[Battle for the Goddess of Water] Houdinii vs. Teno

Houdinii

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Mid Range - 15m
Customs - Allowed
Terrain - An endless wasteland of dry cracked earth
Time Limit - 7 days

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- Out of date, have SSM and the Water sword now
==================

Standing upon yet another desolate battlefield Orochimaru stared off into the distance, his eyes unfocused. Frankly the Sannin was bored of all the challengers looking to take his newest acquisition from him, but what was even more annoying was the featureless waste he found himself in.

Who knew that the ninja world had so many of these wide, boring spaces in which ninja met to fight. Although this may be due to the after affects that these clashes had on the environment around them. Shaking his head to refocus himself Orochimaru notices his opponent had appeared several meters in front of him. Unsure if the man had just arrived or if he had been waiting for some time the Snake smiled at him, no mirth in the gesture it seemed almost predatory.

I suppose we should get started, can't let the stalkers get bored already.

Leaving his opponent to ponder the meaning of his statement Orochimaru focuses his chakra into the earth beneath his opponent and strings an additional two hand seals onto the jutsu. By doing so the Sannin forms a large amount of flammable gas in the air around his opponent as a huge pillar of rock erupts from the ground. Due to the gas' volatile nature the friction of the rocks clashing and grinding against each other would ignite the gas and cause it to explode. The explosion would encompass the surrounding area and be angled away from the pillar to prevent damaging it.

Orochimaru then continues by forming a few quick hand seals and creates a golem of solid stone from the ground next to him. Upon forming the golem would create a duplicate of itself and the two would remain vigilant.

(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Rank: A (S)
Type: Offensive
Range: Mid-Long
Chakra cost: 30
Damage points: 60
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.


(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type: Offensive/Supplementary
Rank:B
Range:Short-Long
Chakra:20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Only useable on A ranks and below
~Can only be taught by Mellow

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii
 
Last edited:

BusinessManTeno

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Mid Range - 15m
Customs - Allowed
Terrain - An endless wasteland of dry cracked earth
Time Limit - 7 days

Post your bio and reply

- Out of date, have SSM and the Water sword now
==================

Standing upon yet another desolate battlefield Orochimaru stared off into the distance, his eyes unfocused. Frankly the Sannin was bored of all the challengers looking to take his newest acquisition from him, but what was even more annoying was the featureless waste he found himself in.

Who knew that the ninja world had so many of these wide, boring spaces in which ninja met to fight. Although this may be due to the after affects that these clashes had on the environment around them. Shaking his head to refocus himself Orochimaru notices his opponent had appeared several meters in front of him. Unsure if the man had just arrived or if he had been waiting for some time the Snake smiled at him, no mirth in the gesture it seemed almost predatory.

I suppose we should get started, can't let the stalkers get bored already.

Leaving his opponent to ponder the meaning of his statement Orochimaru focuses his chakra into the earth beneath his opponent and strings an additional two hand seals onto the jutsu. By doing so the Sannin forms a large amount of flammable gas in the air around his opponent as a huge pillar of rock erupts from the ground. Due to the gas' volatile nature the friction of the rocks clashing and grinding against each other would ignite the gas and cause it to explode. The explosion would encompass the surrounding area and be angled away from the pillar to prevent damaging it.

Orochimaru then continues by forming a few quick hand seals and creates a golem of solid stone from the ground next to him. Upon forming the golem would create a duplicate of itself and the two would remain vigilant.

(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Rank: A (S)
Type: Offensive
Range: Mid-Long
Chakra cost: 30
Damage points: 60
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.


(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type: Offensive/Supplementary
Rank:B
Range:Short-Long
Chakra:20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Only useable on A ranks and below
~Can only be taught by Mellow

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii
As Asch stepped up on the battle field. He see somebody who look like like a snake. It was weird. Asch with his hands on the hilt of his blade, he see you do two handseals while at the very moment he feel the ground beneath him shake. Without much thought right as the earth pillar would emerge, he would reverse summon both you and him onto the main body of a cone snail. The moment this happen, your body would instantly begin to be dragged into the cone snail body, as asch cause the body to contract, crushing your legs the more you sink into its main body.

(Ensui Katatsumuri: Kawa mikiri) Cone Snail Art: Shell Of Solitude
Show
Type: Supplementary | Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/a (60 if crushed)
Description: This is a common technique for the cone snail art family, or any snail family. Derived from the toad stomach techniques exclusive to toads but with alot of unique twist. The user will reverse summon him and his opponent inside the shell of a large cone snail. The shell is 5 Meters wide, 20 meters high (this is due to the shell unique cone shape) and 10 meters both and forth of both the user and the opponent. The shell of the cone snail is infused with large amounts of chakra, making it very hard and sturdy, but not impossible to break. The unique thing about this technique is that, once the user reverse summons both him and his opponent, it is pitch black, and they are summoned on the body of the cone snail. Once this happen, similar to toad crushing stomach, the user will cause the body of the snail to absorb the body of his opponent down into the main body. As the opponent is being absorbed, the snails body will contract, crushing the opponents body the deeper it gets dragged down into its body. If the opponent gets fully absorbed, his whole body would not only be crushed but will also suffocate.

Note: Can use a max of 3 turns
Note: The shell due to its hard nature, it will take A rank to break the shell. Once broken both the user and opponent are returned to the field.
Note: Must wait 3 turns before this technique can be used again
Note: Can only be used by those who have the cone snail contract

The moment this happens, Asch quickly do the snake handseal causing a large sum of water to expel from his mouth in very large amounts. Even though he is in a shell , he still did this on the premise that his opponent would break out it, or even decide to fight in it. Either way he intended on making a large water orb on the outside that ranged long ranged in all directions of both you and asch, or fill up the shell with water in attempt to drown you as you sink into the cone snail. (Shall the reverse summon ends, Both you and Asch will appear 20 meters away from the original fighting terrain)

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
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.

Without much thinking, he quickly began to make it rain. Being an external source for his sensing. Doing this, would cause the area around us to become moist, and after a certain amount of turns would create big puddles, making a small water source to some degree. Asch quickly took out his sword as he began rushing to you with his guard up while holding his breath.

