[Closed] vs Houdini

Alyx

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Unofficial Battle
All Out Fight
Terrain: Ole Kirigakure Battle Grounds
Mid Range (8 Meters)

I'll be utilizing Mirabelle in signature, post ya bio and I'll start. Let's have a good one.
 

Alyx

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Oh my, is that Ren?” Mirabelle said, noticing the opponent approaching closer into the arena. It’s been eons, decades maybe, ok maybe not THAT long but its surely been some time since she’s seen him. She was leaning against a tree in the training grounds, practicing her meditation methods for senjutsu but she felt a familiar presence within her vicinity. She stood up, dusting herself off a bit until her clothes was fully cleaned up, her sapphire eyes measuring out her opponent’s body. Seems he’s in good health, considering he invited her out here to fight in the first place. “Let’s see how much stronger you’ve become since you started traveling in the world, Ren!” she said smiling. The blade on her waist, being Kurokiba while her bow was sealed within her palm for the time being. “Fair warning, I’m a lot stronger since the last time we fought, so be prepared!” she said, gripping the hilt of her sword; as she performed a quick draw motion and immediately sheathed the nodachi back in place. These motions were designed to allow her to perform a technique. In response to it, several humanoid familiars spawned to life directly all-around Ren. Once they did, the collective mass of electrical bodies quickly took charge towards him with the sole desire to crush him underneath their rampaging force. Awhile he handles that swarm; Mirabelle utilized it as a distraction as she passively summoned her bow into her right hand.



Once she did, she would knock an arrow from her quiver onto the bow; after making two quick hand seals. She kneaded her lighting chakra into the bow arrow and released it; allowing it sore into the skies above – to which it immediately upon reaching mid-range into the sky, the arrow splits into mul
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tiple copies of the original. The arrows then, all in one, immediately rain down on the terrain, which would cause the area starting four meters in front of Mirabelle up to a fifteen-meter diameter (in front of her) to be essentially be carpet bombed; laying waste to Ren and her own minions should they not be careful. “
Show me what you’re made of, Ren!” she said in an excited tone, the music in the terrain blasting from the speaker system she had built into her clothing. Once the area was cleared; she would take the opportunity to dash towards Ren’s location last known to her. In addition, the bow infused an additional amount of chakra into the arrow increasing the power potency of the scattershot.

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Kurokiba, or commonly known as “Black Fang” is a specialized nodachi. A special weapon known as a “Harmonic Ninja Tool”, this weapon came into Mirabelle’s possession during a training mission in the Lightning Mountains. The blade is pitch black in coloration, with a red and black hilt and matching black scabbard. The blade harmonized with Mirabelle immediately on touch, which allowed her the ability to harness a unique element known as Black Lightning. This allowed her to weave the element to life without the need of a source, using it on par as an Apex Handseal Specialist, simply needing to swing the nodachi in order to release and create techniques. She carries it with her at all times, being a secondary weapon alongside her bow or Bongseon.
Type: Defensive, Offensive, Supplementary
Rank: D - S Rank (A)
Range: Short - Long
Chakra cost: 10 - 40 (- 10 to Sustain)
Damage Points: 20 - 80 (60)
Description: Capella is rather a simplistic technique, designed to for the user in order to create chakra born familiars made of black lightning. These familiars can range from rather bland and basic designs such as animals to more unique designed ones such as mythical creatures such as dragons and the likes. The possibilities are endless, only limited by one’s own imagination. These familiars behave based on their designs respectively – as such humanoids are capable of walking and running, winged beasts can fly etc though of course a familiar of mixed anatomy can achieve multiple features as wells. They are sentient beings, though are incapable of human speech pattern, only able to act on their own outside of their creators control but can easily react to situations, exhibiting a rather limited but heighted thought process. They are capable of utilizing Black Lightning and Lightning Release up to their initial rank though in the case of multiple familiars being made at once, the each is only capable of using the rank they have after splitting (i.e S rank split into four makes 4 B ranks, meaning each familiar can only use up to B rank). They are also capable of dealing damage to an opponent based on their rank thought this comes at the cost of a move. This attack is a shocking physically striking blow depending on the anatomy of the familiar such as humanoid kicking or punching etc. They are capable of being summoned in various sizes, from D to C reaching up to five meters, B to A up to 10 meters while S rank reaches up to fifteen meters. Capella’s C to B Rank versions can be used an unlimited times per battle, while A rank can only be used thrice and S rank twice. B Rank requires one hand seal, A rank requires two while S rank requires 3. S Rank usage prevents the user from being able to use above A rank Black Lightning Techniques in the same and following next turn after its initial use, while a cool down of two turns. These familiars can be formed anywhere within mid range of the terrain but must be formed at least five meters away from the target, they however can operate long distances away while a familiar regardless of rank can only persist for three turns in total. The user is capable of interacting with these familiars without taking any damage.
Type: Supplementary/ Offensive
Rank: A-Rank + 1 Rank = S Rank
Range: Short - Long
Chakra: 30 + 10 = 40
Damage: 60 (80)
Description: The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile, such as a bolt for a crossbow. As they infuse their Chakra into the projectile, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a target before them, depending on how they wish to utilize this Jutsu, as there are two different, but conceptually identical usages for this Jutsu.

