(Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of AugusCFS Approval: https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-7#post-21451315
Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus
Range:Short - Long
Chakra: 40 (-15 per turn)
Damage: N/A (80 if used to attack)
Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of a Great Stone Golem or the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into long range dealing 80 damage if the hit lands or even using the beasts mobility to quickly move around the battlefield. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses access to other Eight Deva Guardians techniques as well as their ability to use elemental ninjutsu, however elemental taijutsu and kenjutsu are still allowed within reason. Lethality of Augus can be used twice per event lasting 4 turns the first usage and only two turns the second usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Kinnara based Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a two turn cool down in between usages.
Declined: I'm fine with the Psuedo-Susano'o kind of vibe you've got going here, but in my opinion, there's a few things that need to be tweaked before I can approve this. I'm okay with the size of it being comparable to a Great Stone Golem, but allowing it to reach Long Range, when this is a melee focused Jutsu is a definite no. It'd be a different story if this was a projectile, like the second CFSJ you submitted, but it's not. From the earlier descriptions this seems to primarily be a defensive technique, what with you referring to it as a shield, and specifying that it forms very quickly. This implies you intend to use it in a reactionary fashion rather than a proactive one, and only has an offensive application due to it's size, shape and overall power. Anyway, you'll definitely need to reduce the range on this, cause straight up Long Range Taijutsu/ physical attacks are a no. Not even the Susano'o has that as a passive action, lol. Closest is Madara's A-Rank Jutsu using his Susano'o's blades.
Next is the ambiguous mention of moving around the battlefield. If you intended to use this Primate to allow you leap, or otherwise move to long range, on top of the aforementioned attacks reaching Long Range, that's blatantly too much. At best you'd be allowed to make short-ranged leaps, and even then, this would cost one of your Jutsu per turn, and have a limit on it's usage, such as a cool down period, or max number of leaps you can make in total. Additionally, in keeping with the last part, you should be defining the range and limitations on each aspect of your technique where applicable. Just because you say you can use this technique to move around, and the Range of the technique is stated to be Short - Long doesn't mean it'll be allowed to move that much. It's a separate part of the technique, and thus should carry it's own range by default, much like how Custom Weapons can be a specific Rank, but abilities of that weapon aren't necessarily of the same Rank, and are useless unless properly defined.
Then we have the slightly lesser issue of trying to use Jutsu while inside this Beast. Unlike Susano'o, where we don't know exactly how it works, and why it can allow things from inside to pass through, while blocking all external attacks, we know how your technique here works, as you describe it as constantly rotating currents given shape. Trying to use just about any Jutsu from within this would result in one of two scenario's happening. Your Jutsu would fail, as it would be shredded by your own technique, or it would weaken it from the inside, if not completely backfire on you. Say you try to use some kind of Fire-based NinTaijutsu from within this technique. You'd roast yourself alive, as the flames would mix with the currents, trapping you in a hellish maelstrom of your own creation, at least until you deactivate the technique, thus wasting it's application. Logically, in my opinion, while this technique is active, the best you can do is perform Chakra-less Taijutsu through the Primate, like shadowboxing, it following your movements, because this isn't even taking into account whether or not you'd even be able to use other Jutsu while this one is active, as you're constantly fueling it with Chakra to keep it active, and give it shape. That seems more taxing than examples of techniques that cost Chakra per turn, but allow other Jutsu to be used, like Doujutsu for example.
Finally, while your general restrictions are fine, with the exception of the second usage only lasting two turns being a bit harsh on yourself (you can bump it up to 3 turns in the next submission, cause what you have now would only give you the turn you activate it, and the next turn, which isn't even worth the Chakra cost at that point), the restriction on only Kinnara-style techniques is a bit odd, given that that style from your CFS encompasses the usage of your entire body. Logically, wouldn't this also affect the other styles, or even your body/ Taijutsu in general? It naturally won't be to the same extent as your 3 turn restriction on S-Rank and above Kinnara, but logically I think it should affect Naga and Yasha as well, given that either your arms or legs, and more likely both, would be utilized with this Kinnara technique.
(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Range:Short - Mid
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of an S rank Earth Golem and only reaches this size when it travels up to mid range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a two turn cool down in between usages.