(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
Rank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage Points: N/A
Description: A perception ninjutsu, allowing one to freely manipulate rain infused with the user's own chakra after waving the Bird → Rat → Ox → Monkey → Rat → Snake hand seals. The rain falls from rain clouds, formed with the users own chakra. During this technique, the falling raindrops are closely linked to the users senses. When the rain is obstructed by a chakra belonging to someone the existence of the target can be detected. The rain will keep on falling until the user uses the seal to cancel it.
 

Houdinii

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As Asch stepped up on the battle field. He see somebody who look like like a snake. It was weird. Asch with his hands on the hilt of his blade, he see you do two handseals while at the very moment he feel the ground beneath him shake. Without much thought right as the earth pillar would emerge, he would reverse summon both you and him onto the main body of a cone snail. The moment this happen, your body would instantly begin to be dragged into the cone snail body, as asch cause the body to contract, crushing your legs the more you sink into its main body.

(Ensui Katatsumuri: Kawa mikiri) Cone Snail Art: Shell Of Solitude
Show
Type: Supplementary | Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/a (60 if crushed)
Description: This is a common technique for the cone snail art family, or any snail family. Derived from the toad stomach techniques exclusive to toads but with alot of unique twist. The user will reverse summon him and his opponent inside the shell of a large cone snail. The shell is 5 Meters wide, 20 meters high (this is due to the shell unique cone shape) and 10 meters both and forth of both the user and the opponent. The shell of the cone snail is infused with large amounts of chakra, making it very hard and sturdy, but not impossible to break. The unique thing about this technique is that, once the user reverse summons both him and his opponent, it is pitch black, and they are summoned on the body of the cone snail. Once this happen, similar to toad crushing stomach, the user will cause the body of the snail to absorb the body of his opponent down into the main body. As the opponent is being absorbed, the snails body will contract, crushing the opponents body the deeper it gets dragged down into its body. If the opponent gets fully absorbed, his whole body would not only be crushed but will also suffocate.

Note: Can use a max of 3 turns
Note: The shell due to its hard nature, it will take A rank to break the shell. Once broken both the user and opponent are returned to the field.
Note: Must wait 3 turns before this technique can be used again
Note: Can only be used by those who have the cone snail contract

The moment this happens, Asch quickly do the snake handseal causing a large sum of water to expel from his mouth in very large amounts. Even though he is in a shell , he still did this on the premise that his opponent would break out it, or even decide to fight in it. Either way he intended on making a large water orb on the outside that ranged long ranged in all directions of both you and asch, or fill up the shell with water in attempt to drown you as you sink into the cone snail. (Shall the reverse summon ends, Both you and Asch will appear 20 meters away from the original fighting terrain)

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
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.

Without much thinking, he quickly began to make it rain. Being an external source for his sensing. Doing this, would cause the area around us to become moist, and after a certain amount of turns would create big puddles, making a small water source to some degree. Asch quickly took out his sword as he began rushing to you with his guard up while holding his breath.

(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
Rank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage Points: N/A
Description: A perception ninjutsu, allowing one to freely manipulate rain infused with the user's own chakra after waving the Bird → Rat → Ox → Monkey → Rat → Snake hand seals. The rain falls from rain clouds, formed with the users own chakra. During this technique, the falling raindrops are closely linked to the users senses. When the rain is obstructed by a chakra belonging to someone the existence of the target can be detected. The rain will keep on falling until the user uses the seal to cancel it.
After initiating his first jutsu Orochimaru observes his opponent closely, interested in how he would react. So it was a surprise when his opponent disappeared with a poof and he instead found himself in some form of a pitch black room. Upon finding himself there the Sannin would notice that not only was he sinking into the ground, but it was moving. Noting the characteristic 'poof' sound that he heard just before finding himself here, Orochimaru theorizes that he has likely been reverse-summoned somewhere. In addition the movement of the soft squishy floor indicated the presence of the mans summoning creature. This thought process took but a few moments for one as intelligent as Orochimaru as he then flicked his wrist launching a blade of wind downwards a few meters in front of his feet. This would cut easily and deeply through the soft Snail and the damage would cause the men to be summoned back to their original field. While Orochimaru would passively activate a technique to aid him in the continuing fight.

(Based on your wording for the Water colliding wave you continue it regardless of me breaking out of the Snail summon or not so I shall go with that.) As Orochimaru gains his bearings once again and focuses on Asch, he finds his enemy forming a hand seal and beginning to spew a large amount of water. In response Orochimaru forms three quick handseals and creates a rectangular circle of raised stone short range around his enemy. From these stones large tornadoes of lightning would be created that suck the surrounding water into their vortex while electrifying the entire source, preventing the water from leaving short range let alone reaching Orochimaru. Due to his contact with the water Asch would also be electrified, damaging and paralyzing him as he is stopped in the middle of his jutsu. This leaves Asch in a tight spot as the tornadoes close in quickly and clash in an electrical explosion centered on him.


(Fūton: Kaze No Yaiba) - Wind Style: Wind Blade
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.

(Doton: Subarashī no akuji o Hatarakimasu) - Earth Release: Maleficent the Marvelous
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: (+10 to infused techniques, -20 to the opponent's)
Description: The user will forcefully insert their chakra into the ground below them; conjuring a layer of mud no larger or smaller than ten meters just beneath the surface. The purpose of the adhesive liquid is to coat all tangible techniques that stem from the ground itself in a layer of thick mud with unique properties. This mud when used on the user's moves will encase the structure in it's entirety, giving it a newfound level of durability and strength in order to heighten it's full potential. Though, because of the fact that the layer of mud is underneath the surface in an substantial amount, this means that attacks (which stem from the ground), used by the opponent would also receive their very own coating as well. The mud is set to detect chakra that isn't the users own, using it's parasitic like properties to essentially leech the construct of it's own strength. While sapping the technique of it's strength, the mud will also harden in a quick fashion in an attempt to slow down the structure's movement. Once hardened, the mud loses it's effect on whatever it was casted on, rendering it useless. Because this technique lacks any affect on it's own, it's capable of being activated instantly and passively.
Note: Lasts three turns
Note: Can only be used thrice
Note: Can not be used in consecutive turns, so it has a two turn cool down
Note: Can not be combined with other techniques that are instant and passive or damage enhancements

