Geezus vs Joestar

Geezus

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Since you didn't specify, I'm going to continue with the Bijuu cloak being created as I'm moving through the air and the clones created once I land.
_____________________________________________
DIO's eyes twitched, the Sage sensing the potent build-up of chakra gathering within Menma's body.

"Could this be..."

An aura of chakra, bright and like fire, flickered into being and clung tightly to Menma's body. The Sage's eyes narrowed, and he sent his instructions to The World Over Heaven. DIO dispelled the Susano'o once the duo were close enough to the ground to land safely, and focused his chakra into his right eye as they descended to begin setting up the Izanami. At the same time, The World thrust the Hands of the Sloth toward Menma in a barrage of blows. The Creation struck the area around the Jinchuriki, compensating for the illusions around him to ensure that the foe would be obliterated by the attack.

( Doujutsu: Izanami ) - Eye Technique: Izanami
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 100
Damage: N/A ( loss of a Sharingan eye )
Description: Izanami is one of the ultimate techniques of the Uchiha clan, said to have been created to deal with Izanagi users that went mad or abused it. It is a genjutsu which affects the target through physical sensations shared between them and the user. Like its counterpart, in exchange for the temporary ability that it grants the user, the Sharingan with which Izanami is cast is sealed away and loses its light forever, leftblind for the rest of the match. According to Itachi, this technique and Izanagi form a pair, but while Izanagi is a technique capable of altering destiny, Izanami is instead one that "decides" it. To begin the technique, after selecting any arbitrary moment, the caster uses their Sharingan to remember the physical sensations and every detail that surrounds him and his opponent as well as the information gathered by all his senses and that of their opponent's during that instant like a photograph. The user must then intentionally replicate the same sensation, feeling and moment and in the same way, memorise it with their Sharingan. Then, upon casting the technique, Izanami overlaps and connects these two identical "moments" as well as the flow of time between them, creating an infinite loop of events that entraps the opponent's consciousness. Whilst under the effects of the technique, the target stands motionlessly as the loop of events continually replays inside their mind. Each time a loop is repeated, any physical damage incurred is reset as it were before the start of the loop. Despite being able to become consciously aware of their situation and act differently, the victim is unable to significantly alter or escape from the inevitable progression of these events. However, because this technique was created to reprimand and save the users of Izanagi, the victim is able to escape the infinite loop if they can acknowledge the real results of their actions and in doing so, accept their fate.
Note: Can only be used by Uchiha bios and the user must have mastered all Sharingan Genjutsu as well as gained access to MS or EMS, even if he doesn't need it to cast the illusion.
Note: Can only be used once per eye, after which the used eye loses its light for the rest of the fight.
Note: Doesn't require eye contact and takes 2 turns to set up and then trigger, during which the user can't use Genjutsu on the enemy.
Note: The user is left noticeably exhausted once the technique is fully triggered, while the target is left locked inside the illusion for up to 3 turns, unable to move or be aware of anything from the real world during that time. During those 3 turns, the user can make use of Genjutsu to interrogate the target freely without him knowing. After the 3 turns pass, the target is released but left in an exausted state, unable to fight or flee.
Note: Once triggered, target can't release himself from the illusion for the full 3 turns.

(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth(Reference)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them. The user creates several chakra arms (up to 8) behind them which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these hands. The best way to describe this technique is in relation to Madara’s Boader Jail technique. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Gotta question
 

Geezus

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So as agreed, your Hands of Sloth missed yet again due to you being long range currently. Proceeding from that knowledge, the clones are created and you have currently used Izanami.



The golden humanoid shroud disappeared as Menma and his clones sensed a large concentration of chakra within the opponent's eye. They also sensed the Hands of Sloth coming towards them, however, at this distance they were stopped short, missing completely yet again. U, who had clapped his hands together and had already been focusing and preparing the necessary chakra needed in preparation for his summoning technique, had finally gathered the required amount of chakra. Once he had reached his completion, Pa and Ma toad were summoned among the shoulders of U. Standing on U's shoulders, they realized the situation they were in and though they were quite reluctant on helping him, they were loyal enough to aid him in combat against the opponents.

(Kuchiyose no Jutsu: Nidaisengama ) Summoning Technique: The Two Great Sage Toads
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (X2 if summoning both)
Damage: N/A
Description: One of the elder leaders of the Toads of Myobokuzan, Fukasaku (also known as Pa) is a small toad (somewhat in contrast with the fact that he's older and more powerful than the gigantic Gamabunta) who serves as the main teacher of Sage techniques to Naruto and Jiraya. Possessing a keen intellect, he is a master strategist and an experienced fighter. Shima (also known as Ma) is his wife and acts as his battle partner but also one of the elder leaders in the clan as well. Capable and powerful, Shima matches Fukasaku's battle prowess and share most of his abilities. Both are capable of using Frog Katas and gathering natural energy to temporarily boost their physical strength (if they aren't merged with the user). Both can perform ninjutsu and use Senjutsu Techniques and while Fukasaku can use up to S-Rank Water and Wind techniques, Shima can use up to S-Rank Fire and Wind techniques. Both can use oil techniques, a trait shared amongst most Toads, and some unique techniques known only to toads. Ma and Pa are the only toads that can merge with the user to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Amphibian Mode is kept. The user can summon one or the other, once per battle for each. However, if the user wants to summon both in the same battle, he needs to gather chakra for one turn before they are summoned (the user does the summoning technique and waits one turn for the summoning to be complete, keeping his hands together as he gathers enough chakra to perform the summon). They seem to be constantly infused with natural energy or their sage mode is incredibly durable though they haven't shown the same type of sensory awareness as ninja sage mode users.
Note: Requires signing the Toad Contract
Note: The user may still use other techniques while summoning the elder toads, but cannot perform any handseals

