[Tai] Kaito's Taijutsu with Penguino

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The Mandalorian Warlord arrived at the training grounds, met by a young shinobi with white hair. This was the student who inquired about learning those sacred arts. He must have done something spectacular to earn the right to learn them.

Who may you be?
 

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The Mandalorian Warlord arrived at the training grounds, met by a young shinobi with white hair. This was the student who inquired about learning those sacred arts. He must have done something spectacular to earn the right to learn them.

Who may you be?


Akaharu adjusted his loose fitting kimono, though he soon pulled himself together when he saw someone approach the training ground, a young man much like himself maybe even younger (hope you're not wearing your armour ;-; ) with brown hair gently flowing against the softy breeze.

"Akaharu, I take it you're my Sensei?" The freckled boy smiled happily, hopefully they'd get along well during the training session.

 

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Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities




Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with advanced technologies the rest of the world have yet to posses, making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using any technique in the clan's jutsu revolving around the purple energy, the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S or forbidden ranked, the Repulsor Intake System would not be able to handle passively injecting chakra into it. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin


Aye, I guess so. First thing's first..

Performing five hand seals and slamming his hand on the ground, the Mand'alor summoned his variant of Mandalorian Armor. He quickly equipped it, ready to start the training session.

This branch of taijutsu...it's a daunting task to master. I haven't even learned all of the secrets Kaito left behind, but I have gathered the basics of his work. Allow me to show you a maneuver of his.

Looking at the dummy two or so meters away from himself, the Mand'alor surged forwards at great speeds before jumping about head height of the dummy. With his momentum from the jump carrying him into striking distance, double kicking the dummies' chest. The power the armored feet carried with it was tremendous, enough to send a crack into the wood bracing behind it.


Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: Crazy monkey is a form of Chinese martial arts. It is an aerial attack where the user jumps to head height and double kicks the target in the chest with enough strength to break bones, reminiscent of a monkey.

 

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Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities




Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with advanced technologies the rest of the world have yet to posses, making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using any technique in the clan's jutsu revolving around the purple energy, the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S or forbidden ranked, the Repulsor Intake System would not be able to handle passively injecting chakra into it. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin


Aye, I guess so. First thing's first..

Performing five hand seals and slamming his hand on the ground, the Mand'alor summoned his variant of Mandalorian Armor. He quickly equipped it, ready to start the training session.

This branch of taijutsu...it's a daunting task to master. I haven't even learned all of the secrets Kaito left behind, but I have gathered the basics of his work. Allow me to show you a maneuver of his.

Looking at the dummy two or so meters away from himself, the Mand'alor surged forwards at great speeds before jumping about head height of the dummy. With his momentum from the jump carrying him into striking distance, double kicking the dummies' chest. The power the armored feet carried with it was tremendous, enough to send a crack into the wood bracing behind it.


Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: Crazy monkey is a form of Chinese martial arts. It is an aerial attack where the user jumps to head height and double kicks the target in the chest with enough strength to break bones, reminiscent of a monkey.



"Woah, looks like it'd knock a man down, maybe even keep them down."

Akaharu decided to copy, it was pretty straight forward, just powerful. He slid his right leg back and bent his knees slightly before running towards the same Dummy his sensei had just hit, he propelled into the air and lifted both knees upwards as he sort of cannon balled at the dummy. When he reached the appropriate range he thrust both legs out and double kicked it in the chest, adding to the cracks in the wood that was formerly weakened. Using this impact Akaharu transferred his momentum and back flipped off the dummy, landing on the ground a meter away - showing off his athletic side.
 

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The Mand'alor nodded after seeing the display.

Your dedication to the art shows Akaharu, and for that you will be rewarded. I've underestimated your ability.

Pausing for but a moment, the Mand'alor stepped backwards and began a series of motions. He would position his feet shoulderwidth apart, raising his left knee as high as it would comfortably go. While doing this, the Mand'alor extended his arms, parallel with the ground, assuming the full crane stance. Like a cobra's head, his foot darted outwards with haste, striking the air in front of him.

Relaxing, the Mand'alor performed a row of handseals and summoned a chalk board with a neat drawing of the next technique.

I demonstrated my part. Try the Acrobatic Triple Drop Kick on that thick tree over there. Don't break it in half now!

( Akurobachikku Sanjuu Rakka Ashige ) - Acrobatic Triple Drop Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user jumps into the air and performs a front flip, kicking the target three times during the maneuver. Each successive kick is lower than its predecessor, but equally powerful.

( Kyuuki Ashige ) - Crane Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user positions themselves in the crane stance, lifting one knee to its maximum height while holding both arms parallel to the ground. In this stance the user is able to deliver powerful kicks with their raised leg.
 

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The Mand'alor nodded after seeing the display.

Your dedication to the art shows Akaharu, and for that you will be rewarded. I've underestimated your ability.

Pausing for but a moment, the Mand'alor stepped backwards and began a series of motions. He would position his feet shoulderwidth apart, raising his left knee as high as it would comfortably go. While doing this, the Mand'alor extended his arms, parallel with the ground, assuming the full crane stance. Like a cobra's head, his foot darted outwards with haste, striking the air in front of him.

Relaxing, the Mand'alor performed a row of handseals and summoned a chalk board with a neat drawing of the next technique.

I demonstrated my part. Try the Acrobatic Triple Drop Kick on that thick tree over there. Don't break it in half now!

( Akurobachikku Sanjuu Rakka Ashige ) - Acrobatic Triple Drop Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user jumps into the air and performs a front flip, kicking the target three times during the maneuver. Each successive kick is lower than its predecessor, but equally powerful.

( Kyuuki Ashige ) - Crane Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user positions themselves in the crane stance, lifting one knee to its maximum height while holding both arms parallel to the ground. In this stance the user is able to deliver powerful kicks with their raised leg.


Looked almost like a kick from a movie, his teacher performed it well and Akaharu would copy however was interrupted by the chalkboard that was summoned onto the training ground, it showed another technique which his teacher tasked him with completing

"Alright, seems like it'll be fun."

Akaharu stood a few meters away from the Tree that was deemed as his target, his feet were spread shoulder width apart and his hands clenched as fists by his waist. He breathed in and out, letting out a large breath before opening his eyes and suddenly sliding one leg back - his right. He shoots forward taking one step and using that as the basis for his jump, leaping up he gets some nice air under him tucking his left leg whilst also tucking his head down getting in that front flip as he closed the distance. As he rolls all the way over in midair Akaharu stomps forward with his right, performing a front kick. Using the tree Akaharu twists his body left and pushes off the tree now doing an anti-clockwise spin in the air Akaharu performs an aerial round kick with the same foot. However he continues to do a 540 degree spin, extending his left leg out doing a backwards side kick. Each kick made contact lower than it's previous. Akaharu lands after pulling his left leg back, now facing his teacher again - the tree behind him.

"Was that okay Sensei?"
 

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Through his visor, the Mand'alor watched Akaharu's attempt on the dummy. His agility was pretty impressive, and his strikes were true with power. He definitely had a specialization in the art.

Not too shabby! I am impressed Akaharu, you must have worked hard to have come this far. It seems you are ready for the advanced teachings now.

*scribbles the techs down on a chalkboard*

Here you have the round house kick. I want you to perform this one and the next after I perform the latter, understand?

Flashing forwards at increased speeds from his Mjolnir Armor, the Mand'alor darted upwards at a slight angle from a jump. His momentum would carry him forwards at a fantastic pace, with his arms raised. Upon the dummy, the Mand'alor would bring his knees upwards simultaneously with his elbows coming downwards, smashing the dummies head.

Your turn!


( Marui Sumai Ashige ) - Round House Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user pivots on one foot and swings their leg, delivering a powerful roundhouse kick to the target. The power of the kick is enough to send most opponents flying.

( Tora Tsume Hiza Sumasshu ) - Tiger Claw Knee Smash
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user pounces on the target, forming tiger claws with their hands and clasping them by the neck or shoulder region. Using great strength the user then pulls the target towards them while simultaneously delivering a devastating knee strike.

( Hiji Ken Hiza Konbo ) - Elbow and Knee Combo
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user jumps towards the target, raising both arms up while baring their elbows down towards the opponent’s head. At the same time they bring their knees up towards the target’s jaw, resulting in a pincer-like strike.
 

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Through his visor, the Mand'alor watched Akaharu's attempt on the dummy. His agility was pretty impressive, and his strikes were true with power. He definitely had a specialization in the art.

Not too shabby! I am impressed Akaharu, you must have worked hard to have come this far. It seems you are ready for the advanced teachings now.

*scribbles the techs down on a chalkboard*

Here you have the round house kick. I want you to perform this one and the next after I perform the latter, understand?

Flashing forwards at increased speeds from his Mjolnir Armor, the Mand'alor darted upwards at a slight angle from a jump. His momentum would carry him forwards at a fantastic pace, with his arms raised. Upon the dummy, the Mand'alor would bring his knees upwards simultaneously with his elbows coming downwards, smashing the dummies head.

Your turn!


( Marui Sumai Ashige ) - Round House Kick
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user pivots on one foot and swings their leg, delivering a powerful roundhouse kick to the target. The power of the kick is enough to send most opponents flying.

( Tora Tsume Hiza Sumasshu ) - Tiger Claw Knee Smash
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user pounces on the target, forming tiger claws with their hands and clasping them by the neck or shoulder region. Using great strength the user then pulls the target towards them while simultaneously delivering a devastating knee strike.

( Hiji Ken Hiza Konbo ) - Elbow and Knee Combo
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user jumps towards the target, raising both arms up while baring their elbows down towards the opponent’s head. At the same time they bring their knees up towards the target’s jaw, resulting in a pincer-like strike.


As his teacher pulls a mighty strike against the dummies head Akaharu was ready, he ran quickly towards the dummy and slides with his left foot leading his slide. He turns his foot left, halting his slide whilst transferring his momentum into his right side. Akaharu's right hit stuck out and his left leg came swinging around - his foot hooked against the dummy's head and he followed through with the force of his transferred moment. Since the Dummy was stuck into the spot it span around.

"ROUNDHOUSE!"

He did not stop their, Akaharu after performing the roundhouse spins all the way around so that he is now facing the dummy again. As his kicking foot hits the ground he leaps forward, clutching the dummy by the neck, and yanks it down whilst lifting his left knee, completely shattering the durability of it's head.

 

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As his teacher pulls a mighty strike against the dummies head Akaharu was ready, he ran quickly towards the dummy and slides with his left foot leading his slide. He turns his foot left, halting his slide whilst transferring his momentum into his right side. Akaharu's right hit stuck out and his left leg came swinging around - his foot hooked against the dummy's head and he followed through with the force of his transferred moment. Since the Dummy was stuck into the spot it span around.

"ROUNDHOUSE!"

He did not stop their, Akaharu after performing the roundhouse spins all the way around so that he is now facing the dummy again. As his kicking foot hits the ground he leaps forward, clutching the dummy by the neck, and yanks it down whilst lifting his left knee, completely shattering the durability of it's head.

Good job, and with the RP and everything. You'll find me a bit more boring here in training, though xD
These next two require chakra to use. Iron Head focuses on the rarely used headbutt, while while Wind God Fist is a fairly generic, chakra-enhanded punch. Wind version this time around.

( Tetsu Kashira ) - Iron Head
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user will concentrate earth chakra into a layer around their head, which enhances their durability and gives them an iron-like head, then they head-butt their target causing major damage. This technique is, alternatively, capable of breaking though C-rank earth techniques.
( Fuujinken ) - Wind God Fist
Type: Offensive
Rank: C
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user focuses wind chakra into their feet and then, crouching and dashing at the target with great speed, the user coats their arm in wind chakra. Utilizing this to enhance their attack the user then thrusts upwards into the stomach of the target, releasing the accumulated wind to send them flying upwards several feet.
 

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Tasuke's new teacher shows up to further his Taijutsu abilities, he describes two new techniques and so he gets to work incorporating chakra into the moves. Tasuke runs up to his target and grabs him by the collar with both hands, channelling earth natured chakra into his head as he throws it forward, foreheads clashing but with his momentum and shell around him. A Thunderous crack is heard as it connects, well between the two it would sound loud because of their proximity. As the strike lands Tasuke lets go of his opponent allowing him to stumble back, he immediately goes into a crouch with chakra now forming at his feet as he leaps forward with great speed - his favourite element wind chakra simultaneously covering his right arm. With increased speed and an already short range it was no time before Tasuke's wind imbued fist connected with his opponent's stomach, thrusting himself upwards along with the opponent sending him flying into the air directly.

"How was that?" Tasuke lands.
 

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Tasuke's new teacher shows up to further his Taijutsu abilities, he describes two new techniques and so he gets to work incorporating chakra into the moves. Tasuke runs up to his target and grabs him by the collar with both hands, channelling earth natured chakra into his head as he throws it forward, foreheads clashing but with his momentum and shell around him. A Thunderous crack is heard as it connects, well between the two it would sound loud because of their proximity. As the strike lands Tasuke lets go of his opponent allowing him to stumble back, he immediately goes into a crouch with chakra now forming at his feet as he leaps forward with great speed - his favourite element wind chakra simultaneously covering his right arm. With increased speed and an already short range it was no time before Tasuke's wind imbued fist connected with his opponent's stomach, thrusting himself upwards along with the opponent sending him flying into the air directly.

"How was that?" Tasuke lands.
Makes sense. You don't have to perform them, though. My priority is making sure you understand their purpose and restrictions. These things are often self-evident, or at least adaptable to suit different situations usage-wise, thus why we go over them. The next two, a B and a C-ranked technique, are of the chakra cost-less variety.

( Shouryuken ) - Rising Uppercut
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: This attack is a jumping uppercut in which the user utilizes a spin to increase the reach and speed of their jump. This attack is an excellent anti-air move capable of sending a target flying several feet.
( Hiza Sumasshu ) - Knee Smash
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The user, after using an attack to strike the enemy into the air, will then appear above them in a burst of speed and deliver a double knee strike that sends the target crashing into the ground.
 

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Makes sense. You don't have to perform them, though. My priority is making sure you understand their purpose and restrictions. These things are often self-evident, or at least adaptable to suit different situations usage-wise, thus why we go over them. The next two, a B and a C-ranked technique, are of the chakra cost-less variety.

( Shouryuken ) - Rising Uppercut
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: This attack is a jumping uppercut in which the user utilizes a spin to increase the reach and speed of their jump. This attack is an excellent anti-air move capable of sending a target flying several feet.
( Hiza Sumasshu ) - Knee Smash
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The user, after using an attack to strike the enemy into the air, will then appear above them in a burst of speed and deliver a double knee strike that sends the target crashing into the ground.

Aw cool there is actually a shoryuken technique, that's amazing - pretty easy to understand and pretty dope tbf; an anti-air Taijutsu maneuvre that allows reaches that some people in the NW tryna make.

These two techniques go hand in hand it seems - using the shoryuken move to hit them into the air and then follow up with thi technique allowing a burst of speed to get behind the opponent. Using then both knees to powerfully slam the opponent into the ouch

 

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Aw cool there is actually a shoryuken technique, that's amazing - pretty easy to understand and pretty dope tbf; an anti-air Taijutsu maneuvre that allows reaches that some people in the NW tryna make.

These two techniques go hand in hand it seems - using the shoryuken move to hit them into the air and then follow up with thi technique allowing a burst of speed to get behind the opponent. Using then both knees to powerfully slam the opponent into the ouch

Not a bad combo and you could mix it up with some Ninjutsu of your choice.
Now, take a look at these next two, Izuna Drop in particular. It's a bit of a weird tech.

( Ryuu Handou ) - Dragon Kick
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage: 40
Description: An attack where the user quickly appears behind the enemy in a burst of speed, delivering a powerful kick to their side that sends them flying.

( Izuna Rakka ) - Izuna Drop
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will jump into the target grabbing onto their arms and thrust both feet into their stomach to wind them and cause them to fall forwards. In doing so, the user flips backwards lifting the target into their air whilst using the motion of the target to then slam them onto their shoulders on the ground. The user will then finish by kicking off them and flipping backwards a few feet
 

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Not a bad combo and you could mix it up with some Ninjutsu of your choice.
Now, take a look at these next two, Izuna Drop in particular. It's a bit of a weird tech.

( Ryuu Handou ) - Dragon Kick
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage: 40
Description: An attack where the user quickly appears behind the enemy in a burst of speed, delivering a powerful kick to their side that sends them flying.

( Izuna Rakka ) - Izuna Drop
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will jump into the target grabbing onto their arms and thrust both feet into their stomach to wind them and cause them to fall forwards. In doing so, the user flips backwards lifting the target into their air whilst using the motion of the target to then slam them onto their shoulders on the ground. The user will then finish by kicking off them and flipping backwards a few feet
I like how these techniques have a few movement abilities in them, they're gonna be a lot helpful in the future - strange that people don't take advantage of these?

Izuna Drop is weird, you have to dive into them and kick their stomach, but then also pull on their arms so that they fall forwards instead of backwards. You used the momentum you've created to lift your opponent in the air and flip them back and crash their head into the ground. You then simply dismount by kicking them off and flipping backwards to your feet
 

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I like how these techniques have a few movement abilities in them, they're gonna be a lot helpful in the future - strange that people don't take advantage of these?

Izuna Drop is weird, you have to dive into them and kick their stomach, but then also pull on their arms so that they fall forwards instead of backwards. You used the momentum you've created to lift your opponent in the air and flip them back and crash their head into the ground. You then simply dismount by kicking them off and flipping backwards to your feet
Mah, I think people prefer more 'versatile' teachniques instead of situational ones. Force of habit, perhaps? As for Izuna Drop... no comment, lol
The next two, one of both types. Do your thing:

( Kamakiri Kaedama Dageki ) - Mantis Double Strike
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage points: 40
Description: The user holds their arms in such a way that they resemble blades. By covering their arms in a layer of wind chakra the user is then able to deliver knifehand strikes that possess considerable cutting ability.
( Testsu Sen Genkotsu ) - Iron Wire Fist
Type: Offensive
Rank: B
Range: Mid
Chakra cost: N/A
Damage points: 40
Description: By wrapping ninja wire around their fists and controlling their breathing the user is able to deliver precise and deadly strikes that are able to knock targets back several meters.
 

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Oooh a Wind Based Taijutsu move, I like it already - converting one's forearms to be as sharp as blades. It's very vague, however that's good as all we have to go by is knife hand strikes, i could literally use this hundreds of ways as long as I'm using my hands. And it's wind, woohoo :D

I have a question about this one, I know that Ninja wire is strong and can subdue people but does this mean it's also sharp? I guess the strikes are a little tougher too when your fists are buffered with metal. These strikes are also precise, however they're done with the fist.
 

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Oooh a Wind Based Taijutsu move, I like it already - converting one's forearms to be as sharp as blades. It's very vague, however that's good as all we have to go by is knife hand strikes, i could literally use this hundreds of ways as long as I'm using my hands. And it's wind, woohoo :D

I have a question about this one, I know that Ninja wire is strong and can subdue people but does this mean it's also sharp? I guess the strikes are a little tougher too when your fists are buffered with metal. These strikes are also precise, however they're done with the fist.
Yeah, wind mayn, and Ninja Wire is sharp, but that's not really an effective characteristics when it's used as brass knuckles, you know?
These next two are straight up, even if Dancing Hurricane is a little over the top.

( Chouyaku Kage Dageki ) - Jumping Shadow Strike
Type: Offensive
Rank: B
Range: Short
chakra cost: N/A
Damage points: 40
Description: The user appears below a target in a low stance, striking at the pressure points in their inner thighs. A successful strike should cause an opponent to collapse, allowing the user to deliver a series of rising punches.
( Danshingu Senpu ) - