[Closed] Faxe Kondi

ZK

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I'm in another fight, so it'll be unofficial. Still you can take credit if you win <_<

All out, everything goes.
Rei's R&R.
Mid range.
Plain field?

Post your bio. I'll make the first move.
 

ZK

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Madara bio in sig, though ofc it's not completely updated. Has Rinnegan passive and Wood Release now.
I'm not a 'long, detailed moves' kind of guy, so here goes.

Hawke, keeping his gaze locked firmly on your chin as Taijutsu Masters can, quickly forms two handseals, causing a cube of water to materialize around you, with its epicentre and starting-point a point right below your chin. The water whooshes into existence, hopefully taking you by surprise for a fraction of a second before it turns into scolding hot Volcanic Water, a liquid so pressurized and hot that it should all but melt your flesh and kill you within moments.
Certain that you will avoid your should-be demise Hawke forms a single handseal, using Empyrean Wind to draw all the soil far into the ground, leaving only a barren wasteland of silicon.

PS: I know you dislike the word 'instantly,' so imagine it's a 'as-fast-as-the-jutsu-can-possibly-allow' kind of deal.

Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank
(Kazan Suiton: Mizu no Henkan) Volcanic Water Release: Water Conversion
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user can instantly change an existing water source (water that has already been on the terrain or water jutsu used by the user; can't convert an opponent's water jutsu) into volcanic water by adding large amounts of fire chakra with massive chakra compression. The newly formed volcanic water can be used only as a source for volcanic water jutsu, normal water techniques aren't compatible.
~Can only be used four times per battle, must wait one turn before reuse.
(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
Rank: A-Rank
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
-No Forbidden-ranked Empyrean Wind techniques during the following turn.
-Can only be used twice (2) per battle.
 

Lord of Kaos

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I'm not a 'long, detailed moves' kind of guy, so here goes.

Hawke, keeping his gaze locked firmly on your chin as Taijutsu Masters can, quickly forms two handseals, causing a cube of water to materialize around you, with its epicentre and starting-point a point right below your chin. The water whooshes into existence, hopefully taking you by surprise for a fraction of a second before it turns into scolding hot Volcanic Water, a liquid so pressurized and hot that it should all but melt your flesh and kill you within moments.
Certain that you will avoid your should-be demise Hawke forms a single handseal, using Empyrean Wind to draw all the soil far into the ground, leaving only a barren wasteland of silicon.

PS: I know you dislike the word 'instantly,' so imagine it's a 'as-fast-as-the-jutsu-can-possibly-allow' kind of deal.

Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank
(Kazan Suiton: Mizu no Henkan) Volcanic Water Release: Water Conversion
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user can instantly change an existing water source (water that has already been on the terrain or water jutsu used by the user; can't convert an opponent's water jutsu) into volcanic water by adding large amounts of fire chakra with massive chakra compression. The newly formed volcanic water can be used only as a source for volcanic water jutsu, normal water techniques aren't compatible.
~Can only be used four times per battle, must wait one turn before reuse.
(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
Rank: A-Rank
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
-No Forbidden-ranked Empyrean Wind techniques during the following turn.
-Can only be used twice (2) per battle.
Watching Hawke, Madara observes him forming two handseals and a large body of water manifests around him. As the water forms, his Sharingan passively forms as he secretes Corundum chakra from his body, creating an armor around him as he senses the chakra imbibed within the water becoming altered, feeling traces of heat from the fire.

(Doujutsu: Sharingan) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30 (-10 per turn to keep active)
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.

(Kougyokuton: Hone Yoroi) - Corundum release: Armour of the Gods
Rank: A
Type: Defence
Range: N/A
Chakra Cost: 30+5 for every turn
Damage Points: N/A
Description: The user secrets a very thin but strong layer of Corundum which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental tai and tai S rank and down excepting the Gates and Super strength, lighning tai can shatter corundum wind tai generally isn't strong enough wind to cut through corundum, even though it is strong against it) and can absorb great impacts, leaving the user unharmed. It can also withstand any jutsu element which it has strength against up to S rank.
*The User cannot go to speed exceeding the Second Gate without the layer of Corundum breaking.
~The user constantly focuses chakra into the armor, manipulating the corundum to move with him as he moves, allowing him to move with the armor.