Meanwhile, at the same time as the summoning technique occurred, Menma and his remaining clones took subsequent action against the opponent and would seek to restrain the opponents completely as they sought to annihilate them. With a plan in each one's mind to thwart any attempts DIO and his creation were attempting to come up with to take the upper hand, they all acted as an extension of a single mind working in tandem to layer several techniques upon one another in a quick sequence with no room for the opponent to react to the several things that occurred near simultaneously. Menma, ZU, MA, and KI all raced into Mid Range, of course, U followed lagging slightly behind the others purposefully to keep in range of them. As Menma would begin fashioning a short sequence of seals, ZU and MA worked in tandem with one another to combo a set of techniques together. With a single Dog seal which ZU held, the clouds accumulated and began to rain down upon the battlefield and opponents releasing a unique chakra draining rain that would make maintaining any technique the opponents had active impossible. As the rain fell as quickly as it had started, it formed into a giant wave of water that would form a orb around DIO and his creation keeping them suspended in the air and unable to move. The same wave of water was used by MA as a means to create two familiars, named Vothdar and Vol Anari. Vothdar's composition was that of the Grudge Rain technique's and he was capable of absorbing chakra from the opponents , forming within the wave of water that had begun fashioning around the opponents. Vol Anari, passively spread out into a thick mist which would prevent the opponent from being able to see what was going on outside the flow of water he and his creation were being simultaneously placed in. As this transpired however, Menma's own sequence of handseals had completed, and he then placed his hands on the ground, layering two techniques among the already happening combo of water techniques his clones had employed. The techniques Menma employed were a unique combination of Sealing Techniques, the most prominent being the Multiple Infinite Embraces technique, which would not only make it impossible to move, but also prevented DIO or his Creation from utilizing anything higher than A-rank techniques for as long as they were subjected to the seal. However, for a extra bit of razzle dazzle, Menma had added his own unique seal to the mix, the seal being known as the Anchor technique, would also be applied as the MIE took hold, all these techniques occurring in the same time frame. The anchor seal formed upon the two caught in the MIE and immediately branded the backs of the necks of DIO and his creation with the seal, two large black weights made of Earth chakra would subsequently form around both DIO's and his creation's heads encasing them completely. This not only made them unable to move their heads but would also completely restrict their sense of sight, hearing, smell and etc. The weight would effectively make any subsequent moving nearly impossible cutting their speed in half and preventing any movement based techniques. The massive drain on the opponent's chakra reserves again would not only prevent them from using any techniques, but end any techniques which were currently active meaning The World's Hands of Sloth would end, but so would DIO's use of the EMS, and subsequently Izanami, due to the premature deactivation.

Menma would subsequently be gaining 200 chakra from the opponent's per turn.

(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-50 to the enemy per turn whilst trapped)
Damage: N/A
Description: The user will first perform the Dog hand seal and release his chakra into the atmosphere which will then create an accumulation of large storm clouds in the sky, which in turn produces rain. The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. While the targets are trapped in the water, their chakra will slowly be drained away. The water vortex can be sustained and controlled for up to two turns as long as the user keeps the dog hand seal made.

(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: S-rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
Can only be used twice per battle.
Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
 

Punk Hazard

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So as agreed, your Hands of Sloth missed yet again due to you being long range currently. Proceeding from that knowledge, the clones are created and you have currently used Izanami.



