hasashi's custom jutsu

~Hasashi~

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For all those I allowed to use lightning manipulation and/or mera-mera:

I'm taking mera-mera away from everyone I let use it, I made it for a specific bio and don't want anyone else using it.

For all those I let use lightning manipulation, with he exception of emperor(as he made a trade for it) and crutch(as we traded), no one can use lightning manipulation any more, if we made a trade and I am forgetting about it remind me and we will work it out.

No exceptions! Sorry.

P.s. If u see this pass it along to the next person u know that i let use these, this way they all know, thank you.
 

~Hasashi~

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Water/earth: golum (doton/suiton: Jinnutsuzou)
Rank: A-S
Type: supplementary
Rang: short-long
Chakra: 30-40
Damage: N/A
Description: A simple jutsu utilizing the manipulation ninja have over tangible elements. The user manipulates any earth or water in the area and create a large golum made of either earth or water, the golum being about 2 times
The size of a normal human, and having the basic humanoid structure minus the middle finger on each hand. The golum can manipulate earth or water(depending on what he is created from) at the users will, thus he can use all jutsu from that element, furthermore because o his manipulation over that element he can stop the opponent from using jutsu of that element. Utilizing basic yin yang knowledge, if the user has learned it, he can form a golum made of water and earth, having all the golums abilities for both elements, this is an S rank jutsu though. So Long as the golum is around the element he is created from he is indestructible, and will simply reform if he is hit by a jutsu.
~ can only be created from an already created source, meaning if there is no water around the user can't create a golum of that element.
~ once per battle
~ the user can't use jutsu of that element while the golum is on the field
 

~Hasashi~

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Allowed to use all of kaos' jutsu, crutch's jutsu, jinbei's jutsu and this from kyle:



Wind Release: Last Breath (Fuuton: Rasuto Kisoku)
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will focus a great amount of wind chakra into the air around the opponent. By extending their arm out and clenching their fist, the user can make the air surrounding their opponent compress and crush their entire body.
Note: Can only be used twice per battle
 
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~Hasashi~

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Sealing Arts: Summoning: Gourd of Sealing|Fuuin: Kuchiyose: Yuugao no Yuugao
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a string of handseals and summons a gourd onto the battlefield in front of him. The gourd is around the size of the gourd of Gaara's back and has five seals representing the five elements on the sides of it. The user then takes two of those seals and deposits them into the gourd. A bright flash emits from the seal (not of blinding proportion) and the two elemental seals deposited are sealed from use by both the user and enemy as long at the gourd is present on the field. The gourd has a very large, durable and strong shield and armor encasing it that protects it from attacks of A-rank and below, making it very difficult to destroy.*
*Can only be used once*
*After using, the user cannot using and Fuuinjutsu for the next two turns*
*The user nor opponent cannot use either of the two elements selected by the user for the remainder of the fight or until the gourd is destroyed, whichever is shorter*
*the shield stops all A rank attacks and below, one S rank though destroys the shield and gourd.
 

~Hasashi~

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

(Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points:N/A
Description: The user makes a few handseals and channels chakra into the earth within Short to Long range from him in a circular radius. This causes the earth beneath them to turn into corundum (not the force, however. It still takes on the look of regular earth). This is done to prepare for further Corundum jutsus and to get a sense of tracking if the enemy touches any part of it.
~the opponent can't use earth jutsu while this is in affect, as they can't manipulate Corundum, however the user can utilize any earth technique(in the form of corundum) from it as he can manipulate corundum.
~the user can sense the opponent by his vibrations, so an opponent without chakra can be sensed as well(I.e. Zetsu usin mayfly)
~all earth jutsu would be +10



Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 80
Damage Points: 100(+ 15 to user due to blast at end)
Description: After performing the necessary handseals, the user charges so much Divine Wind chakra into his hand that it becomes visible with the physical properties of Chidori, (but is really Divine Wind) but with wind swirling around the user’s hand. He then charges lightning chakra into his feet and runs at high speeds at the enemy and thrusts it at the enemy. As he does this, the wind circling around the user’s hand mixes in with the Divine Wind at this point, and creates an a Chidori with enough wind in it to blast back everything in the immediate vicinity. The user is then forced backwards in the explosion, causing small amounts of damage.
~the user moves at extreme speeds due to the lightning chakra, if the opponent tries to attack the user the user can hit the opponents jutsu with the "divine wind chidori" to defend himself. If the opponents jutsu is of A rank the "divine wind chidori loses half its power, if its any less than it doesn't lose any power. S rank obviously levels off
~No divine wind, wind, or lightning for 2 turns.
~only one other jutsu in the same turn as usage

Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
Rank: S
Type: Attack
Range: Close
Chakra: 80
Damage Points: 90 (+ 20 to the user)
Description: The user stretches his arm out with his palm facing the enemy and gathers Divine Wind chakra in his hand. A vortex of wind begins to form around the user’s arm. The wind is so thin and powerful that it slices cuts into the user’s arm as he holds it around his arm. Lightning then appears within his the palm of his hand and starts to spiral inwards around his arm. At this point, the user’s arm start to become numb. After holding and charging more Lightning into the vortex, the user fires it off at the enemy (a spinning vortex of wind surrounding a cluster of lightning that sends an electric current through everything it touches) with power varying upon how long he charges Lightning into it. The user can charge lightning into the vortex for at least two turns. If held in that long, the power of the vortex will be strong enough to blast through the gates of konoha with ease. However, if the user does charge it for that long, he will not be able to perform any Jutsu with that hand for the rest of the fight (nin or tai).
*If charged for one turn, it will have the power to blast through 1 Rashoman Door*
*If released the same time as the user begins charging it, the power will be of equal standing to Balls of Wind jutsu*
*can only be used once per battle*
*after using, the user cannot use any Divine wind jutsu for two turns*
 