(Raiton: Buzoku no San no Keimusho)- Lightning Release: Tribal Sun Prison
Rank: S
Type: Offensive
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three hand seals, and then raise ten, flat rectangular pieces of stone from the ground in a circle formation bordering the outside of short range around the opponent. The rectangular stones protrude no higher than the ground, being compared to something like a concrete sidewalk. After they rise to the ground, the user will create large tornadoes of lightning on top of each stone rectangle that shoot up seven feet into the air. This is achieved by the user channeling lightning chakra into the stone, similar to the action in Lightning Release: Four Pillar Bind. As they appear, they begin to rapidly spin around the inside of the circle of stones, converging on the opponent. Once successfully converged around the opponent, the tornadoes combine into one massive fifteen foot tornado, creating a deadly electrical explosion.
Note: Can only be taught by Selendrile
Note: No S-rank lightning on the same or next turn
Note: Usable twice per battle
 
Last edited:

BusinessManTeno

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After initiating his first jutsu Orochimaru observes his opponent closely, interested in how he would react. So it was a surprise when his opponent disappeared with a poof and he instead found himself in some form of a pitch black room. Upon finding himself there the Sannin would notice that not only was he sinking into the ground, but it was moving. Noting the characteristic 'poof' sound that he heard just before finding himself here, Orochimaru theorizes that he has likely been reverse-summoned somewhere. In addition the movement of the soft squishy floor indicated the presence of the mans summoning creature. This thought process took but a few moments for one as intelligent as Orochimaru as he then flicked his wrist launching a blade of wind downwards a few meters in front of his feet. This would cut easily and deeply through the soft Snail and the damage would cause the men to be summoned back to their original field. While Orochimaru would passively activate a technique to aid him in the continuing fight.

(Based on your wording for the Water colliding wave you continue it regardless of me breaking out of the Snail summon or not so I shall go with that.) As Orochimaru gains his bearings once again and focuses on Asch, he finds his enemy forming a hand seal and beginning to spew a large amount of water. In response Orochimaru forms three quick handseals and creates a rectangular circle of raised stone short range around his enemy. From these stones large tornadoes of lightning would be created that suck the surrounding water into their vortex while electrifying the entire source, preventing the water from leaving short range let alone reaching Orochimaru. Due to his contact with the water Asch would also be electrified, damaging and paralyzing him as he is stopped in the middle of his jutsu. This leaves Asch in a tight spot as the tornadoes close in quickly and clash in an electrical explosion centered on him.


(Fūton: Kaze No Yaiba) - Wind Style: Wind Blade
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.

(Doton: Subarashī no akuji o Hatarakimasu) - Earth Release: Maleficent the Marvelous
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: (+10 to infused techniques, -20 to the opponent's)
Description: The user will forcefully insert their chakra into the ground below them; conjuring a layer of mud no larger or smaller than ten meters just beneath the surface. The purpose of the adhesive liquid is to coat all tangible techniques that stem from the ground itself in a layer of thick mud with unique properties. This mud when used on the user's moves will encase the structure in it's entirety, giving it a newfound level of durability and strength in order to heighten it's full potential. Though, because of the fact that the layer of mud is underneath the surface in an substantial amount, this means that attacks (which stem from the ground), used by the opponent would also receive their very own coating as well. The mud is set to detect chakra that isn't the users own, using it's parasitic like properties to essentially leech the construct of it's own strength. While sapping the technique of it's strength, the mud will also harden in a quick fashion in an attempt to slow down the structure's movement. Once hardened, the mud loses it's effect on whatever it was casted on, rendering it useless. Because this technique lacks any affect on it's own, it's capable of being activated instantly and passively.
Note: Lasts three turns
Note: Can only be used thrice
Note: Can not be used in consecutive turns, so it has a two turn cool down
Note: Can not be combined with other techniques that are instant and passive or damage enhancements

(Raiton: Buzoku no San no Keimusho)- Lightning Release: Tribal Sun Prison
Rank: S
Type: Offensive
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three hand seals, and then raise ten, flat rectangular pieces of stone from the ground in a circle formation bordering the outside of short range around the opponent. The rectangular stones protrude no higher than the ground, being compared to something like a concrete sidewalk. After they rise to the ground, the user will create large tornadoes of lightning on top of each stone rectangle that shoot up seven feet into the air. This is achieved by the user channeling lightning chakra into the stone, similar to the action in Lightning Release: Four Pillar Bind. As they appear, they begin to rapidly spin around the inside of the circle of stones, converging on the opponent. Once successfully converged around the opponent, the tornadoes combine into one massive fifteen foot tornado, creating a deadly electrical explosion.
Note: Can only be taught by Selendrile
Note: No S-rank lightning on the same or next turn
Note: Usable twice per battle
As Asch was slightly airborne to the water lifting him up (Im going to say 5 meters) He took notice to the suction of his water on all sides. Out of nowhere he saw the water began to be electrified traveling towards him. Without a moments hesitation, He stopped spewing out the water and grew a pair of invisible wings as he began to soar all the way up into the sky. As he did this he noticed an electrical explosion took place in the area around his initial location. Asch couldnt do nothing but look in the direction of the man As his wings became ignited with fire.

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

As this happened, He quickly do several handseals causing clouds in the to form, causing it to rain while at the same time sending two B rank waves of fire towards your location, making it that even if the rain technique was interrupted, the fire waves would still happen due to them being in the same time frame. As this happened, Asch quickly soared through the sky with his sword now out, heading in the direction of his opponent but first he took out 5 kunais with special seals attached to them with explosive tags on them. He quickly threw them at an arc towards your location. Where they would come raining down on you with great force, piercing through your body, as Asch come closing in on your location, being closer to the ground now making sure to keep caution of the sky and ground and you.

(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
Show
Rank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage Points: N/A
Description: A perception ninjutsu, allowing one to freely manipulate rain infused with the user's own chakra after waving the Bird → Rat → Ox → Monkey → Rat → Snake hand seals. The rain falls from rain clouds, formed with the users own chakra. During this technique, the falling raindrops are closely linked to the users senses. When the rain is obstructed by a chakra belonging to someone the existence of the target can be detected. The rain will keep on falling until the user uses the seal to cancel it.

