[CJ Lesson] Scaze & Erzo

Erzo

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It's a pretty simple technique. You spit a large bullet of water which will split apart at a pre-determined time. Meaning that when you spit the technique, that's the only time you can decide when it will split apart. Then once it does split apart, all of the bullets will travel in a path that arcs far from the originals, approaching your opponent from all sides to expand and pummel him to bits. Of course timing is very important with this technique, with the right timing you can make the bullet split apart, avoid the technique that your opponent used in retaliation to your water technique, have a second jutsu at the ready to defend from the technique that the bullets avoided, and have the bullets strike your off guard opponent. Pretty simple tbh.

This relies on Static Electricity. You infuse your chakra into the opponents clothes, so that when the opponents clothes rub, the friction produced creates Static Electricity *Insert sciency explanation here, which I cba to insert since you're at a higher education level than me and it'd probably be pointless, go ask Kurapika if anything, he's into this shit. <__<* Basically the lightning chakra serves to enhance the chances of builduip, and the amount of buildup created by clothes, so rather than a small shock which you may get once in a while, whenever the opponent moves, he/she will experience a shock. Etc.

Comprendey? Also list some Adv/Disadv for Static shock and your understanding of it. o_O
I understand. o_o

Lol'd at the bold.
Kinda disappointed that the jutsu doesn't do more damage when water is involved, but it'd be kind of overpowered if that was done.
Advantages: Prevents opponent from performing fast movements, could come handy in a close up fight and stuff.
Disadvantages: Fairly easy to get out of it, via a wind surge.
 

Erzo

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I basically need you to send your chakra into your opponents brain, disrupting their chakra flow and suddenly make them see and feel a rope of water has suddenly materialize around them, restricting their movement and preventing them from using hand seals. Since water can easily be materialized on the battlefield, it doesn't seem anything unusual which makes it slightly useful since the opponent would have to put a good reason as to why they think it's a genjutsu, or they'd at least have to waste a jutsu so that they can prove they tried breaking the water but it doesn't break so blah blah. Of course whilst they think they're bound by a rope of water, they'd just be standing there struggling to move, since it is after all a genjutsu.

You don't need to actually perform this, I just need to know whether you understand or not. <.<

(Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap
Rank: B
Type: Supplementary/Defensive
Range: Short- Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user releases his chakra and inserts it into his opponents brain whilst performing the snake hand seal, making it seem as if a long thick rope of water has suddenly materialize out of nowhere and wraps it self around the opponent, constricting the opponents movement, the rope would be so tight that the opponent wouldn't be able to move any parts of his body, thus preventing him from performing any hand seals, in reality the opponent would just be standing still struggling to move since he thinks a rope of water has tightly wrapped itself around his body.
Note: Can only be used 4 times.
Note: No other genjutsu in same turn.
Note: Lasts for 2 turn if the opponent hasn't managed to figure out it's a genjutsu and release himself.
 

System001

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(Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze

Alright utilize your fuuton chakra; channel it out towards a specific location; for now let's say four meters behind that tree over there. Allow your chakra to condense into compressed wind all the while utilizing shape manipulation so as to give it the form of a spear; using handseals to help you with the process of molding and manipulating your chakra. The dense now self sustaining spear will continue to propel itself through the air using your chakra and intentions as guidance; make it so that it pierces through the direct center of the tree. As stated by the jutsu; the spear creates a slight swishing sound and it's own breeze thanks to propelling itself using air currents. Though these weaknesses can be masked; you're a smart guy I'm sure you can figre out how; and then continue to state how in this thread.


Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from.

Restrictions
- Can only be used 2x
- No suiton jutsu S rank or above for the rest of the turn and the next turn.
- Can only be Taught by -Scaze-

Send your suiton chakra into the ground; use it to manipulate the moisture so as to create water; perform the dragon handseal to help control your chakra better and cause the water to violently emerge from the ground in the form of dragon headed trendrils; rope like thingies etc. Of course they're made of compact water; making them fairly dense for their size not only that but that posses a unique sticky quality and a high piercing rate. You can make the tendrils implode; or crush in on themselves; which can be used to damage whatever the tendrils may be wrapped around. Perform this; gimme some adv disdv/ potential strats

Doton/Fuuton: | Earth Release/Water Release : Seeds of Anihilation
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.

Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze

Alright release a small sphere made of compressed earth and then continue to release three smaller spheres of wind. All of these spheres are composed of a mass of unstable chakra; with the earth sphere spinning clockwise; and the orbiters spinning counter- clockwise. Then cause a single handseal causing all four orbs to come together; erupting into a turbulent cone shaped mass that spreads forwards and outwards; creating a vortex of ravaging wind and earth. Perform, adv,disdv/potential strats
 
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Erzo

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(Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze

Alright utilize your fuuton chakra; channel it out towards a specific location; for now let's say four meters behind that tree over there. Allow your chakra to condense into compressed wind all the while utilizing shape manipulation so as to give it the form of a spear; using handseals to help you with the process of molding and manipulating your chakra. The dense now self sustaining spear will continue to propel itself through the air using your chakra and intentions as guidance; make it so that it pierces through the direct center of the tree. As stated by the jutsu; the spear creates a slight swishing sound and it's own breeze thanks to propelling itself using air currents. Though these weaknesses can be masked; you're a smart guy I'm sure you can figre out how; and then continue to state how in this thread.


Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from.

Restrictions
- Can only be used 2x
- No suiton jutsu S rank or above for the rest of the turn and the next turn.
- Can only be Taught by -Scaze-

Send your suiton chakra into the ground; use it to manipulate the moisture so as to create water; perform the dragon handseal to help control your chakra better and cause the water to violently emerge from the ground in the form of dragon headed trendrils; rope like thingies etc. Of course they're made of compact water; making them fairly dense for their size not only that but that posses a unique sticky quality and a high piercing rate. You can make the tendrils implode; or crush in on themselves; which can be used to damage whatever the tendrils may be wrapped around. Perform this; gimme some adv disdv/ potential strats

Doton/Fuuton: | Earth Release/Water Release : Seeds of Anihilation
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.

Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze

Alright release a small sphere made of compressed earth and then continue to release three smaller spheres of wind. All of these spheres are composed of a mass of unstable chakra; with the earth sphere spinning clockwise; and the orbiters spinning counter- clockwise. Then cause a single handseal causing all four orbs to come together; erupting into a turbulent cone shaped mass that spreads forwards and outwards; creating a vortex of ravaging wind and earth. Perform, adv,disdv/potential strats
Upon hearing the instructions, Roy would waste no time in practising the use of the shown jutsu and goes on to to channel his wind chakra four meters behind the appointed tree and performs a single hand seal (Wind Affinity), condensing the chakra to compressed wind which he goes on to manipulate into a long sharp Spear, via the use of shape manipulation. Roy then proceeds to guide the newly created tree to suddenly thrust in the direction of the appointed tree, smashing through the centre of it, leaving a hole with quite a size on the tree.

What power you grace me with, Scaze-san.

No need to stop here, right?


After having successfully performed the Wind Spear, Roy goes onto to the second technique which he begins by slamming his hands down onto the ground as he uses his Water chakra to suddenly burst out from below and cms around the same tree the wind jutsu had been used on, to coat the bottom half of the tree in water which becomes viscous through the addition of more chakra as Roy uses the same properties of the C-ranked Water syrup jutsu to enhance the water. Without wasting time, a single hand seal is performed as the water which is covering the bottom part of the tree implodes on itself, destroying the covered parts of the tree completely.

As the two jutsus are completed, Roy takes a rest before getting up to perform the last and most complicated jutsu of all.

As he gathers himself, he quickly releases a compressed orb of Earth which quickly head towards the opponent, but without wasting a single second, Roy follows up with 3 compressed spheres of Wind which spin in the opposite direction of the Earthen sphere. By performing a single hand seal, the 3 spheres of Wind would combine together with the Orb of Earth, to create a huge vortex of spinning Wind which has a strong base, as the Earthen orb remains within.
 

System001

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Nice re-wording of what I said. u.u
Problem is you didn't give me the advantages and disadvantages or any potential strategies. Also just to clarify the water technique creates tendrils; in other words whips. Hence it wouldn't coat he tree it'd wrap around it and entangle it. O_O
 

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Nice re-wording of what I said. u.u
Problem is you didn't give me the advantages and disadvantages or any potential strategies. Also just to clarify the water technique creates tendrils; in other words whips. Hence it wouldn't coat he tree it'd wrap around it and entangle it. O_O
Thanks. :)

Advantages of Wind CJ:
Can form from behind enemies and isn't a basic frontal attack.

Disadvantages of Wind CJ:
Makes sound and gusts of wind. >_>
__________________________

Advantages of Water CJ:
Sticky aspect to it makes it hard to avoid with a generic Earth jutsu.

Disadvantages of Water CJ:
*Can't think of one.*

__________________________

Advantages of Fire/Wind CJ:
Strong attack YAY, and erm, quite a nice combo because Earth < Lightning but Wind > Lightning so good times.

Disadvantages of Fire/Wind CJ:
Opponent could intercept as soon as Earth is released. No wind = awh D:
 

System001

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Advantages of Wind Technique; it's presence can be masked with other jutsu or even the terrain itself. (Eg an exceptionally windy terrain would make it harder to spot, so on.)

Disadvanages: It moves in a straight line

Sticky aspect means that once it hooks onto your opponent their options are limited.

Disadv: It can only reach around within Short Range.
 

Erzo

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Perform 2 hand seals whilst releasing your chakra towards the area around your opponent and use shape manipulation to form the wind into an orb which traps him and close in on him bit my bit, crushing his body due to the pressure created. As the wind forms, it'd gust the opponent up slightly, leaving them without contact of the ground.

(Fūton: Ōbu hakai) – Wind Release: Orb Destruction
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart.
Note: Can only be used twice.
Note: No other wind jutsu in same turn.
Note: No Wind jutsu higher than S-rank, next turn.
 

System001

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I quickly perform two handseals; channeling my wind chakra towards your imaginary clone (:)). Utilizing my wind chakra; I create a small dense and powerful updraft that elevates your clone slightly into the air. The updraft envelops your clone as it begins to form into a orb of wind. The orb of wind begins to constrict on your clone within its immense pressure. Within the orb the intense slicing winds begin to ravage your clone, tearing him to shreds.
 

Erzo

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Herp Derp.

(Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation
Rank: S
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.
Note: Can only be used 2x
Note: Can only be taught by Erzo
Note: Web lasts until either destroyed, or four turns pass.
Note: No Water jutsus higher than S-rank, in the same turn.

A web of sticky water, you can do cool things with it, all of which you know.
Advantages and Disadvantages then the jutsu is yours.
____________________

(Katon/Raiton: Ho-Masubi's Raiden ) - Fire/Lightning: God of Fire's Thunder
Rank: Forbidden
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: An advanced Fire and Lightning combination. The user releases their fire chakra from their body, manipulating it so as to create several rings of flame that are arranged in a concentric circular pattern. The rings orbit the user at all angles, acting as a spherical defense. However the user quickly releases their raiton chakra outwards from their body, while performing two brisk handseals. The chakra creating dozens of threads comprised of lightning that branch outwards, coiling around the already rampant flames. The user then sends the flames forwards, the former rings breaking into large crescents which can be sent racing towards the opponent. The fire and lightning combo both incinerates and slices through anything within its path; carving a blazing path of destruction through the land. Alternatively the user can perform a single handseal, thus instead of sending the attack in a single direction, the user is cable of making the attack expand outwards up to mid range. As it does so the rings begin to spin faster and faster, to the point that the rings seemingly form a visually impregnable sphere.