The golden humanoid shroud disappeared as Menma and his clones sensed a large concentration of chakra within the opponent's eye. They also sensed the Hands of Sloth coming towards them, however, at this distance they were stopped short, missing completely yet again. U, who had clapped his hands together and had already been focusing and preparing the necessary chakra needed in preparation for his summoning technique, had finally gathered the required amount of chakra. Once he had reached his completion, Pa and Ma toad were summoned among the shoulders of U. Standing on U's shoulders, they realized the situation they were in and though they were quite reluctant on helping him, they were loyal enough to aid him in combat against the opponents.
(Kuchiyose no Jutsu: Nidaisengama ) Summoning Technique: The Two Great Sage Toads
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (X2 if summoning both)
Damage: N/A
Description: One of the elder leaders of the Toads of Myobokuzan, Fukasaku (also known as Pa) is a small toad (somewhat in contrast with the fact that he's older and more powerful than the gigantic Gamabunta) who serves as the main teacher of Sage techniques to Naruto and Jiraya. Possessing a keen intellect, he is a master strategist and an experienced fighter. Shima (also known as Ma) is his wife and acts as his battle partner but also one of the elder leaders in the clan as well. Capable and powerful, Shima matches Fukasaku's battle prowess and share most of his abilities. Both are capable of using Frog Katas and gathering natural energy to temporarily boost their physical strength (if they aren't merged with the user). Both can perform ninjutsu and use Senjutsu Techniques and while Fukasaku can use up to S-Rank Water and Wind techniques, Shima can use up to S-Rank Fire and Wind techniques. Both can use oil techniques, a trait shared amongst most Toads, and some unique techniques known only to toads. Ma and Pa are the only toads that can merge with the user to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Amphibian Mode is kept. The user can summon one or the other, once per battle for each. However, if the user wants to summon both in the same battle, he needs to gather chakra for one turn before they are summoned (the user does the summoning technique and waits one turn for the summoning to be complete, keeping his hands together as he gathers enough chakra to perform the summon). They seem to be constantly infused with natural energy or their sage mode is incredibly durable though they haven't shown the same type of sensory awareness as ninja sage mode users.
Note: Requires signing the Toad Contract
Note: The user may still use other techniques while summoning the elder toads, but cannot perform any handseals
Meanwhile, at the same time as the summoning technique occurred, Menma and his remaining clones took subsequent action against the opponent and would seek to restrain the opponents completely as they sought to annihilate them. With a plan in each one's mind to thwart any attempts DIO and his creation were attempting to come up with to take the upper hand, they all acted as an extension of a single mind working in tandem to layer several techniques upon one another in a quick sequence with no room for the opponent to react to the several things that occurred near simultaneously. Menma, ZU, MA, and KI all raced into Mid Range, of course, U followed lagging slightly behind the others purposefully to keep in range of them. As Menma would begin fashioning a short sequence of seals, ZU and MA worked in tandem with one another to combo a set of techniques together. With a single Dog seal which ZU held, the clouds accumulated and began to rain down upon the battlefield and opponents releasing a unique chakra draining rain that would make maintaining any technique the opponents had active impossible. As the rain fell as quickly as it had started, it formed into a giant wave of water that would form a orb around DIO and his creation keeping them suspended in the air and unable to move. The same wave of water was used by MA as a means to create two familiars, named Vothdar and Vol Anari. Vothdar's composition was that of the Grudge Rain technique's and he was capable of absorbing chakra from the opponents , forming within the wave of water that had begun fashioning around the opponents. Vol Anari, passively spread out into a thick mist which would prevent the opponent from being able to see what was going on outside the flow of water he and his creation were being simultaneously placed in. As this transpired however, Menma's own sequence of handseals had completed, and he then placed his hands on the ground, layering two techniques among the already happening combo of water techniques his clones had employed. The techniques Menma employed were a unique combination of Sealing Techniques, the most prominent being the Multiple Infinite Embraces technique, which would not only make it impossible to move, but also prevented DIO or his Creation from utilizing anything higher than A-rank techniques for as long as they were subjected to the seal. However, for a extra bit of razzle dazzle, Menma had added his own unique seal to the mix, the seal being known as the Anchor technique, would also be applied as the MIE took hold, all these techniques occurring in the same time frame. The anchor seal formed upon the two caught in the MIE and immediately branded the backs of the necks of DIO and his creation with the seal, two large black weights made of Earth chakra would subsequently form around both DIO's and his creation's heads encasing them completely. This not only made them unable to move their heads but would also completely restrict their sense of sight, hearing, smell and etc. The weight would effectively make any subsequent moving nearly impossible cutting their speed in half and preventing any movement based techniques. The massive drain on the opponent's chakra reserves again would not only prevent them from using any techniques, but end any techniques which were currently active meaning The World's Hands of Sloth would end, but so would DIO's use of the EMS, and subsequently Izanami, due to the premature deactivation.
Menma would subsequently be gaining 200 chakra from the opponent's per turn.
(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-50 to the enemy per turn whilst trapped)
Damage: N/A
Description: The user will first perform the Dog hand seal and release his chakra into the atmosphere which will then create an accumulation of large storm clouds in the sky, which in turn produces rain. The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. While the targets are trapped in the water, their chakra will slowly be drained away. The water vortex can be sustained and controlled for up to two turns as long as the user keeps the dog hand seal made.
(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.
Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.
Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.
Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: S-rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.
Fuinjutsu| Anka - Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
Can only be used twice per battle.
Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
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Let's discuss.
 

Pervyy

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Ladies and gentlemen, boys and girls and any other gender that you're feeling, it's time to put this one to rest. Well seeing as they both had the argument on my profile, i'm going to take it as they agree to me checking the fight, if not, i'll put it down to them "wildin" and check it anyway. Gonna break this down in two ways. First perform the check on these past two moves then following that i'll give a run down of the overall fight to determine the end result. After which, if they are not happy they can try and get another sensei or mod to check this s**tfest, but all's i can say is good luck with that. No on to the main event.