Buki-Ho-Mingu Kunai)Weapon-Homing Kunai
Show
Type:Attack
Rank:C
Range: Short-Long
Chakra:15( Plus 10 every turn the homing continues)
Damage:30
Description: Before the the battle the user readies special kunai with seals on them that allow them to track chakra sources, before the user throws the kunai he has to infuse his chakra into the kunai to active the seal and it also recognizes any other chakra as an enemy and tracks it
Note: User has a Maximum of 5 Kunai
 

Houdinii

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As Asch was slightly airborne to the water lifting him up (Im going to say 5 meters) He took notice to the suction of his water on all sides. Out of nowhere he saw the water began to be electrified traveling towards him. Without a moments hesitation, He stopped spewing out the water and grew a pair of invisible wings as he began to soar all the way up into the sky. As he did this he noticed an electrical explosion took place in the area around his initial location. Asch couldnt do nothing but look in the direction of the man As his wings became ignited with fire.

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

As this happened, He quickly do several handseals causing clouds in the to form, causing it to rain while at the same time sending two B rank waves of fire towards your location, making it that even if the rain technique was interrupted, the fire waves would still happen due to them being in the same time frame. As this happened, Asch quickly soared through the sky with his sword now out, heading in the direction of his opponent but first he took out 5 kunais with special seals attached to them with explosive tags on them. He quickly threw them at an arc towards your location. Where they would come raining down on you with great force, piercing through your body, as Asch come closing in on your location, being closer to the ground now making sure to keep caution of the sky and ground and you.

(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
Show
Rank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage Points: N/A
Description: A perception ninjutsu, allowing one to freely manipulate rain infused with the user's own chakra after waving the Bird → Rat → Ox → Monkey → Rat → Snake hand seals. The rain falls from rain clouds, formed with the users own chakra. During this technique, the falling raindrops are closely linked to the users senses. When the rain is obstructed by a chakra belonging to someone the existence of the target can be detected. The rain will keep on falling until the user uses the seal to cancel it.

Buki-Ho-Mingu Kunai)Weapon-Homing Kunai
Show
Type:Attack
Rank:C
Range: Short-Long
Chakra:15( Plus 10 every turn the homing continues)
Damage:30
Description: Before the the battle the user readies special kunai with seals on them that allow them to track chakra sources, before the user throws the kunai he has to infuse his chakra into the kunai to active the seal and it also recognizes any other chakra as an enemy and tracks it
Note: User has a Maximum of 5 Kunai
Orochimaru watches on as his opponent deftly dodges his tornadoes of lightning by soaring upwards somehow. Taking the opportunity the Sannin forms a string of 5 hand seals creating a small mud covered Golem from the earth on his right side. With the additional hand seals he strung on he gives the Golem a 'soul' lacing its body with strings of wind throughout. As it forms the Golem creates an exact duplicate of itself to its right, both Golems stand still but vigilant.

Orochimaru would keep his eyes on his opponent throughout this process so he would easily notice as the man forms hand seals, causing it to rain. While he simultaneously sends twin waves of fire towards Orochimaru from the now visible wings. In response Orochimaru draws his sword of water and swings it before sheathing it again. By doing so he forms a powerful dragon of water in front of himself that rushes forwards, easily dispersing the fire and continuing towards Asch.

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

(Futon: Kon Sureddo)- Wind Release: Soul thread
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
To form this technique the user would simply need to string two extra hand seals onto the performance of another technique, due to its reliance on other jutsu to function. By doing so they create ‘threads’ of wind within an already existing solid jutsu without negatively affecting the original technique, the threads are connected to and laced throughout the entire jutsu they are created in while reinforcing it internally. The main purpose of this technique focuses upon when the original jutsu is broken or destroyed, its parts scattered. After this happens the strings will act, contracting violently and drawing the parts that composed the original solid technique to the point at which it was destroyed, forming a harmless ball shape. However the danger of this technique comes during the contraction, as any enemies caught in its path when it contracts would be damaged from the strings cutting them or pieces slamming into them.

Note:
~Can only be used three times
~Note that this technique does not regenerate the original technique, it just pulls the parts towards the ‘center’ haphazardly
~Can only be taught by xHoudinii

(Suiton: Suiryuudan no Jutsu) - Water Style: Water Dragon Bullet Technique
Rank: S-Rank
Type: Offense
Range: Short/Long
Chakra Cost: 20-40
Damage Points: 80 + 10 = 90
Description: After performing a long series of hand seals Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a primary water specialty will be able to produce up to an S-Rank technique; ninjas with a secondary water specialty will be able to produce up to an A-Rank technique; normal water masters will produce the basic B-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.
Note: Requires a water source to use.

Teno made me use water, dammit ._.
 
Last edited:

BusinessManTeno

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Orochimaru watches on as his opponent deftly dodges his tornadoes of lightning by soaring upwards somehow. Taking the opportunity the Sannin forms a string of 5 hand seals creating a small mud covered Golem from the earth on his right side. With the additional hand seals he strung on he gives the Golem a 'soul' lacing its body with strings of wind throughout. As it forms the Golem creates an exact duplicate of itself to its right, both Golems stand still but vigilant.

Orochimaru would keep his eyes on his opponent throughout this process so he would easily notice as the man forms hand seals, causing it to rain. While he simultaneously sends twin waves of fire towards Orochimaru from the now visible wings. In response Orochimaru draws his sword of water and swings it before sheathing it again. By doing so he forms a powerful dragon of water in front of himself that rushes forwards, easily dispersing the fire and continuing towards Asch.

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

(Futon: Kon Sureddo)- Wind Release: Soul thread
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
To form this technique the user would simply need to string two extra hand seals onto the performance of another technique, due to its reliance on other jutsu to function. By doing so they create ‘threads’ of wind within an already existing solid jutsu without negatively affecting the original technique, the threads are connected to and laced throughout the entire jutsu they are created in while reinforcing it internally. The main purpose of this technique focuses upon when the original jutsu is broken or destroyed, its parts scattered. After this happens the strings will act, contracting violently and drawing the parts that composed the original solid technique to the point at which it was destroyed, forming a harmless ball shape. However the danger of this technique comes during the contraction, as any enemies caught in its path when it contracts would be damaged from the strings cutting them or pieces slamming into them.

Note:
~Can only be used three times
~Note that this technique does not regenerate the original technique, it just pulls the parts towards the ‘center’ haphazardly
~Can only be taught by xHoudinii

(Suiton: Suiryuudan no Jutsu) - Water Style: Water Dragon Bullet Technique
Rank: S-Rank
Type: Offense
Range: Short/Long
Chakra Cost: 20-40
Damage Points: 80 + 10 = 90
Description: After performing a long series of hand seals Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a primary water specialty will be able to produce up to an S-Rank technique; ninjas with a secondary water specialty will be able to produce up to an A-Rank technique; normal water masters will produce the basic B-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.
Note: Requires a water source to use.

Teno made me use water, dammit ._.
As Asch flys towards his opponent sending the fire wave, he see his opponent take out his sword forming a water dragon. Asch, with his sword already back in his holster, quickly bites both of his hands as a scorch orb appears infront of him. He then quickly slam the scorch orb, causing it to disperse into scorch heat waves all across my body. This would not cause the water dragon to not even be able to get close to me without evaporating. Asch takes that time to rip off a piece of his clothing plugging on both of his ears with each cloth (This is still as I continue towards your direction, not stopping) Doing this Asch would have completely evaporated your water dragon as he close distance. Making sure to flap his wings twice again, giving off 2 B rank fire waves once more in attempt to severely burn you.

(Shakuton: Niban Kinjutsu moushiire Ra) Scorch Style: Second Forbidden Offer Of Ra
Show

Type: Defensive | Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This technique is the second technique developed by Asch the bloody of the hidden sand. The user will draw blood on both of their hands , following right after creating a small scorch orb that will float in front of the user. The user will then clap his hands together with the scorch orb in the middle, using their blood as the sacrifice for the technique. The scorch orb will disperse into heat waves around the user while causing the users body to have a orangish red hue to it. This is to protect the user from the full brunt of this attack. This will also create a small mini scorch orb made out of the heatwaves, not fully manifested making it hard to see it orbiting around the user from out of short range The purpose of this technique is to make the ultimate defense, offensive. Anybody who comes within short range of the user, the heat wave will channel itself into the mini sun orbiting around the user, making the mini sun alot more potent and powerful due to the heatwaves, scorching them simply due to the heat waves emitting from the scorch sun. This does not evaporate the water in their body because it does not directly touch the opponent but it causes the opponents water and blood to boil at an intense temperature causing vigorous pain while at the same time scorching the opponents flesh with ease. This is a very extreme technique, as it can backfire and comes with a cost. Once this technique activates, due to the user being coated in large amounts of scorch chakra, their water and blood wont boil but their flesh will be burnt to the 2nd degree.

Note: Can only use once
Note: This technique ends once somebody activates it within short range
Note: Last for 3 turns before the technique runs out once activated in it's effect it lasts until the end of that turn
Note: Cant use any elemental jutsus besides fire and wind while active
Note: The heatwave surrounding the user from this technique follows the strength and weakness guide of scorch
Note: Once this technique activate, the user takes double damage whenever a technique lands being extremely painful
Note: Cant use any scorch technique above S rank in the same turn as this

As the waves shoot off (Im going to say Asch is about 6 meters away from you) Asch quickly change his path, instead of being linear, hes in an arc towards you, closing distance once more now entering short range, Asch begins to withdraw his sword infused with sound chakra, as asch begins to unsheathe it, the motion will give off a very loud and powerful screech that will echo in your ear very violently, causing you to lose balance and become dizzy right as asch expel a red crescent shape chakra wave towards your location in attempt to cut your body in half. (All this happens in one swift motion (The screech and red crimson wave as its in on time frame)) But it doesnt stop there, AT THE VERY SAME TIME due to Asch being in short range of his opponent, his scorch wave instantly manifest into a mini sun thats extremely potent. The moment it forms, it will cause the water and blood in your body to boil in a majorly painful way and can be fatal, as the sun begins to scorch your whole body, burning your skin, turning you into charcoal. Thus making the Sword Technique(s), and scorch technique happen at the same time.

(Ototon/Kenjutsu: Jinsoku Urusai) Sound Style/Sword Style: Swift Screech
Show
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is used in conjunction with sword arts of the user. The user will begin by initiating a sword strike towards the opponent. The moment the sword is in motion it will give off a very loud and powerful screech till the sword strike is finished. This technique is used to throw off the opponents equilibrium while in the middle of a strike, causing the opponent major dizzyness causing the opponent to stumble and lose balance while the screech echos in their ear. This technique is a double edge, as if no precaution are made the user is just as effected by the screeching effect.

Note: The Screech lingers in the opponent ear for 2 turns
Note: This technique restricts the opponent from using techniques based on alot of focus (Genjutsu, Yamanaka techniques, etc) S rank and above
Note: Can use a max of 3 times
Note: This technique can be used in conjunction with other kenjutsu techniques (Doing this will pair the techniques together and will count as a single time frame , but still counts as 2/3 moves if used)

(Suraisu Shinku no Nami) - Slicing Crimson Wave
Rank: B
Type: Offensive
Range: Mid
Chakra cost: 20
Damage points: 40
Description: The user does a simple cresent-shaped slash at the opponent, expelling a red chakra wave.
 

Houdinii

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As Asch flys towards his opponent sending the fire wave, he see his opponent take out his sword forming a water dragon. Asch, with his sword already back in his holster, quickly bites both of his hands as a scorch orb appears infront of him. He then quickly slam the scorch orb, causing it to disperse into scorch heat waves all across my body. This would not cause the water dragon to not even be able to get close to me without evaporating. Asch takes that time to rip off a piece of his clothing plugging on both of his ears with each cloth (This is still as I continue towards your direction, not stopping) Doing this Asch would have completely evaporated your water dragon as he close distance. Making sure to flap his wings twice again, giving off 2 B rank fire waves once more in attempt to severely burn you.