Notes:
~ Can only be used once.
Note: Can only be taught by Erzo
~ No Fire or Lightning Jutsu above A-rank in the same and next turn .
~ This technique leaves the user lethargic while the users experiences painful pins and needles in their extermeites due to the overuse of chakra. This lasts for the rest of, and the next turn. Inhibiting the users resourcefulness.
~ Counts as two moves from the users move count

Boo to the restrictions! Advantages + disadvantages, then the jutsu is yours.
Also, had another thing to mention, but we'll skype, just remind me, k?
____________________

(Suiton: Omoi tatchi ) Water Release: Heavy Touch
Rank: S
Type: Supplementary/Defence
Range: Short - Mid (Mid when released from palms as a burst)
Chakra Cost: 40
Damage Points: N/A
Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses.
Notes:
~ Can only be taught by Erzo
~ Can only be used three times
~No Suiton jutsu higher than A-rank in the next turn
~Must wait one turn after use, before using it again.

Not sure if you've read this one or not, but again, advantages + disadvantages and the jutsu is yours.
I'll tell you a couple of useful ways to play with this, if you don't think it's helpful in battle.
 
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System001

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Alright, there's multiple advanatge'sto Sheblob's temtpation, I know them far better than you. Tje first would of course be the fact that the web is very incposcious, therefore this can effectively be used as a trap jutsu. It allows you to limit your opponents range of motion by having the web surround the entire area, it can be used to prevent a person evading, as should they evade they may end up running into one of the many webs. The fact that it ensares all objects that come in contact with it also proves to be fairly useful, allowing it to stop Kunai, and can even pose as a defense. The web also grants the user a level of sensory via vibrations communicated along the thread. Of course the sticky aspect of the thread makes it highly useful. Naturally the user could also combine this thread with lightning, channeling it into the water to further empower it. Creating shocking sticky water.

Disadvanatges would be that, while the web is extensively useful, due to it's size the power of it's ensarement is distrubuted across it. Therefore when it ensares the opponent, the forced used to escape may not have to be equivliant to S rank. Of course this has been slightly circumvented by introducing the snapping feature.

For the flame technique, the adv would be that it's highly powerful and covers a 360 degree area. Therefore it can be used to defend from various wind technique, particularly those which attack from all around the user. The second advanatge would be that due to the lack of handseals for the inital fire release, this technique remains to be extensively quick. Not to mention that the combonation of elements leaves this technique rather resistant to a lot of attacks. No to mention that because the fire is released first, it'd be fairly difficult for the opponent to turn the lightning aspect against the user through use of a water jutsu.

Disadvantages would have to be that it's forbidden rank and therefore drains a lot of power. Also well that's all i can think of I guess.

To be honest this technique could be rather useful, depending on it's exact applications. This can be particularly useful when combating larger summons, not neccesarily giant, but larger. Through use of this you could effectively slow, if not completely halt their movement. Not only that, but when fighting Akimichi's by using this it's possible that you could completely prevent their growth. The only thing that could have made this more useful is by making it have a wire like constricting aspect. So that as well as weighing the opponent down and sticking them together, it also completely inhbiits their limbs and applies some form of pain. Had it been made this way then you could effectively make an Akimichi's growth their own demise (Think Gluttony Vs Ling FMA). The second use of this technique I feel has slightly less applications, as it remains to be a blast. However depending on it's use it can prove to be extensively useful.

The disadvanatge would have to be that it's slightly limited by the fact that it applies no real force on the opponent, it just restricts them, where it might have been slightly more useful if it constricted them. Apart from that I have to admit it's a pretty nice technique.
 
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System001

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(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.

I have to admit I'm at a bit of a loss with this technique. I mean I get that you create hummingbirds, with a size range that at it's maximum is almost on its way to being the size of my penis, I get that they fly at fast speeds, increasing in conjunction to that of their opponents, up to 3rd gate. I get that they can either slice or push, and can even attack as a flock (I think?). I get that by that by default they create a (Orbital?) Defence around the user. But for some reason I get the feeling that I've missed something, whether it be something lost in translation, or a missed, incredibly useful and incredibly practical usage.
 

Erzo

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Ok, apart from everything you've asked, is there something you don't understand about the jutsu itself? Because I made it for a pretty simple reason, nothing big but I'd rather tell you on Skype.

If you have no questions about the usage of the jutsu, its yours.
Anyways, you get anything nice approved recently?
 
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