Turn 5 (wow, that's mad):

I'll just explain that on discord i tagged both members before this to explain that the mirrors creating fake clones would be destroyed. This would have been by either the bijuu chakra or Riker's CEJ hitting them, resulting in them being gone. This would then hold little relevance due to all the clones being made. I did explain this after Riker had posted his move though, before Geezy posted his. This was due to the fact that Riker used Izanami in his move and Geezy argued he wouldn't know who the real one was. But when it comes to Izanami, you initiate the technique in your turn to memorise all the surroundings etc, ready to create the perfect illusion of the loop two turns after. Until that time came, knowing the real one wouldn't make a huge difference. Though with the mirrors being destroyed, in that moment Riker would of seen one Naruto, after that the tf was Kyuubi then clones. So in that time frame he would actually have been aware of the real naruto before the formation of clones. Not that it will be relevant now, but it's a penny for thought.

Riker: Riker started his turn with the initiation of Izanami. At the same time he had his creation used the hands of the sloth to try and strike. These would only reach mid range. His exact wording was "The World thrust the Hands of the Sloth toward Menma in a barrage of blows. " the blows are heading towards Menma even though they don't reach. This will come into play a bit later. He stated he struck the area around too. This would account for the creations of the clones i believe. It's a relatively simple move, but served for an end game win. Though the mistake was messing up with range.

Geezy: Now, i wish you'd separated this out into paragraphs and outline exactly which clone does what and when, that would make it not only easier for your opponent to understand and reply accordingly, but for those who check it to get an understanding. This is something i do with my paths etc. It's would go for riker too. That aside let me try and break it down and digest this step by step.

U - Ma and Pa: Now you made two fundemental mistakes when it comes to these old geezers. The first is that in your last move, even though you mentioned this "U who was standing in the back of the group, would clasp his hands together to prepare a summoning technique that would take a few moments to prepare. " your clone can't actually perform the summoning. The trend for all summoning jutsu is a tattoo/blood etc when it comes to summoning toads. Clones can't perform summonings. Now i know when Ma and Pa were summoned against Jman, it was offscreen and it went from him being smashed through a wall to a summon being nuked away. But i'm following the trend that's been in place for years that clones can't do summoning as they don't have blood to do it with. Not only this but you also did not post the jutsu for reference. You need to do this to outline what you're doing. Otherwise this could be severely abused in the rp, i'll outline a couple of examples in the spoiler below:
Directly relating to your fight. Riker could legit just post that he takes in the entire field, memorising it all saying he's enjoying his fight. Then two turns later be like "Oh yeah you're in izanami". It can't work like that in the rp.

Another example would be "I send my chakra to the sky". Like that's cool and all but what for? You have to outline what you're setting up for in a clear tone so as to not allow for things to be abused. I mean if that was the case old jutsu would be so easy to abuse, here's one of my own that could be abused:

(Sennin Arashi) - Sage storm
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough.
Note: Useable twice
Note: Must be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 1 turn
Note: Must be taught by the pervy sage

TLDR version: CLone can't summon them and you need post the jutsu for reference.

Zu - Grudge rain: Due to him running to mid range with the rest i'll assume this tries to happen in the same time frame, even though this is a long range tech. What i don't understand is "the clouds accumulated and began to rain down upon the battlefield and opponents releasing a unique chakra draining rain that would make maintaining any technique the opponents had active impossible. " I'm note sure where this came from. No part of your jutsu state the rain prevents them from maintaining techniques at all. I've re read the jutsu a few times, so if i'm missing something, directly quote it to me and send it to me for me to re evaluate, otherwise, unless a jutsu specifically states something, don't make assumptions. This goes back to my first ruling where i said you can't control the direction someone falls with world shaking. The jutsu doesn't state it so it doesn't happen like that. WHile i'm on this though lets go to the familiars:

Ma - Familias: You try and create two familiars from the rain that is falling on Riker and his creation. I read something in the VM's arguing about chakra over powering and negating stuff. That's wrong. Geezy's jutsu states that it's made from a source taking on it's properties etc, it works with the jutsu. The only case where you can negate your own jutsu, that i'm aware of, is with genjutsu. If you place someone in a C rank genjutsu, then place them in a B rank genjutsu after, the change in chakra from the B rank will negate the C rank illusion, acting as a form of kai. This is outlined in the genjutsu layering rules if you'd like to read it in further detail.

The major problem you have here is how you've gone about it Geezy. You create the heavy rain which is fine. But then you use a giant wave of water to bind them, this is also fine, part of your jutsu. The rain would have to be already falling for this to happen. It doesn't drop as a wave the wording is "The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. " You go to produce these familiars from the rain " The same wave of water was used by MA as a means to create two familiars". Don't worry i'm getting to my points.

The point is you can't create the familiars at the same time as the rain, as the rain has to fall and form a wave which you then create the familiars out of. There would be a delay and therefore another timeframe introduced. There is an example in the tournament, i believe it was Broly vs Riker where Broly tried to create a barrier that created a barrier as it forms. One would have to form then the other would follow. In this case you'd have to create the rain to then create the familiars out of it, a two step plan.