(Shakuton: Niban Kinjutsu moushiire Ra) Scorch Style: Second Forbidden Offer Of Ra
Show

Type: Defensive | Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This technique is the second technique developed by Asch the bloody of the hidden sand. The user will draw blood on both of their hands , following right after creating a small scorch orb that will float in front of the user. The user will then clap his hands together with the scorch orb in the middle, using their blood as the sacrifice for the technique. The scorch orb will disperse into heat waves around the user while causing the users body to have a orangish red hue to it. This is to protect the user from the full brunt of this attack. This will also create a small mini scorch orb made out of the heatwaves, not fully manifested making it hard to see it orbiting around the user from out of short range The purpose of this technique is to make the ultimate defense, offensive. Anybody who comes within short range of the user, the heat wave will channel itself into the mini sun orbiting around the user, making the mini sun alot more potent and powerful due to the heatwaves, scorching them simply due to the heat waves emitting from the scorch sun. This does not evaporate the water in their body because it does not directly touch the opponent but it causes the opponents water and blood to boil at an intense temperature causing vigorous pain while at the same time scorching the opponents flesh with ease. This is a very extreme technique, as it can backfire and comes with a cost. Once this technique activates, due to the user being coated in large amounts of scorch chakra, their water and blood wont boil but their flesh will be burnt to the 2nd degree.

Note: Can only use once
Note: This technique ends once somebody activates it within short range
Note: Last for 3 turns before the technique runs out once activated in it's effect it lasts until the end of that turn
Note: Cant use any elemental jutsus besides fire and wind while active
Note: The heatwave surrounding the user from this technique follows the strength and weakness guide of scorch
Note: Once this technique activate, the user takes double damage whenever a technique lands being extremely painful
Note: Cant use any scorch technique above S rank in the same turn as this

As the waves shoot off (Im going to say Asch is about 6 meters away from you) Asch quickly change his path, instead of being linear, hes in an arc towards you, closing distance once more now entering short range, Asch begins to withdraw his sword infused with sound chakra, as asch begins to unsheathe it, the motion will give off a very loud and powerful screech that will echo in your ear very violently, causing you to lose balance and become dizzy right as asch expel a red crescent shape chakra wave towards your location in attempt to cut your body in half. (All this happens in one swift motion (The screech and red crimson wave as its in on time frame)) But it doesnt stop there, AT THE VERY SAME TIME due to Asch being in short range of his opponent, his scorch wave instantly manifest into a mini sun thats extremely potent. The moment it forms, it will cause the water and blood in your body to boil in a majorly painful way and can be fatal, as the sun begins to scorch your whole body, burning your skin, turning you into charcoal. Thus making the Sword Technique(s), and scorch technique happen at the same time.

(Ototon/Kenjutsu: Jinsoku Urusai) Sound Style/Sword Style: Swift Screech
Show
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is used in conjunction with sword arts of the user. The user will begin by initiating a sword strike towards the opponent. The moment the sword is in motion it will give off a very loud and powerful screech till the sword strike is finished. This technique is used to throw off the opponents equilibrium while in the middle of a strike, causing the opponent major dizzyness causing the opponent to stumble and lose balance while the screech echos in their ear. This technique is a double edge, as if no precaution are made the user is just as effected by the screeching effect.

Note: The Screech lingers in the opponent ear for 2 turns
Note: This technique restricts the opponent from using techniques based on alot of focus (Genjutsu, Yamanaka techniques, etc) S rank and above
Note: Can use a max of 3 times
Note: This technique can be used in conjunction with other kenjutsu techniques (Doing this will pair the techniques together and will count as a single time frame , but still counts as 2/3 moves if used)

(Suraisu Shinku no Nami) - Slicing Crimson Wave
Rank: B
Type: Offensive
Range: Mid
Chakra cost: 20
Damage points: 40
Description: The user does a simple cresent-shaped slash at the opponent, expelling a red chakra wave.
Orochimaru watches on as his opponent seems to form an orb in front of himself, his water dragon evaporating before it can even get close. In response the Sannin forms one hand seal and creates a network of tendrils underneath the ground, covered in a layer of mud from his earlier jutsu and imbued with an ability to make Asch's body several times heavier. As Asch tries to make his way towards Orochimaru the tendrils would emerge from the ground both in front of and behind him attempting to slam together crushing the man, should they make contact with Asch he would find himself much heavier which makes it much more difficult to move. Naturally this would prevent both the fire from continuing forwards and Asch from moving into short range of Orochimaru without dealing with the tendrils. As he does this the Golems to his right side would duplicate themselves once again, remaining still and ready.

Following this Orochimaru bites his thumb to draw blood and wipes it across his summoning tattoo, slamming his hand to the ground. By doing so he summons the powerful snake Manda to his left side, upon appearing Manda would use its strength to whip its tail towards Asch's right side. If it would hit the mace like tip of the snakes tail would deal a good deal of damage to the man.

(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent) 80 + 10 = 90
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.

Earthly Tether
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.


Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Become Earth
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth on the turn this technique is deactivated
Note: User is restricted to Earth and non-elemental abilities while this is active

(Kuchiyose no Jutsu: Manda) - Summoning Technique: Manda
Rank: Forbidden Rank
Type: Offensive/Defensive
Range: Short
Chakra cost: 50
Damage points: N/A (-10 to user upon summoning)
Description:
Manda is a gigantic, 100 meter long snake who serves as the "leader" of all snakes. Fierce and aggressive, Manda is a shrewd warrior. To summon Manda, the user takes a big gamble, as he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and the amount of chakra needed damages the user, making summoning Manda a forbidden act. Manda has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground, Manda can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.
Note: requires snake contract
Note: can only be summoned once
 
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BusinessManTeno

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As Asch soars through the sky he take notice to things submerge from the ground beneath him, and from the shadow below one was behind him. Asch didnt have time to waste already knowing that, he did (2nd affinity specialty) 2 quick handseals which caused a layer of wind to surround his whole body working in conjunction with his scorch technique and wind wings. Asch quickly manipulate the swords around his body to cut through the weakened mud/earth (If the one from behind him shall reach him, it would cut that up as well). Asch does all this without stopping his assault while quickly getting from out of range


Fuuton: Tenrai(Wind Style: Tenrai)
Show
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: The user forms a set of handsigns then releases a layer on wind charka around their body, the user has the ability to manipulate the layer of wind charka an form blades at any part of the body an can increase the size of blades at will, the largest the blade can get varies from what part of the body the it was made at,blades on the arm an legs can get to the size of an Zhanmadao,smaller places like knees elbows etc dont get nearly that large.

Note:Jutsu Lasts for 3 turns
Can only be used twice a battle
Can cut through up to A rank harden materials an block up to S rank lightning

As this happen, Asch wings flap two B rank fire waves once more right as you begin to summon to what seemed to be a huge ass summon. Asch Now being in short range, he quickly put his feet on the ground coming to a complete halt as his scorch sun begin to manifest into the large sun the moment the fire wings were shot off. As his scorch sun manifest he quickly whistles inducing you into a genjutsu where you feel major and crazy pain throughout your whole body, to where it even unbalance your chakra network. As long as I sustain the whistle, the genjutsu would continue to effect you. All this happens as the scorch sun manifest causing both you and your summon to be scorch to high heavens, burning both you guys to a crisp.. (Im going to go as far to say that your golems are also melted since they are not merged together) All of this would still happen regardless if manda was summoned also

(Ototon Genjutsu: Banshī no te de gōmon no seiki) Sound Release Illusionary Art: A Century of Torture at the Hands of a Banshee
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The most powerful sound illusion to be created, A Century of Torture at the Hands of a Banshee is a deviant technique, capable of rendering even the most powerful of enemies riddled with fear. The user will focus his sound chakra into a sound he will produce and which will carry the illusion and trigger it on any enemy that hears it. The illusion triggered is simple but surprisingly effective in all its simplicity: pain. Anyone who hears the sound will feel unimaginable amounts of pain all over their body to such an extent that they may even vomit and lose control of their chakra flow. Upon facing such pain, the enemy will lose control over his body and spasm as they curl to try and alleviate the pain. The longer the target is caught in the illusion the more severe the effect is. The illusion however is just that: an illusion. The pain isn't real or associated with any bodily aspect or damage. The user must, however, sustain the inducing sound and focus into his chakra flow (not being able to mold chakra at the same time) to sustain the effects of the illusion as when the sound ends, the enemy stops feeling the pain and recovers virtually immediately. Sounds that can trigger the illusion and carry it can vary from a whistle (very effective as it can be sustained for a lengthy time and be controlled), scream (less lengthy but easier to perform), music (if the user has a musical instrument), etc. If the sound is momentary, however, it will not induce an effective effect.
Note: usable once every 4 turns
Note: while sustaining the sound, the user cannot attack or move from his position, risking otherwise disturbing the sound he's producing and ending the illusion
 
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Houdinii

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As Asch soars through the sky he take notice to things submerge from the ground beneath him, and from the shadow below one was behind him. Asch didnt have time to waste already knowing that, he did (2nd affinity specialty) 2 quick handseals which caused a layer of wind to surround his whole body working in conjunction with his scorch technique and wind wings. Asch quickly manipulate the swords around his body to cut through the weakened mud/earth (If the one from behind him shall reach him, it would cut that up as well). Asch does all this without stopping his assault while quickly getting from out of range


Fuuton: Tenrai(Wind Style: Tenrai)
Show
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: The user forms a set of handsigns then releases a layer on wind charka around their body, the user has the ability to manipulate the layer of wind charka an form blades at any part of the body an can increase the size of blades at will, the largest the blade can get varies from what part of the body the it was made at,blades on the arm an legs can get to the size of an Zhanmadao,smaller places like knees elbows etc dont get nearly that large.

Note:Jutsu Lasts for 3 turns
Can only be used twice a battle
Can cut through up to A rank harden materials an block up to S rank lightning

As this happen, Asch wings flap two B rank fire waves once more right as you begin to summon to what seemed to be a huge ass summon. Asch Now being in short range, he quickly put his feet on the ground coming to a complete halt as his scorch sun begin to manifest into the large sun the moment the fire wings were shot off. As his scorch sun manifest he quickly whistles inducing you into a genjutsu where you feel major and crazy pain throughout your whole body, to where it even unbalance your chakra network. As long as I sustain the whistle, the genjutsu would continue to effect you. All this happens as the scorch sun manifest causing both you and your summon to be scorch to high heavens, burning both you guys to a crisp.. (Im going to go as far to say that your golems are also melted since they are not merged together) All of this would still happen regardless if manda was summoned also

(Ototon Genjutsu: Banshī no te de gōmon no seiki) Sound Release Illusionary Art: A Century of Torture at the Hands of a Banshee
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The most powerful sound illusion to be created, A Century of Torture at the Hands of a Banshee is a deviant technique, capable of rendering even the most powerful of enemies riddled with fear. The user will focus his sound chakra into a sound he will produce and which will carry the illusion and trigger it on any enemy that hears it. The illusion triggered is simple but surprisingly effective in all its simplicity: pain. Anyone who hears the sound will feel unimaginable amounts of pain all over their body to such an extent that they may even vomit and lose control of their chakra flow. Upon facing such pain, the enemy will lose control over his body and spasm as they curl to try and alleviate the pain. The longer the target is caught in the illusion the more severe the effect is. The illusion however is just that: an illusion. The pain isn't real or associated with any bodily aspect or damage. The user must, however, sustain the inducing sound and focus into his chakra flow (not being able to mold chakra at the same time) to sustain the effects of the illusion as when the sound ends, the enemy stops feeling the pain and recovers virtually immediately. Sounds that can trigger the illusion and carry it can vary from a whistle (very effective as it can be sustained for a lengthy time and be controlled), scream (less lengthy but easier to perform), music (if the user has a musical instrument), etc. If the sound is momentary, however, it will not induce an effective effect.
Note: usable once every 4 turns
Note: while sustaining the sound, the user cannot attack or move from his position, risking otherwise disturbing the sound he's producing and ending the illusion
Orochimaru watches Asch closely as the man forms a few quick hand seals and slices the earthen tendrils to nothing. As he does so the Golems Orochimaru created would duplicate themselves once again before they combine themselves into a single large S rank Golem. Asch however continues to advance on the Sannin, entering the edge of short range while releasing the waves of fire and the Scorch Sun draws the protective heat waves into itself to begin to manifest fully. Knowing he did not have much time Orochimaru releases a pulse from his body as Asch enters Short range(And releases the waves of fire and etc) by doing so the pulse would react to the waves of fire and cause a large angled explosion, blowing them back with great force.

Due to Asch's close proximity to the waves of fire (just behind them) he would be caught in the explosion too, knocking him back out of Short range and dealing a huge amount of damage to him.(Doubled by your own Scorch tech) As this happens the large Golem would advance on Asch, moving in an arc to the right(Asch's left) it aims to slam its large fists into Asch, crushing his head and chest. Orochimaru would not escape unscathed however, due to his momentary exposed to the Scorch waves he would receive some 2nd burns on his arms, chest and face although they do not hamper his movement anymore than the similar burns Asch already has. After the explosion Orochimaru slings two explosive tagged kunai at Asch, they would explode in his face aiming to finish him before he can recover.

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

BusinessManTeno

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As the rain comes pouring down, Asch not only noticed the glow hue from your body that was released, but as the rain drop, he could sense the chakra that was spreading outward from your position. As the fire wings go forward, he could sense the chakra that wasnt his still pushing outward. This was around the same time the scorch orb begin to manifest. Out of nowhere, a huge explosion took place. In the blink of an eye before the full brunt of the explosion takes asch, he takes one step to his right, causing his whole body to turn into pure scorch, turning intangible as his body sores several meters to the side. Luckily him still being in short range, the scorch orb never stop manifesting, thus continuing to burn you alive and boiling your body till hells end. The reason Asch was able to think so quickly was the fact that it wasnt all that unexpected.. He knew chakra was heading in its direction and had several things planned in a worst case scenario

(Shakuton: Kokyuu Helios) Scorch Style: Breath Of Helios
Show
Type: Offensive|Defensive|Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage:N/a
Description: This technique is the mother technique of the scorch technique Scorch Body/Body of the sun. The user will utilize the heated air version of scorch by taking a step in any direction. Once done the user will release all of their scorch chakra in their body turning themselves into scorch itself. This technique, though intangible is not used to bypass damage but use as another means of dodging, and/or traveling, as the user for a brief moment will travel through the air while in this scorch form in haste (Users Base Speed). This technique has very little offensive abilities as the damage from this technique cause minimum damage (Equal to D rank burns upon impact on opponent). The special thing about this technique is that it cauterize physical wounds due to the heat of the technique. Example: If the user gets stabbed in the leg and use this technique, once the user reforms the wound from the stab would be closed due to the heat of the technique.

Note: Can only be used twice per battle
Note: This technique is easily visible to the naked eye
Note: Cant use any scorch custom above A rank in the same turn

As this happen, Asch would have took major damage.. His body severely burnt.. By just barely dodging the attack, he still took some of the damage, while also his body taking twice the damage, leaving him severely burnt, and him on the ground barely hanging on, in crazy agony. With some of his last strength, he summon his snail Aquarius that appeared on his stomach as he laid on the ground. As soon as she was summoned she automatically got burnt due to how hot he was.. She knew Asch very well and knew he was a scorch user and knew that he had plenty scorch techniques that could backfire... This wasnt the first time he summoned her in times like this.. Without a moments hesitation she quickly got off him and formed a water orb around his whole body. Letting the water sooth his burns as he began to rest with his eyes close. Not fully unconscious, but not mobile at the same time.. Allowing the water to ease his burns and wounds....

(Ensui Katatsumuri Kuchiyose: Mizugameza) Cone Snail Summoning: Aquarius
Show
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Aquarius is the only cone snail that is a master of an element (water), making her one of the elites among the cone snail family and one of the very few who can use an element freely. Aquarius is even said to be one with nature (Water). Aquarius is 2 feet long and 3 feet tall (The shell is included in the size), Being able to ride or attach herself to the user for mobility. Her regular body is dark blue though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a clear water blue color with white speaks all across it, making it look like glitter all down her shell with the Aquarius symbol (♒) on the side of her shell. Her voice being almost identical to virgos, being as smooth as the ocean but can be distinguished if you been around them long enough. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy but due to her size a disadvantage, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being the size of a senbon. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed twice as fast as virgos due to her small body but at such a weaker strength being A rank in strength. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will only allow the opponent to use two jutsus in their next two moves, and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Aquarius isnt normally a fighter summon due to her unique abilities. Due to Aquarius being one with water, she is able to sense water up to 50 meters away allowing her to be alert with water be it from a distance or even below.[/COLOR] Also due to her mastery of water, she is not only able to use the water element up to and including S-Ranks.

Note: Last for 4 turns
Note: Striking with the harpoon or using water jutsus count as one move per turn
Note: The poison stays in the opponent body for 2 turns
Note: No other summons on the field at the same time
Note: Can only be summoned once per battle

(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



So just to clarify, I didnt stop my sun technique at all. It still manifested as I used my scorch technique since I was still in short range. lol
 

Detective L

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[Check]

Houdini asked me to check this. An interesting fight, nonetheless, the last two moves decide who really wins. I noticed some odd moves, but its good that you guys didn't quote each other z,z. Anyway, so Houdini in his move releases a defensive Fire technique which is difficult to counter in close range as well as at the same time, the Golem aims to hit Teno with its strength. Now in Teno's move, his Scorch technique still active, would become Scorch to dodge the Fire and his Scorch technique would take care of both Houdini and the Golem.

Its a tight one, for me, at least. However, Teno, I think you'd sustain that damage and not survive as you claim, leaving Houdini with some burns (minor damage), but less that what you attained. You even state it yourself;

As this happen, Asch would have took major damage.. His body severely burnt.. By just barely dodging the attack, he still took some of the damage, while also his body taking twice the damage, leaving him severely burnt, and him on the ground barely hanging on, in crazy agony
Its double damage to you, and you also say that the Golem is taken care off, but is it really? An S rank Golem melted instantly before it reaches you? I am leaning more towards Houdini's side, it feels like you were grasping a bit. The damage, the sensing of Houdini's tech being used and the space.. However, feel free to ask for another check if you disagree.

[Verdict]

Both Teno and Houdini would sustain damage, however, due to Teno's double damage output, I don't believe he will live long enough for his Scorch sun to actually kill Houdini before he himself dies. Thanks ^^
 

BusinessManTeno

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Thats cool.. I didnt think the scorch would melt the golem? If i did say that I was brippen.
Anyways ill chalk up this L.. You learn from your own techniques.. Lol alot of moves i wanted to do but I was restricted cause of my scorch.. 2-1 Dini up..

Nice fight man
 
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