Crutch Kaguya

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I have taken the liberty to beautify the techs on Hasashi's behalf. :p
No content has been changed, just added some capitalization.
Mera-Mera Bodi (Flame-Flame Body)
Rank: A
Type: Supplementary
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is a technique Ace uses to turn his body into fire. By focusing his fire chakra out of all his pores he can turn his body to fire at will. By doing so he doesn't have the actual appearence of fire, at first it isn't noticable however when an object say, a kunai, passes through him it will just sail through him and you will see the fire reforming his body. Beccause of this all of Ace's fire jutsu naturally become stronger where all his water and wind become weaker. He is also immune to elements such as earth, wind, which would just blow him away and allow him to reform without taking damage, and fire itself. While he is obviously weak to all techniques strong against fire.
~Can only be activated for maximum 2 turns at a time and a maximum of three times per battle.
~All fire jutsu go +20.
~No water jutsu in the form.
~Opponent's earth or fire techniques do no damage; opponent's water techniques do 2x damage and could extinguish the fire should a S-Rank or higher hit Ace.
~All of Ace's wind jutsu lose half their power.
~No EIG or any other mode while in this form.


Flame-Flame Whips (Mera-Mera Shiranui)
Rank: S
Type: Attack
Range: Short
Chakra: 40
Damage: 100 (80+20 for Mera-Mera)
description: Ace launches two long lances made of fire at his opponent's chest. These lances have the combined effect of simultaneously burning an opponent while piercing their chest.
~Only when Mera-Mera is activated.
~Twice per battle.
~No wind jutsu same turn.


Mera-Mera Jiten (Flame Flame Spin)
Type: Attack
Rank: S
Range: Short-Long (depending on the speed and power of the spin)
Chakra: 40
Damage: 100 (+20 for Mera-Mera mode)
description: Much similar to the Hyuga clan rotation, Ace spins top speed. Because of his body of fire the spinning releases a wave of fire that burns everything in its path (goes in all directions) at high speeds (the same speeds as Pressure Damage). When the technique ends the entire battlefield is left in ruins and the ground is in a near-lava state. No more Ice jutsu can be used for the duration of the battle, furthermore all water sources previously on the field are evaporated, thus in order to perform most water jutsu the opponent first has to create a source however water jutsu that don't require a source are usable. All fire jutsu (for the user and opponent) go up +10 due to the heat in the air. Since the jutsu is made originally from Ace's own body he can choose if he wants to appear at the end of the wave by traveling in the fire or remain in the same position.
~1 times per battle.
~Only fire jutsu in the same turn as usage.
~Only 2 jutsu in the same turn and the next turn.
~No fire jutsu 2 turns after Mera-Mera ends because of this.
~The opponent takes +20 damage instantly due to the heat in the air after the technique ends and whenever the user ends Mera-Mera mode he takes the same damage (+20).
~Only water jutsu of the same rank (either S with a boost or forbidden because the jutsu equals in power with forbidden due to the Mera-Mera technique) can stop this jutsu. If a water jutsu of a lower rank is used it will just be evaporated.


Mera-Mera Koudo Atsusa (Flame-Flame Advanced Heat)
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra: 100 (requires intense concentration of chakra)
Damage: +50 to all fire jutsu and 100 damage to the user after the technique ends
Description: The ultimate Mera-Mera technique, by focussing an intense amount of fire the user will enter Mera-Mera however the flames that make up his body are 10 times hotter than normal. So hot that the user can literally sit in a pool of lava and act as if it were normal. The justu advances all his fire jutsu greatly however it has major drawbacks.
~Lasts only one mera-mera mode.
~Mera-Mera can't be used 3 turns before usage.
~Only fire jutsu in this form of Mera-Mera.
~Does 100 damage to the user after Mera-Mera Advanced Heat.
~No more fire, water, or wind jutsu after Mera-Mera Advanced Heat ends.
~No more A, S or forbidden ranks after Mera-Mera Advanced Heat ends.
~No more taijutsu for the rest of the battle.
~No more jutsu that require hand signs for the rest of the battle.
~Any water jutsu that comes within close range of the user will evaporate.


Mera-Mera Fenikkusu Tama (Flame-Flame Phoenix Bullet)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 100 (80+20 for Mera-Mera)
Description: The user releases a small bullet of fire that travels at great speeds towards the opponent. At about 5 feet infront of the opponent the user focuses his fire chakra and the bullet turns into a phoenix of fire (about twice the size of the normal phoenix) hitting the opponent a bunring him to a crisp.
~Once per battle.
~Only one other jutsu in the same turn.


Reflection Binding (Touei Baindingu)
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique requires both the user and the opponent to be on terrain with a reflection below it (I.E. water). The user will focus his chakra and make one hand sign (the jutsu is very fast) once done the user's chakra will travel through the terrain below and grab on to the reflection of the opponent. Once this happens it will appear that if you looked at the reflection that there will be millions of small ropes holding on to the opponent completely sealing his movements. Then the user will say ''rip'' and in the reflection the strings will rip through the opponent's flesh all over killing him.
~Once per battle.
~No ninjutsu for 3 turns afterwards (not including elemental jutsu).
~No taijutsu 3 turns afterwards.
~No other jutsu can be used by the user on the same turn.
~The user must have amazing chakra control to use this jutsu.


Lightning Style: Lightning Manipulation (Raiton: Denkou Soujou)
Rank: S
Type: Attack/Supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focuses his lightning chakra throughout the air causing any already created lightning to fall under the users manipulation once the jutsu is in affect the user can control the lightning anyway way he pleases.
~The lightning must be already created.
~Once per battle.
~Lasts 2 turns.
 
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