you up at that point, meaning you'd want to very quickly get out of that situation.
Also, since you didn't mention how high you threw it, so I made an assumption it wasn't higher than 5 meters.

Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps


You know shit's serious when Hiruko becomes Roy xD.


As the kunai burns Minato's hand (lets just assume it's my right hand), and most of his face, He then suddenly feel a gust of wind and is turned around 180 degrees heading for the ground. Minato thinks quickly and turn himself into liquid water allowing him to take no damage from the impact with the ground. This is also Minato's main affinity and would be performed extremely quickly, before he hits the ground. Turning into water also has the added affect of healing all of Minato's physical injuries, such as the burns from your jutsu.

(Suiton: Mizu Kawarimi) - Water Style: Water Replacement
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage Points: N/A
Description: The user can freely transform his body into liquid. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form.

As Minato heals up, he taps into the nine tails' power within himself, and enters his Nine Tails Mode. This allows him to have much more chakra, and increased speed and strength. Using the benefits of this mode, Minato dashes in a burst of raw speed to Hiruko's position appearing behind him almost instantly in the blink of an eye with an FTG kunai in his right hand. To Hiruko it appears that Minato has just vanished, and Minato of course would be very quiet as he appears, and he uses the strength and speed of his mode to plunge his FTG kunai deep into back of Hiruko causing fatal damage although not killing him immediately.

(Kyūbi Chakura Mōdo) - Nine Tailed Fox Chakra Mode
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (+350 chakra points)
Damage points: N/A (+10 to Ninjutsu and +15 to Taijutsu Techniques)
Description: Minato accesses the Kyubi chakra that he sealed away in his body before he sealed the Kyubi in Naruto. He can access its chakra directly whenever he needs it without much effort. In doing so, he gains a chakra shroud that resembles the Sage of the Six Paths' silhouette and the shroud used by Naruto when he accessess his counterpart technique. The colour of his eyes changes from blue to orange. Also, while the demon fox shroud is red and releases chakra as burning, acidic bubbles, this form's shroud is yellow and releases chakra as flickers of flame, instead. With the Nine-Tails' power under his control, Minato's strength is significantly increased adding +10 to his Ninjutsu and +15 to his Taijutsu techniques. His speed is greatly increased and becomes almost comparable to that of Naruto while under the effect of the same technique. However, because Minato is not a Jinchuriki, he has a limited control over the shroud when compared to Naruto. He cannot use any Bijuu techniques nor shape the shroud into chakra arms. Also, the duration of the technique is shorter and Minato doesn't gain any type of sensing or perception bonus. The shroud for Minato becomes a simple power up by releasing the kyuubi chakra sealed inside him and releasing it into himself through the seal. Because he can't control it like a Jinchuriki can with its bijuu's chakra, he cannot power himself with other techniques.
Note: Technique can only be used once and last 3 turns when activated. When it times out, the Minato is left drained and weakened, reduced to half his speed and reactions as well as unable to use his space time techniques for 4 turns.
Note: Can only be used by Minato Bios.

(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
A simple yet effective Ninjutsu technique, Minato will dash in a burst of raw speed and jump, run or dodge an incoming attack. This is done by taking advantage of his enhanced reactions and his fast intellect when perceiving an attack and combining it with a burst of pure movement speed. Off course this can only be used on a battle ground that enables it and never mid air. It has some limitations though as Minato himself doesn't have a high movement speed but its still enough to mimic what can be described as an "instant" movement. Because of this, if the user wants to dodge or evade attacks from faster bios such as Raikage bios or EIG users, he needs the use of his space time techniques. The technique also has some limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Doujutsu users (at least 2T for Sharingan), Sensors or EIG users/masters as well as users with high reaction/reflexes or senses will still be able to track the user although, in some cases, become unable to react.
Note: This version can only be used by Minato and Tobirama bios once every 2 turns, a maximum of 3 times.
 

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You know shit's serious when Hiruko becomes Roy xD.


As the kunai burns Minato's hand (lets just assume it's my right hand), and most of his face, He then suddenly feel a gust of wind and is turned around 180 degrees heading for the ground. Minato thinks quickly and turn himself into liquid water allowing him to take no damage from the impact with the ground. This is also Minato's main affinity and would be performed extremely quickly, before he hits the ground. Turning into water also has the added affect of healing all of Minato's physical injuries, such as the burns from your jutsu.

(Suiton: Mizu Kawarimi) - Water Style: Water Replacement
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage Points: N/A
Description: The user can freely transform his body into liquid. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form.

As Minato heals up, he taps into the nine tails' power within himself, and enters his Nine Tails Mode. This allows him to have much more chakra, and increased speed and strength. Using the benefits of this mode, Minato dashes in a burst of raw speed to Hiruko's position appearing behind him almost instantly in the blink of an eye with an FTG kunai in his right hand. To Hiruko it appears that Minato has just vanished, and Minato of course would be very quiet as he appears, and he uses the strength and speed of his mode to plunge his FTG kunai deep into back of Hiruko causing fatal damage although not killing him immediately.

(Kyūbi Chakura Mōdo) - Nine Tailed Fox Chakra Mode
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (+350 chakra points)
Damage points: N/A (+10 to Ninjutsu and +15 to Taijutsu Techniques)
Description: Minato accesses the Kyubi chakra that he sealed away in his body before he sealed the Kyubi in Naruto. He can access its chakra directly whenever he needs it without much effort. In doing so, he gains a chakra shroud that resembles the Sage of the Six Paths' silhouette and the shroud used by Naruto when he accessess his counterpart technique. The colour of his eyes changes from blue to orange. Also, while the demon fox shroud is red and releases chakra as burning, acidic bubbles, this form's shroud is yellow and releases chakra as flickers of flame, instead. With the Nine-Tails' power under his control, Minato's strength is significantly increased adding +10 to his Ninjutsu and +15 to his Taijutsu techniques. His speed is greatly increased and becomes almost comparable to that of Naruto while under the effect of the same technique. However, because Minato is not a Jinchuriki, he has a limited control over the shroud when compared to Naruto. He cannot use any Bijuu techniques nor shape the shroud into chakra arms. Also, the duration of the technique is shorter and Minato doesn't gain any type of sensing or perception bonus. The shroud for Minato becomes a simple power up by releasing the kyuubi chakra sealed inside him and releasing it into himself through the seal. Because he can't control it like a Jinchuriki can with its bijuu's chakra, he cannot power himself with other techniques.
Note: Technique can only be used once and last 3 turns when activated. When it times out, the Minato is left drained and weakened, reduced to half his speed and reactions as well as unable to use his space time techniques for 4 turns.
Note: Can only be used by Minato Bios.

(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
A simple yet effective Ninjutsu technique, Minato will dash in a burst of raw speed and jump, run or dodge an incoming attack. This is done by taking advantage of his enhanced reactions and his fast intellect when perceiving an attack and combining it with a burst of pure movement speed. Off course this can only be used on a battle ground that enables it and never mid air. It has some limitations though as Minato himself doesn't have a high movement speed but its still enough to mimic what can be described as an "instant" movement. Because of this, if the user wants to dodge or evade attacks from faster bios such as Raikage bios or EIG users, he needs the use of his space time techniques. The technique also has some limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Doujutsu users (at least 2T for Sharingan), Sensors or EIG users/masters as well as users with high reaction/reflexes or senses will still be able to track the user although, in some cases, become unable to react.
Note: This version can only be used by Minato and Tobirama bios once every 2 turns, a maximum of 3 times.
As the wind jutsu takes affect, Hiruko easily notices you changing your body into nothing more than a puddle of Water. Without wasting a single second, he'd perform a single hand seal, causing spears of Lightning to burst out from the ground short ranged around you, piercing only your legs and arms (they come out at an angle, from multiple sides, but still only piercing the aforementioned limbs).

The Lightning would first hit your legs as it would come out whilst you're reforming, with more spears continuing to emerge as the Water builds up what is the rest of your body. Bits of the Lightning spear would also hit the Water which is making up your body, electrocuting you as it does so. Hiruko makes sure to avoid any major organs as the spears emerge.

Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taugh only by Dr. House


 
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