Final point I'd like to outline on this is indeed the spawning rules. You wouldn't be able to spawn these within short range of Riker. They are an offensive jutsu and so can't be spawned in short range. Once again for a reference go check the tournament where i believe the ruling comes from Serpent vs Delta when it came down to his tar swamp. Your wording was ambiguous though in the range in which the water familiars form. The wave would have to go bind them, but from the same wave the familiars are formed. So by that merit the wave itself would have to be outside of short range. Leaving a space for the opponent's response. A running theme in this move.

Naruto MIE combo: Well, the combination itself is fine. MIE and increasing it's rank through a weight based application to pin them down is. My issue actual lies with how this ties into a move as a whole, going off what i've stated above.

First off, look at the explanation of the water jutsu i've given above. You'd have to make this outside of short range based on your familiar's being formed in it. MIE is a barrier with a short radius. The images of which you have both seen in the VM conversation you had on my profile.

This ties into the range. Because going off my previous analysis on how your move would have to be for it to actually be legal, the water technique wouldn't be able to actually bind Riker and his creation as the water would hit the barrier. Not only this would you're kind of contracting what you're doing. "it formed into a giant wave of water that would form a orb around DIO and his creation keeping them suspended in the air and unable to move." How can the water lift them up into the air if the MIE is forcing them down with an added weight seal. The water couldn't break through the barrier and even then the application of the water would be overpowered by the fuuin already in place that can be made within short range.

Final thing is, Hands of the sloth is already active. It's there to be controlled, he's not activating it he's controlling it. He can still control it to strike.


Final Evaluation:

Right with all of the above outline, let me tell you what actually happens in a step by step way, establishing events and a time frame in the process:

  1. Geezy's clone goes to summon ma and pa. This fails for reasons outlined above
  2. Real Geezy and clones would run forwards. They would run into the hands of the sloth that was mid range as the arms were never withdrew.
  3. Geezy's clones would be destroyed and because they are jutsu, the hungry ghost effect would actually apply to Geezy. The MIE would fail due to Geezy being hit back, having run into fists. His clones gone and so on so forth.
Had Geezy said he avoided the hands of the sloth in the process of his move, his move would have worked in the following way:

  1. Ma and Pa would have failed to be summoned. The clones and Geezy would have ran forward. Geezy would have initiated MIE combo and it would have begun to rain
  2. The rain would form into a wave, outside of short range, the familiars would have formed within this wave and mist would have spread, this would be the second time frame slot.
That is only if his move had of worked though. As it stands. Geezy has one clone behind him, the real of him was knocked back by the hands of the sloth, in that the MIE wouldn't take effect, and pa and pa wouldn't of been summoned. Right now it would be a stand off with it being Riker's move should the fight continue.

This is the third and final check. So with this a final grading must be applied. I'm gonna go eat pizza then i'll give you a run down and decide the fate.
 

Pervyy

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As asked by both parties, i'm going to be checking this fight. So i'm gonna break it down move by move to make it clear moving forwards. If you don't like this, well you can always grab another sensei after.

Turn one

Geezy - He has 4 copies of himself thanks to the ninja tech. He passively activates sage mode with 20% chakra, then uses the vibration gen. Following that he uses the Toad stomach tech followed by wind blade. This would be a little weird as it would rely on Riker looking at the real you, in the eyes for the trigger, making eye contact. Just my thoughts but just cause you're looking at his eyes, doesn't mean you've made eye contact.

Riker - Riker used his creation to create a blade of water to cut him to break the gen. He passively activated EMS. Riker uses Susanoo incomplete form to tear through the toad flesh and attack. More than enough to over power the wind. Following this, with them being sent back to the field, riker goes on to heal himself.

No issues here.

Turn two

Geezy - Geezy used earth shaking to try and counter the water freeing Riker. This is flawed, because Geezy doesn't control the way the ground shakes or how the creation falls. That is unpredictable. It could fall backwards and just not connect, on the other hand if it fell forwards it would just cut lower, falling down. The other thing to consider is the way the water works. The creation makes the water with it's hands movements, even if you caused it to lose balance, unless you use world shaking, before it's water (Breaking the timeframe) you wouldn't change it's trajectory. Last but no least, you should specify the area effected by the shaking, cause the real riker would be thrown off balance, which could cause the water to miss completely. TLDR; You can't just decide the fall when it's an uncontrolled earth shaking.

Geezy follows up with some taijutsu.

Riker - Riker tried to have the creation end the water technique. Now let me go into this:

You can't go back to the first action in a previous timeframe and undo it like that. This was shown in a fight of Geezy vs Pyro in the grand rp tournament. You can see that for the official check. The problem here is that riker was reacting to the way Geezy's move had tried to change the timeframe. Geezy shouldn't of been able to interrupt the water anyway. And thus it wouldn't have come to this. He tried to interrupt Riker's first action in his previous move in a weird way. So in a sense, these basically make each other null and void. It's just something i wanted to point out.

With that out the way. Riker responds with his creation using hands of the sloth to attack Geezy and he released the mass of fire forwards. This is all fine.

Turn three

Note: I see you both came to the agreement the sloth wouldn't hit Geezy. But they would be enough to deter the oncoming attack. The fireball, doing damage, would be enough to reset the timeframe of the previous sequence anyway.

Geezy - Geezy creates a special clone to throw Geezy up with his copies. It's hard to visualise the lot of them getting thrown up in the same go but that's just me. The fire engulfs this special clone destroying it. Now i have a problem with this. Geezy states "it was still enough to cause it to no longer be able to exist due to the immense power behind the technique. ". If the clone is gone, the seal that is part of the clone itself would also be gone. The jutsu says "When the clone is defeated or detonated at will by the user", this doesn't explain what defeated is. If a clone is completely wiped out by fire, or no longer exists, the seal that is part of it will no longer exist.

Following being thrown into the air, he would activate his Artifact.

Note: At this point i believe Geezy would be in short range 5m, due to his seal being able to draw on the fire as he states. He acknowledges that both Riker's jutsu have been used before he reacts.

Riker - With the Vibration and shaking gone, he changes his move. He has his creation drop the ground in order to throw Geezy and his clone off. Now i agree with riker on this. You've stopped to create a clone, but you wouldn't be able to be thrown due to all of you suddenly falling, something you didn't take into account.

Ruling:

I wanted to outline everything above to be clear for the future but as it stands, this is my decision. The clone forms, the ground drops as it's formed, causing Geezy and his clone to fall down. Geezy needs to defend from this. Now, the flash bombs. These were dropped as the clone was made, to go off as Geezy is thrown into the air. Seeing as Geezy wont get thrown, it's hard to say, by the wording if the flash bombs would be triggered. So i'm going to go with the following:

The clone and Geezy are falling into the ground, the fire is about to hit them, the flash bombs aren't triggered to go off. Geezy is to reply from this. Feel free to DM me if you're not happy about this.
Well, here i am again. Both parties have once again asked to do a check on this latest move. I'll outline from how things were left in my last check. In which it was Geezy's move, he was falling in the hole with his special clone and the flash bangs weren't going off. He had fire coming at him within 5m.

Turn 4:

Geezy - Geezy's special clone reverse summons Riker and itself to toad stomach and goes to detonate itself. At the same time he creates a chakra shroud around himself to protect him then go to attack The World.

Riker - Riker creates a susanoo to tear through the belly of the toad, grabs his creation and leaps back.


Right now to break down the issues brought to me:

Susanoo:
  • Sasuke's Susanoo when he has EMS/Rin, is huge. No question about that. It would be more than large enough to tear through the stomach of the toad. I know that Geezy has linked an image on discord of those dogs, but Sasuke's Susanoo dwarfs them with ease. Not only this but only one arm would need to tear through the flesh to cause it to disperse, moving onto my next point.
  • Geezy made the point that Susanoo has no damage value. While in the jutsu this may be true, it's rank speaks for itself. I would like to remind you that the Second time Sasuke used his Susanoo was against Danzo, completely crushing the man in his grasp. That was his MS susanoo. Riker has advanced Sasuke with six paths senjutsu. Speaking of which, technically the Susanoo should have six paths senjutsu in it giving it a damage value of at least 30 anyway i believe?
  • Continuing with the damage value theme, Crushing stomach has no damage value either, so that logic would fall short as it's not about two damage levels colliding. Instead go off the rank of the jutsu and by that logic, Susanoo is still stronger.
  • Another issue was that it would not have legs. This is false. The susanoo would be formed with legs. Riker later in his move said the Susanoo jumped. Now, how can it jump without legs? It's his creation of susanoo, so would create it how he wants to use it, with the jump being the intention, it would be formed with legs.
Long story short: Susanoo works in freeing him and jumping back.

Note:

Geezy's jutsu states: ". This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. " - it says nothing about creating hands to strike. There is no mention of limbs etc.

Ruling:

Riker's susanoo can tear through the toad stomach. It has legs. It grabbed the creation and is jumping back. Geezy's attack failed with the cloak as he tried to make an Arm which is not within his jutsu limits. It is Geezy's move. As for the clone. Well the toad stomach is destroyed, which allowed Riker to return to the field. The clone, well i believe it would go off in the stomach. So i'm going with it's there. Geezy wont be effected by the sealing. Proceed from here.
Ladies and gentlemen, boys and girls and any other gender that you're feeling, it's time to put this one to rest. Well seeing as they both had the argument on my profile, i'm going to take it as they agree to me checking the fight, if not, i'll put it down to them "wildin" and check it anyway. Gonna break this down in two ways. First perform the check on these past two moves then following that i'll give a run down of the overall fight to determine the end result. After which, if they are not happy they can try and get another sensei or mod to check this s**tfest, but all's i can say is good luck with that. No on to the main event.

Turn 5 (wow, that's mad):

I'll just explain that on discord i tagged both members before this to explain that the mirrors creating fake clones would be destroyed. This would have been by either the bijuu chakra or Riker's CEJ hitting them, resulting in them being gone. This would then hold little relevance due to all the clones being made. I did explain this after Riker had posted his move though, before Geezy posted his. This was due to the fact that Riker used Izanami in his move and Geezy argued he wouldn't know who the real one was. But when it comes to Izanami, you initiate the technique in your turn to memorise all the surroundings etc, ready to create the perfect illusion of the loop two turns after. Until that time came, knowing the real one wouldn't make a huge difference. Though with the mirrors being destroyed, in that moment Riker would of seen one Naruto, after that the tf was Kyuubi then clones. So in that time frame he would actually have been aware of the real naruto before the formation of clones. Not that it will be relevant now, but it's a penny for thought.

Riker: Riker started his turn with the initiation of Izanami. At the same time he had his creation used the hands of the sloth to try and strike. These would only reach mid range. His exact wording was "The World thrust the Hands of the Sloth toward Menma in a barrage of blows. " the blows are heading towards Menma even though they don't reach. This will come into play a bit later. He stated he struck the area around too. This would account for the creations of the clones i believe. It's a relatively simple move, but served for an end game win. Though the mistake was messing up with range.

Geezy: Now, i wish you'd separated this out into paragraphs and outline exactly which clone does what and when, that would make it not only easier for your opponent to understand and reply accordingly, but for those who check it to get an understanding. This is something i do with my paths etc. It's would go for riker too. That aside let me try and break it down and digest this step by step.

U - Ma and Pa: Now you made two fundemental mistakes when it comes to these old geezers. The first is that in your last move, even though you mentioned this "U who was standing in the back of the group, would clasp his hands together to prepare a summoning technique that would take a few moments to prepare. " your clone can't actually perform the summoning. The trend for all summoning jutsu is a tattoo/blood etc when it comes to summoning toads. Clones can't perform summonings. Now i know when Ma and Pa were summoned against Jman, it was offscreen and it went from him being smashed through a wall to a summon being nuked away. But i'm following the trend that's been in place for years that clones can't do summoning as they don't have blood to do it with. Not only this but you also did not post the jutsu for reference. You need to do this to outline what you're doing. Otherwise this could be severely abused in the rp, i'll outline a couple of examples in the spoiler below:
Directly relating to your fight. Riker could legit just post that he takes in the entire field, memorising it all saying he's enjoying his fight. Then two turns later be like "Oh yeah you're in izanami". It can't work like that in the rp.

Another example would be "I send my chakra to the sky". Like that's cool and all but what for? You have to outline what you're setting up for in a clear tone so as to not allow for things to be abused. I mean if that was the case old jutsu would be so easy to abuse, here's one of my own that could be abused:

(Sennin Arashi) - Sage storm
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough.
Note: Useable twice
Note: Must be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 1 turn
Note: Must be taught by the pervy sage

TLDR version: CLone can't summon them and you need post the jutsu for reference.

Zu - Grudge rain: Due to him running to mid range with the rest i'll assume this tries to happen in the same time frame, even though this is a long range tech. What i don't understand is "the clouds accumulated and began to rain down upon the battlefield and opponents releasing a unique chakra draining rain that would make maintaining any technique the opponents had active impossible. " I'm note sure where this came from. No part of your jutsu state the rain prevents them from maintaining techniques at all. I've re read the jutsu a few times, so if i'm missing something, directly quote it to me and send it to me for me to re evaluate, otherwise, unless a jutsu specifically states something, don't make assumptions. This goes back to my first ruling where i said you can't control the direction someone falls with world shaking. The jutsu doesn't state it so it doesn't happen like that. WHile i'm on this though lets go to the familiars:

Ma - Familias: You try and create two familiars from the rain that is falling on Riker and his creation. I read something in the VM's arguing about chakra over powering and negating stuff. That's wrong. Geezy's jutsu states that it's made from a source taking on it's properties etc, it works with the jutsu. The only case where you can negate your own jutsu, that i'm aware of, is with genjutsu. If you place someone in a C rank genjutsu, then place them in a B rank genjutsu after, the change in chakra from the B rank will negate the C rank illusion, acting as a form of kai. This is outlined in the genjutsu layering rules if you'd like to read it in further detail.

The major problem you have here is how you've gone about it Geezy. You create the heavy rain which is fine. But then you use a giant wave of water to bind them, this is also fine, part of your jutsu. The rain would have to be already falling for this to happen. It doesn't drop as a wave the wording is "The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. " You go to produce these familiars from the rain " The same wave of water was used by MA as a means to create two familiars". Don't worry i'm getting to my points.

The point is you can't create the familiars at the same time as the rain, as the rain has to fall and form a wave which you then create the familiars out of. There would be a delay and therefore another timeframe introduced. There is an example in the tournament, i believe it was Broly vs Riker where Broly tried to create a barrier that created a barrier as it forms. One would have to form then the other would follow. In this case you'd have to create the rain to then create the familiars out of it, a two step plan.

Final point I'd like to outline on this is indeed the spawning rules. You wouldn't be able to spawn these within short range of Riker. They are an offensive jutsu and so can't be spawned in short range. Once again for a reference go check the tournament where i believe the ruling comes from Serpent vs Delta when it came down to his tar swamp. Your wording was ambiguous though in the range in which the water familiars form. The wave would have to go bind them, but from the same wave the familiars are formed. So by that merit the wave itself would have to be outside of short range. Leaving a space for the opponent's response. A running theme in this move.

Naruto MIE combo: Well, the combination itself is fine. MIE and increasing it's rank through a weight based application to pin them down is. My issue actual lies with how this ties into a move as a whole, going off what i've stated above.

First off, look at the explanation of the water jutsu i've given above. You'd have to make this outside of short range based on your familiar's being formed in it. MIE is a barrier with a short radius. The images of which you have both seen in the VM conversation you had on my profile.

This ties into the range. Because going off my previous analysis on how your move would have to be for it to actually be legal, the water technique wouldn't be able to actually bind Riker and his creation as the water would hit the barrier. Not only this would you're kind of contracting what you're doing. "it formed into a giant wave of water that would form a orb around DIO and his creation keeping them suspended in the air and unable to move." How can the water lift them up into the air if the MIE is forcing them down with an added weight seal. The water couldn't break through the barrier and even then the application of the water would be overpowered by the fuuin already in place that can be made within short range.

Final thing is, Hands of the sloth is already active. It's there to be controlled, he's not activating it he's controlling it. He can still control it to strike.


Final Evaluation:

Right with all of the above outline, let me tell you what actually happens in a step by step way, establishing events and a time frame in the process:

  1. Geezy's clone goes to summon ma and pa. This fails for reasons outlined above
  2. Real Geezy and clones would run forwards. They would run into the hands of the sloth that was mid range as the arms were never withdrew.
  3. Geezy's clones would be destroyed and because they are jutsu, the hungry ghost effect would actually apply to Geezy. The MIE would fail due to Geezy being hit back, having run into fists. His clones gone and so on so forth.
Had Geezy said he avoided the hands of the sloth in the process of his move, his move would have worked in the following way:

  1. Ma and Pa would have failed to be summoned. The clones and Geezy would have ran forward. Geezy would have initiated MIE combo and it would have begun to rain
  2. The rain would form into a wave, outside of short range, the familiars would have formed within this wave and mist would have spread, this would be the second time frame slot.
That is only if his move had of worked though. As it stands. Geezy has one clone behind him, the real of him was knocked back by the hands of the sloth, in that the MIE wouldn't take effect, and pa and pa wouldn't of been summoned. Right now it would be a stand off with it being Riker's move should the fight continue.

This is the third and final check. So with this a final grading must be applied. I'm gonna go eat pizza then i'll give you a run down and decide the fate.
Right so i need to decide the fate of this fight with the three checks above in mind. So here we go

Turn one:

Geezy - you messed up with eye based gen.

Riker - Your move was fine.

Turn two:

Geezy - You messed up time frame. Shaking before his first action.

Riker - Followed suit, messing up tf, but this was based on Geezy making it that way.

Turn three:

Geezy - You messed up. You clone sealing wouldn't work if it's wiped out. Fire would of wiped it out.

Riker - Dropping the ground with clone forming was fine.

Turn four:

Geezy - Geezy reverse summoned with his clone into stomach. He tried make an arm of chakra, this failed as his jutsu can't do that.

Riker - User susanoo to tear out and jump back. As outlined in the check. Susanoo worked


Turn five:

Geezy - went kyuubi mode and made clones

Riker - Initiated Izanami, tried hands of sloth but out of range.

Turn 6:

Geezy: Made countless mistakes resorting in his entire move failing and basically left him hit back with a hungry ghost debuff with one more turn before Izanami goes off and he only has one clone left. Reasons why are in my last post.


Conclusion:
Well i've outlined the general mistakes in short versions, check the quote for the bigger ones. Geezy made way more mistakes that Riker. But at the same time, Geezy was more offensive in the fight i personally believe. That in mind it's still only Geezy that took damage and with Izanami set up in place if this fight were to go on, well i believe it would of resulted in a win for Riker on that basis. But with what's already here, i'm declaring Riker the winner.

Now let me outline this. The bet only stated in the thread that if Geezy won, he got the 15k, nothing in it for Riker. With that in mind he will only get the 450 kumi from the kumi exchange. As for anything pertaining to edo tensei, due to the nature of the fight, the amount of mistakes and the way it's gone, i'd personally refuse to allow for the bio to be captured for DNA or Sacrifice alike. I feel the result should end with a simple win and kumi for the win. I know this is down to the mods should it come to that though, but both participants i feel would agree with me on this.

Finally i'd advise you don't fight each other again. The RP is about fun and i'm not sure what about this is fun, for the two or you or the staff requested to check it. You asked me and i'm happy to do so but i'm thinking of the other staff. There are many issues that could of been sorted out in this fight without a check at all. If you reply to an opponent, but they messed up, it doesn't validate that move. You can see this in Dracko's ruling in the Riker vs Broly fight in the tournament. And going forth, that will be the case. If you messed up, it doesn't matter if your opponent replied, you still messed up. Own your mistakes.

Thanks, have fun.
 
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