The first is for enemies that generally have some semblance of distance from the user. By aiming into the air, the user then fires their projectile into the air in an arc, aiming to hit the target on the descent of their projectile's arc. Once the projectile reaches a certain distance from the user, Mid-Range or beyond, the Chakra infused into the projectile "activates", forcefully shattering the fired projectile into numerous pieces, all carrying their own equivalent portion of the projectiles Chakra. Each fragment of the projectile then instinctively moulds the Chakra into the form of the original projectile, effectively creating a barrage of dozens of lightning-based projectiles formed from the scattered remnants of the original projectile. As the barrage of Chakra projectiles descends upon the target, the effect for each individual projectile is equivalent to that of an explosive tag, as when they hit the ground, surface, object, target, etc, they release the Chakra constituting the form of the Chakra projectiles in the form of of a concussive blast (Roughly 2m radius around the point of impact), individually dealing small amounts of impact-based, kinetic damage to the target which combines to create one, singular explosion, engulfing the surrounding area (Roughly 15m radius around the target).

The second application is similar to a certain degree, but is utilized for close quarters engagements, allowing range/ projectile fighters, who are generally susceptible to attacks in close range, due to their weapons being more inclined towards distant targets, to defend themselves. Instead of aiming into the air/ at the sky, the user aims directly at their target, and fires. Upon being loosed, the Lightning Release Chakra contained within the projectile automatically initiates both the fragmentation and shaping aspects of this technique, causing the lightning projectiles to be shot off in a cone towards the target direction. Due to not having travelled as far, or gained as much speed or force due to the descending arc found in the former usage, this usage lacks any of the concussive force found in it, and instead, the projectiles pierce through the target, shredding and embedding themselves within the their body. Once the projectiles have embedded themselves within a target, after 1 turn, the Lightning Release that constitutes the projectiles themselves dissipates, leaving behind open wounds within living targets, or cavities in solid surfaces they plant themselves within, potentially leaving fresh lacerations in their place.

Note: Can be used a max of 3 times per battle, and the user must wait 2 turns between each usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The Empress Dragon bow, a powerful bow that was handcrafted by Mirabelle Hayabusa. Her desire to create a weapon that suites her combat prowess as an archer allowed her to create this weapon. Through the assistance of her mentor, Paradox, a very cryptic weapons master – she was able to finally establish and create a bow that surpassed any of her previous weaponry. The bow itself is rather basic in design – being a sleek black coloration,having a somewhat glass like finish to it . The quiver associated with the bow rests on her hip usually but can be used in any fashion she desired such as on her back. The bow’s design is strong enough to resist one S rank attack or two A ranks before shattering to another technique afterwards. The bow itself is highly focused with its design of combining fuinjutsu and archery into one. These can be found below, with some of it revolving the bow itself and the quiver tied in.

Empress Dragon’s Armament (N/A) – Considered the most basic ability of the bow, is passive in nature and doesn’t require a move slot. Located on the bow and within the quiver are two seals, modified version of the “Lightning Blade Creation Seal”. Upon the user taking an arrow out from the quiver, it is immediately replaced with another in order to keep the user’s arsenal of arrows continuously filled. This allows the user to summon forth any kind of arrow she has access towards, though the quiver itself utilizes unique arrows as well. These unique arrows are adaptive by nature – meaning that they are capable of transforming into any kind of arrow the user might need in combat. This includes special arrows for custom fighting styles etc those allowing for the user to complete have access to their arsenal to the fullest capacity. This also extends to techniques that create chakra based arrows, causing adaptive arrows to absorb the chakra nature of the user and transforming into the needed arrow while the bow itself acts as the chakra bow if any is needed to be formed. The other seal is located on the bow itself, allowing the user to seal and unseal the bow into the palm if needed or to put away when not in use or to avoid someone trying to steal it. This doesn’t cost a move as well, though most at least be within ten meters of the weapon to do so.

Empress Dragon’s Enhancement Fang (N/A) – The secondary and final passive of the bow, located on the golden accents of the bow. This is an empowerment, with a seal that is passively activated each time the user utilizes a technique or skill from the bow. The seal passively siphons an additional amount of chakra from the user (+10) in order to enhance the strength of the bow and arrow. This acts as a means to increase the damage of these techniques by +1 rank or +20 DMG for techniques S rank and above in power.


Empress Dragon’s Comet (D – S) – The first active ability of the bow, in which utilizes a seal marked “energize”. Upon preparing to fire an arrow, the user can activate this seal – which causes an elemental nature or other nature transformation the user has access towards to be released. The seal then infuses the bow with said elemental nature, creating a coating around it. Once the arrow is released it soars through the skies at the intended target. The coating causes the arrow to gain the elemental properties of the chosen nature, that when striking them will react in a way the element normally does (such as fire burning the opponent, lightning shocking the opponent) etc. This can also be applied to Custom Elements or Advanced Elements. D to B rank can be used any amount of times per battle, while A rank can only be used thrice and S rank twice. A rank causes this technique to go on cooldown for two turns before utilizing it again while S rank causes this same cooldown but for three turns instead. Emperor Dragon’s Empowerment damage increase doesn’t apply to this ability. These arrows are fired up to long range, with the coatings being applied at a short range.

Empress Dragon’s Divine Protection (A) - The second active ability of the bow, the user is capable of activating a seal marked as “protection ” on the bow . By activating the seal, a spherical barrier of chakra will immediately form around the user (up to short range). This barrier is laced with sealing scrip all around it, that once foreign chakra comes into contact with it – the barrier forcefully seals the technique into the seal. Once this is done, the barrier collapses afterwards. This ability can only seal chakra/techniques up to A rank (30 Chakra) but cannot be used on living creatures unless it’s a chakra made familiar. Can only be used thrice per battle, with a cool down of three turns.
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
 

Houdinii

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Kouen ran his fingers through his hair as Mira addressed him, a demure expression on his face.

That's exactly the problem Mirabelle, I haven't got any stronger.

Kouens expression netrualised as the battle begun, the formation of several humanoids around him a clear threat. They even seemed to be composed of black lightning. Kouen would activate his gauntlets instantly in response, sand production commencing.

I can already see that much has changed.

Kouen would form two handseals, creating an armor of wind around his body and its twin, a huge dome of wind which reached up to 5m behind Mira. The dome began to rapidly contract even as the armor on his skin expanded, the armor cancelling out with the created soldiers while the dome would continue to rush inwards and threaten the kunoichi.

Kouen would follow up with 3 handseals and creating water below their battlefield, before he causes it to erupt from the earth below Mira in the form of a serpent. It would attempt to swallow and restrain her in its powerful rapids.


(Futon: Nepuchūn no Kurai) | Wind Release: Neptune's Cry
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.

Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn

(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.

NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT
 

Alyx

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Mirabelle was quick to notice the wind dome and armor being created around her old friend; prompting a smile to become seen on her face. Immediately instead of launching her arrow technique; she figured she’d do something else instead due to the more impending threat approaching her. “Don’t lie to me, I know you’ve gotten a little bit stronger since then!” she yelled back in protest to his claims. Regardless of this; she would gather her solar wind chakra throughout her body and with the use of two handseals, she would release a powerful force of green energy. The solar energy was powerful, coated in a wrapping of dragon chakra. The moment the dome made contact with the opposing technique; the dragon chakra partially erased it. The lowered the power of the opposing wind by half, as solar wind clashed with it afterwards, but due to the strength of solar wind, it absorbed the winds into its composition – becoming amplified by it as it continued in advanced towards Ren without issue. However, Mirabelle wasn’t done yet; as she wanted to make sure she knew what this fight meant.

As he handled the approaching heated energy; Mirabelle took an arrow out from her quiver – knocking said arrow onto her bow. Immediately, chakra leaked from the bow and empowered the arrow as she released it. Once the arrow was released, barrier would immediately be released, causing said barrier to lock onto its prey. Prioritizing the largest foreign chakra source (Ren’s) the arrow homed in on him; immediately approaching. If not careful, the arrow would pierce into his skin – causing him to become infected by the mystic code within the arrow. “Come on, friend. If I remember right, you’re a Sage Mode user too, show me that, I’ve been practicing the art myself but its nothing compared to you” she lied, considering she was a perfect sage mode user. She simply attempted to goad him into unleashing his own Sage Mode.

Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again
Type: Supplementary
Rank: B – S (B)
Range: N/A
Chakra Cost: 20 - 40 (20)
Damage: N/A
Description:
Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. When the wrapping application is used, the opposing technique interacts with the neidan first, which then erases chakra based on the amount is applied. Whatever is left over will behave in accordance with said rank so if 10 chakra remains after erasure, it will be D rank with 20 DMG. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). For example, if the user embeds 40 chakra into a technique that goes against a 120 DMG S rank with 70 chakra vs a 100 DMG Technique (40 Wuxing Embedded). After the applied technique clashes, which it loses, the neidan then interacts afterward, erasing 40 chakra this brings it down to 30 which then as the layering, it is treated with the A rank stats so 60 DMG etc since it originally had 70 This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cooldown duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.
Type: Offensive, Defensive
Rank: S - Rank
Range: Short to Mid
Chakra: 50 + 10 = 60
Damage: 80 (Physical) + 20 = 100
Description: A practitioner of Maguilty Sense will swiftly take hold of an arrow. This arrow is composed of a modified version of the “Boundary Barrier Technique”. Upon release, the sealing script within it will automatically release a barrier that spans up to mid-range instantly. It’s invisible to the naked eye, but what it does is create a zone of sensory for the arrow. It immediately causes the arrow to lock onto the largest source of chakra within the barrier. However, alongside the modified nature of the seal, comes in with the mystic code. Upon the arrow making either physical contact with the opponent, the spiritual parasite will be released. Upon the parasite coming into physical contact with the opponent, it will immediately begin to cause spiritual degrading of the target. As it does this, the target slowly begins to lose the ability to properly utilize chakra, Upon the first turn of exposure, the target loses the ability to utilize F ranks, which in the second turn cannot utilize S ranks and above etc. This lasts four turns before the parasite naturally dies out however, for however amount of turns the target remained, will require equal amounts for their ability to utilize said ability to return. Upon physical contact with the opponent 40 chakra is robbed and sealed into the mystic code. The arrow itself however deals 80 physical damage. Barrier naturally ends after two turns but requires a move slot after initial turn of activation to sustain. Simply dodging the arrow also will cause it to redirect towards the opponent, needing to get rid of the arrow. Can be used twice per battle, with a cool down of three turns between each use. No Yin or Fuinjutsu above A rank can be used in the same and next turns.
 
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