As the water superheats, Madara manipulates the Katon chakra in his body, superheating it and converting it into Shiroi Katon chakra as he stomps the earth, releasing the chakra into the earth to cause a pillar of white fire to erupt under Hawke, burning him with great damage as Madara takes off running towards Hawke in an arcing run towards his right ( Madara's left )

(Shiroi Katon: Kasai Kaishin) White Fire Style: Fire Conversion
Type: Supplementary
Rank: D-Forbidden
Range: N/A
Chakra Cost: Original jutsu cost +20
Damage: N/A
Description: The User manipulates the fire chakra within their body and adds excess chakra manipulating it into White Fire. This makes any Fire jutsu used by the User have the result of being stronger and deadlier than normal Katon jutsus. It is very strenuous on the user’s chakra converting the fire into White Fire and thus, an additional +20 chakra cost is added to the original jutsu usage.

( Katon: Gōka Honoo no Hashira Jutsu ) - Fire Release: Great Fire Flame Pillars Technique
Rank: A
Type: Offensive
Range: Short – Mid
Chakra cost: 30 (+20)
Damage points: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.

Note: The White Fire jutsu is made to convert fire chakra into white fire, making it essentially a one use jutsu. All fire jutsu used with it gain the properties of White Fire.
 

ZK

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Watching Hawke, Madara observes him forming two handseals and a large body of water manifests around him. As the water forms, his Sharingan passively forms as he secretes Corundum chakra from his body, creating an armor around him as he senses the chakra imbibed within the water becoming altered, feeling traces of heat from the fire.

(Doujutsu: Sharingan) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30 (-10 per turn to keep active)
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.

(Kougyokuton: Hone Yoroi) - Corundum release: Armour of the Gods
Rank: A
Type: Defence
Range: N/A
Chakra Cost: 30+5 for every turn
Damage Points: N/A
Description: The user secrets a very thin but strong layer of Corundum which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental tai and tai S rank and down excepting the Gates and Super strength, lighning tai can shatter corundum wind tai generally isn't strong enough wind to cut through corundum, even though it is strong against it) and can absorb great impacts, leaving the user unharmed. It can also withstand any jutsu element which it has strength against up to S rank.
*The User cannot go to speed exceeding the Second Gate without the layer of Corundum breaking.
~The user constantly focuses chakra into the armor, manipulating the corundum to move with him as he moves, allowing him to move with the armor.

As the water superheats, Madara manipulates the Katon chakra in his body, superheating it and converting it into Shiroi Katon chakra as he stomps the earth, releasing the chakra into the earth to cause a pillar of white fire to erupt under Hawke, burning him with great damage as Madara takes off running towards Hawke in an arcing run towards his right ( Madara's left )

(Shiroi Katon: Kasai Kaishin) White Fire Style: Fire Conversion
Type: Supplementary
Rank: D-Forbidden
Range: N/A
Chakra Cost: Original jutsu cost +20
Damage: N/A
Description: The User manipulates the fire chakra within their body and adds excess chakra manipulating it into White Fire. This makes any Fire jutsu used by the User have the result of being stronger and deadlier than normal Katon jutsus. It is very strenuous on the user’s chakra converting the fire into White Fire and thus, an additional +20 chakra cost is added to the original jutsu usage.

( Katon: Gōka Honoo no Hashira Jutsu ) - Fire Release: Great Fire Flame Pillars Technique
Rank: A
Type: Offensive
Range: Short – Mid
Chakra cost: 30 (+20)
Damage points: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.

Note: The White Fire jutsu is made to convert fire chakra into white fire, making it essentially a one use jutsu. All fire jutsu used with it gain the properties of White Fire.
Sensing and feeling the disturbance and heat in the ground below him Hawke quickly jerks to his right, moving many meters away from the now erupting pillar of fire in the blink of an eye. Safely out of range the Inuzuka reaches down to unclasp the weights about his legs, while simultaneously manipulating the Volcanic Water behind you to form a rolling wave that thunders towards you from behind, hopefully hitting your blind spot and cooking you alive.

Kyōkiken | Madness Fist
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nulified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on eachother.
(Kazan Suiton: Shin) Volcanic Water Release: Truth
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user is able to manipulate existing volcanic water at a greater level to form waves and streams of volcanic water.
 
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