Declined: Wew, almost approved this one, but there's a major flaw here. It's Short - Mid, okay, that's fine, but you want it to be as big as the S-Rank Earth Golem, aka, the Great Stone Golem Technique, the same size as the Jutsu you used as an example for scale in your last technique, that can be as large, or "tall" as 30m? The scale for the previous Jutsu at least made sense, given it's nature and purpose, but here it's illogical. A projectile with the size of a Golem? Lol, no. What you've got right here is a Jutsu that can reach Mid Range, but can actually reach up to 15m into Long Range, ignoring the Range specified in the Jutsu's Range part of the template. Or are you saying that it'll expand forward 15m into Mid Range, then backwards into you for the other 15m, and you'll be caught within your own technique? Cause if so, kudos on making Suicide-no-Jutsu. Same as with the first technique, please more clearly define the ranges for all of the technique's aspects. Okay, it can reach up to Mid Range reach, but comparing it's area-of-effect to a Golem, which has very odd, non-consistent measurements, is very silly. Give the wolf a more consistent radius/ diameter and area-of effect, and it'll make for less headaches in the future. Finally, x2 times usage limit is pretty standard, but only a two turn cool down restriction is very lax for an S-Rank. Compared to the first, which is also S-Rank, it's exponentially better. Change that, please.
(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Range: Short - Long
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle, weaponry, adhesives, props, and etc of various strengths and sizes. This technique primarily centers around props or "trick" arrows, the user will be capable of releasing various "props" as projectiles towards a target with the intent to harm, hinder, or bind. Unlike the release of basic weaponry, the props released in reality can be anything within reason. Classified as props due to their potentially creative nature as almost anything can be released. From a normal boxing glove to a spiked steel glove, mist that envelops the field, flowers, even food or clothes. The only real restriction when it comes to props is the inability to release anything living or sentient such as animal, and or lesser creatures. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves's are chakra infused, and possess no elemental S/W's being neutral that all elements.
Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.
Declined: The description of 'props' is hella undefined, and as it is now, it's still incredibly similar to the Kisei's transfiguration technique. You need to define a category of things that these props can be. I.E, these props could be exclusively weapons, and like the boxing gloves, swords, etc. Or, exclusively elemental in nature, i.e sticky water, adhesive mud, etc. Really, the only limit is that you have to categorize ONE of these for the basic technique, not all of them lol. That would be far too expansive for a single CFSJ.
(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique. This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range should it not be contested. Water, this elemental familiar is composed of incredibly dense water. It's body can be utilized as a water source, and any water technique utilized from this familiar will be enhanced by 20 DMG due to the increased density. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are S Rank and follow each element's respective S/W.
Note: Can only be used thrice per battle (once per familiar)
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.
Declined: This is cool and all, but you need to make note of whether or not the flammable gas familiar is visible. Additionally, I won't make it so that the earth familiar can disappear in such a way, it needs to be either 'sensed', make a sound, or have some sort of way for the opponent to find. And, finally, I don't think that increased density of water is a good enough excuse to grant an increase of 20 damage. Also, free form attacks at S rank is crazy. And, finally, put a duration limit on each creation. As it is now, this jutsu is incredibly wild and needs to be toned down a bit more.
(Tatakai no Gendōryoku: Sekai no Surēka ) - Warring Impetus: World BreakerApproved CFS
(Tatakai no Gendōryoku: Sekai no Surēka ) - Warring Impetus: World Breaker
Chakra Cost: 40
Damage Points: 80
Description: The user makes bulky armor emerge from their body featuring 2 additional crane-like limbs attached to an extremely heavy cylindrical pillar about the same size as the user. With engines integrated with the armor pumping concentrated chakra through these limbs, power is built up and released for a fast, earth-shattering thrust striking the target. Turbines attached to the pillar release highly condensed air mixed with combustible chakra out of the front of the pillar after impact. The mixture is ignited to cause a massive explosion to radiate outward and incinerate the target. Jets emitted from their armor keep them from being blasted away. This armor adds an A rank defense on top of existing armor that remains until destroyed and can be removed at any time.
-Usable twice per battle
-No S rank or higher Warring Impetus techniques in the same turn
(Tatakai no Gendōryoku: Isō Shifuto Sōkō ) - Warring Impetus: Phase Shift Armor
Chakra Cost: 50
Damage Points: N/A
Description: The user greatly expands the size of their armor with additional mass and machinery until the user is 18 meters tall, resembling a giant mech. This armor not only provides an S rank defense but also improves the defensive abilities of all existing and future armors by 20 points while active. A larger central engine within this armor powers it and allows the user to maneuver with the same ease as before. The armor's size makes Warring Impetus techniques larger as well but more chakra taxing, requiring 10 additional chakra points per technique.
-Usable once per battle
-Lasts for five turns
-The turn after this technique ends Warring Impetus techniques cannot be used and all accumulated armors are destroyed
Both Declined: You're not stacking multiple layers of these armors fam, if you activate one, then you lose the other. The second technique is especially wild, and the potential damage resistance buffs would be pretty ridiculous, especially for this length of time and with so few draw backs.
Pending: Leaving for someone else. Don't believe I'm able to check Rinnegan Customs.