[Tai] Hachimon..training of a Gallant Beast

ZK

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The most notable pattern or similiarity in all or the majority of EIG techniques is that they put the opponent airbone, it's always launch into the air, and deal the finishing blow from above into the ground. Most of the EIG attacks Gai and Lee have used throughout the series also involves them being in the air along with their opponents, needless to say that doesn't mean EIG is an airbone combat style, it simply means that it puts the user at a greater advantage. As the target loses footing and balance, while unable to see the user.
The thing is; that goes for the both of you. Being airborne with your opponent is a double-edged sword. Or, that is, it can be if you're not careful.
Being airborne with the Gates open means you'll have very few options to manoeuvre properly. Your opponent might have some fancy CJ that allows him to walk on air, quickly back on the ground, etc, but you are going to have a hard time getting back on the ground within a reasonable timeframe.

Can it be a good move to your opponent airborne? Perhaps. Is it something I would do? No. Here's why: the fact that you punch/kick your opponent into the air should be enough to end the fight. Period. If the opponent allows such a direct hit to connect he should be punished most severely. This isn't the Naruto anime. Bio's aren't made of rubber. If you're hit by a guy who has even just one Gate open you're going to suffer some real damage.

All in all I would say that being airborne puts you at a disadvantage across the board. It might look cool in the anime and sound cool in the description, but that doesn't mean that the move is practical. There are too many variables in my opinion.
 

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The thing is; that goes for the both of you. Being airborne with your opponent is a double-edged sword. Or, that is, it can be if you're not careful.
Being airborne with the Gates open means you'll have very few options to manoeuvre properly. Your opponent might have some fancy CJ that allows him to walk on air, quickly back on the ground, etc, but you are going to have a hard time getting back on the ground within a reasonable timeframe.

Can it be a good move to your opponent airborne? Perhaps. Is it something I would do? No. Here's why: the fact that you punch/kick your opponent into the air should be enough to end the fight. Period. If the opponent allows such a direct hit to connect he should be punished most severely. This isn't the Naruto anime. Bio's aren't made of rubber. If you're hit by a guy who has even just one Gate open you're going to suffer some real damage.

All in all I would say that being airborne puts you at a disadvantage across the board. It might look cool in the anime and sound cool in the description, but that doesn't mean that the move is practical. There are too many variables in my opinion.
I've got nothing to further add to this specific topic. Fully understood. Though one thing I'd like to note, i'm a trial-and-error fighter, if I think something is worth trying or fun for me, I will potentially be ignoring your warnings about airbone combat and go ahead and do it. So I apologize in advance for that my good sensei. I'm ready to continue
 

ZK

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I've got nothing to further add to this specific topic. Fully understood. Though one thing I'd like to note, i'm a trial-and-error fighter, if I think something is worth trying or fun for me, I will potentially be ignoring your warnings about airbone combat and go ahead and do it. So I apologize in advance for that my good sensei. I'm ready to continue
I'll take it.
Let's look at the second gate, then. Not much of an upgrade, but I guess that can't be helped.
Let me ask you something; which Gate do you think is the best Gate to open first? (provided that you're an EIGM and can open multiple Gates simultaneously without spending a move). Sure, it depends on the opponent, but you have to have an idea. A baseline of sorts.
Opening the Gates, after all, is a 'time vs power' question. The lower you start, the further you can push it, but sometimes opening the first or second Gate won't be enough to overpower your opponent.

Tell me your thoughts.
 

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I'll take it.
Let's look at the second gate, then. Not much of an upgrade, but I guess that can't be helped.
Let me ask you something; which Gate do you think is the best Gate to open first? (provided that you're an EIGM and can open multiple Gates simultaneously without spending a move). Sure, it depends on the opponent, but you have to have an idea. A baseline of sorts.
Opening the Gates, after all, is a 'time vs power' question. The lower you start, the further you can push it, but sometimes opening the first or second Gate won't be enough to overpower your opponent.

Tell me your thoughts.
I would open with the 2nd Gate, then 3rd, and skip to 5th after that. Why exactly, I'm not sure, but I feel I can maximize their usage somehow if I follow this order. That and it'll provoke my opponent into believing I can keep opening the gates continuously. As for the 1st and second gate not being enough to deal a KO, I agree. I would potentially use those 2 against lower ranked opponents, simply to indulge fear into them. So they stop bothering me ( :[ ). That's all on my mind about the order of opening the gates, but I do believe I must not start with the 5th or 6th gate, as that will decrease the number of Gates I can open and it's not like I can open lower ones from the current one. Starting at 3 at the very list is a good idea.

Cool sig btw
 

ZK

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I would open with the 2nd Gate, then 3rd, and skip to 5th after that. Why exactly, I'm not sure, but I feel I can maximize their usage somehow if I follow this order. That and it'll provoke my opponent into believing I can keep opening the gates continuously. As for the 1st and second gate not being enough to deal a KO, I agree. I would potentially use those 2 against lower ranked opponents, simply to indulge fear into them. So they stop bothering me ( :[ ). That's all on my mind about the order of opening the gates, but I do believe I must not start with the 5th or 6th gate, as that will decrease the number of Gates I can open and it's not like I can open lower ones from the current one. Starting at 3 at the very list is a good idea.

Cool sig btw
I agree. Fights on NB don't often extend beyond ten moves, so three-four gates will do just fine.

Try sticking together a combo. You've just opened the second Gate. You're mid-range and you have to attack Hawke. I'd like to see how you utilize the speed boost, however modest it is.
 

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I agree. Fights on NB don't often extend beyond ten moves, so three-four gates will do just fine.

Try sticking together a combo. You've just opened the second Gate. You're mid-range and you have to attack Hawke. I'd like to see how you utilize the speed boost, however modest it is.
Dart at Hawke and spear dust through the terrain from my powerful initial step and the thunderous waves of dust that trail my speed. Running atleast two circles around Hawke to then do the classic kick to the chin from a lower angle (lee vs gaara) style. Knocking Hawke into the air, I would then place myself above Hawke and deliver a roundhouse kick to his back. Breaking his spinal cord and shattering the ground with his crushing drop. Nothing too descriptive, but I hope it's not an issue.
 

ZK

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Dart at Hawke and spear dust through the terrain from my powerful initial step and the thunderous waves of dust that trail my speed. Running atleast two circles around Hawke to then do the classic kick to the chin from a lower angle (lee vs gaara) style. Knocking Hawke into the air, I would then place myself above Hawke and deliver a roundhouse kick to his back. Breaking his spinal cord and shattering the ground with his crushing drop. Nothing too descriptive, but I hope it's not an issue.
Usually it's not, but there are a few issues here:
First, why would you run 'at least two circles around Hawke?' That's just showing off. Doing stuff like that is like giving the opponent a free opportunity to to strike. Had you done that to me in a real fight I would have simply attacked you when you came around for the first circle, using your speed against you.
Second, you 'place' yourself above Hawke? How? A jump, I pressume, but do yourself a favor and describe how you jump and from which side you pass the opponent on, elsewise it's a free opportunity for the opponent to counter-attack when you pass him in mid-air.

Otherwise; simple and efficient. That's what we're going for here. Efficiency. Running two circles around your opponent is a waste of time that most will not afford you. Don't give them the opportunity.

I don't really like benchmarks, but consider the First and Second Gate learned.

The Third Gate. Lee uses this against Gaara in the Chuunin Exams and the damage he takes is a good reason why using the Gates before achieving Mastery of them is a risk that should be very, very calculated. Read the drawbacks of using the Third Gate and upwards before achieving mastery; consider the drawbacks and the restrictions.
 

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User takes -15 damage, however Up to 3rd Gate, the damage is neglitable for both EIG Users and EIG Masters.
but EIG users will feel severe pain and damage after the EIG opening times out, being left unable to move correctly for 2 turns and unable to mold chakra above B-rank in the next turn.
This above however may be an issue, however I believe it can be counter effective if we keep opening a higher gate before the time runs out. Extending our stamina duration before we receive the drawbacks. Hopefully putting down the target before then. Then again, the drawbacks aren't too heavy, I can go 1 and even 2 turns using nothing but B ranks. And remaining still shouldn't be a problem, perhaps with a Bunshin at side to keep the target busy.
Not much to add. It's not all that of a burden, and even if it is, I an madly in love with this technique that we know by the 8IG. I don't mind the secondary effects of using it, so long as I am able to use them.
 

ZK

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If there are no rules about skipping a few doors I'd call you a journeyman already. You got the theory; all you need is some practice.

But I don't know, man.
 

ZK

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(Hachimon) The Eight Inner Gates
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. User suffers -5 damage.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, enabling the user to achieve what is described as The Eight Gates Released Formation" (Hachimon Tonkō no Jin). Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. However, once the user opens this gate, he needs to defeat the user as when the gate timing runs out, the user dies. This gate adds +120 damage to Taijutsu and the user becomes 8x faster.
Note: The EIG users can only open the gates once per fight, meaning that if he allows the EIG opening to time out, he cannot open the EIGs again during the match. EIG Masters can open EIGs twice per battle if the first use is only up to 6th gate.
Note: Up to 3rd Gate, the damage is neglitable for both EIG Users and EIG Masters, feeling only pain and lack of stamina. However, for openings above that, EIG Masters don't suffer damage from opening up to 6th Gate but EIG users will feel severe pain and damage after the EIG opening times out, being left unable to move correctly for 2 turns and unable to mold chakra above B-rank in the next turn. EIG Masters will feel the same effects for opening 7th Gate.
Note: Opening the 8th Gate kills the user at the end of the 2 turns it reamins opened.

As we discussed. I agree that you have the knowledge necessary to use this in full. The last task I'll ask that you complete is simple: I want you to describe the Morning Peacock and the Daytime Tiger in detail. Those are the techniques you are most likely to use - and misuse if you don't have the correct information about them.
Do that and I really don't have anything else to teach you about the EIG.
 

Akuma

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Morning Peacock is a sure-to Kill technique is used and applied correctly before the opponent. The user opens up to the 6th Gate, which should be noted that upon doing so a large energy or chakra wave emits from the user, immediately pushing anything near him outward, even while being underwater the water itself was forced apart.
Anyhow, upon nearing the target, we kick them into the air (now correct me if i'm wrong, but a kick to the face or chest at 6th Gate would probably kill any regular human). Once in the air, the user meets the target up their while in a crane-posture, something which Lee recognized as the beginning of Morning Peacock in the Manga and begins to punch the target in a frenzy of countless punches, the speed and friction of which, set the blows on flames which begin to fan out around the area of collision. Thus creating the Peacock appearance during the attack. Also worthy to mention, even a kick of Morning Peacock, and potentially under the influence of the 6th gate, can be set on fire through the sheer speed and friction with the air, and shown in this panel:
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As for Daytime Tiger, it requires one more gate to be opened unlike Morning Peacock, requiring the 7th gate to be in play. The user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure around and before the user. We then perform a handseal, some might say resembling a Tiger's silhouette. Upon doing so the pressure around us is launched forward at the target, as it approaches, the energy compresses into a single point of impact before we command it to explode. Unleashing the entire build up pressure from inside into a massive explosion.
In the series Gai as admitted that Daytime Tiger is in fact nothing more than a fast punch, and is purely Taijutsu based. There isn't a shred of Ninjutsu involved in the technique, a common misconception. Nonetheless it is a lethal technique with equally lethal drawbacks.
 

ZK

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Morning Peacock is a sure-to Kill technique is used and applied correctly before the opponent. The user opens up to the 6th Gate, which should be noted that upon doing so a large energy or chakra wave emits from the user, immediately pushing anything near him outward, even while being underwater the water itself was forced apart.
Anyhow, upon nearing the target, we kick them into the air (now correct me if i'm wrong, but a kick to the face or chest at 6th Gate would probably kill any regular human). Once in the air, the user meets the target up their while in a crane-posture, something which Lee recognized as the beginning of Morning Peacock in the Manga and begins to punch the target in a frenzy of countless punches, the speed and friction of which, set the blows on flames which begin to fan out around the area of collision. Thus creating the Peacock appearance during the attack. Also worthy to mention, even a kick of Morning Peacock, and potentially under the influence of the 6th gate, can be set on fire through the sheer speed and friction with the air, and shown in this panel:
You must be registered for see images

As for Daytime Tiger, it requires one more gate to be opened unlike Morning Peacock, requiring the 7th gate to be in play. The user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure around and before the user. We then perform a handseal, some might say resembling a Tiger's silhouette. Upon doing so the pressure around us is launched forward at the target, as it approaches, the energy compresses into a single point of impact before we command it to explode. Unleashing the entire build up pressure from inside into a massive explosion.
In the series Gai as admitted that Daytime Tiger is in fact nothing more than a fast punch, and is purely Taijutsu based. There isn't a shred of Ninjutsu involved in the technique, a common misconception. Nonetheless it is a lethal technique with equally lethal drawbacks.
Yep, even a freeform kick/punch would most definitely kill a normal human being, plus any Shinobi without some kind of defense. We're talking extreme power levels here.
Alright, unless you have any further questions I'm confident about releasing you into the wild.
 

Akuma

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Yep, even a freeform kick/punch would most definitely kill a normal human being, plus any Shinobi without some kind of defense. We're talking extreme power levels here.
Alright, unless you have any further questions I'm confident about releasing you into the wild.
No further questions. I appreciate the training and i'll make sure to stay alive in the wilderness.
 

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Pinball Target (pinbutoukai ta-getto)
Type: Offensive
Rank: B
Range: Close
Chakra Cost: N/A
Damage Points: 40 (-15 to user)
Description: The user opens the second gate and punches the enemy in the gut, causing them to double over and lean forward. He then knees them in the face and then kicks then in the face, lifting them high into the air and as their body goes upwards, the user tucks his body into a small ball and launches himself at the enemy. He hits the enemy and launches him backwards and then the user flies at the enemy again, hitting him once more.
*requirement: 2 gate open

Inverted Lotus
Type: Attack
Rank: A
Range: Close
Chakra Cost:
Damage Points: 60
Description: The user opens the fourth gate and uppercuts the enemy in the chin, rising the a few ft from the ground. He then uppercuts the enemy with a few more powerful blows, raising him several feet into the air. The user then flips back onto his hands and jumps into the air upside down. He appears behind the enemy and wraps his legs around the enemy’s neck and smashes his head into the ground head-first in a spiraling smash.
Requirements: 4 gate open

As promised, here are my (shitty) EIG customs. Evaluate them pls
 

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Pinball Target (pinbutoukai ta-getto)
Type: Offensive
Rank: B
Range: Close
Chakra Cost: N/A
Damage Points: 40 (-15 to user)
Description: The user opens the second gate and punches the enemy in the gut, causing them to double over and lean forward. He then knees them in the face and then kicks then in the face, lifting them high into the air and as their body goes upwards, the user tucks his body into a small ball and launches himself at the enemy. He hits the enemy and launches him backwards and then the user flies at the enemy again, hitting him once more.
*requirement: 2 gate open

Inverted Lotus
Type: Attack
Rank: A
Range: Close
Chakra Cost:
Damage Points: 60
Description: The user opens the fourth gate and uppercuts the enemy in the chin, rising the a few ft from the ground. He then uppercuts the enemy with a few more powerful blows, raising him several feet into the air. The user then flips back onto his hands and jumps into the air upside down. He appears behind the enemy and wraps his legs around the enemy’s neck and smashes his head into the ground head-first in a spiraling smash.
Requirements: 4 gate open

As promised, here are my (shitty) EIG customs. Evaluate them pls
Pinball Target is something that Blanka or Hulk would use lmao, but even simple combo attacks become deadly with the EIG open. This can do some heavy damage and disorient the target's sense of balance, if the blows don't kill them first of course.

Inverted Lotus is badass. Pretty much the same thing as a Lotus, but you use your fists instead of your legs to throw the target into the air, additionally you are upside down and they are upright in the air when the Lotus is carried out. There are no questions, understood them both and will make sure to give them proper usage.

Thank you very much Sensei U_u
 
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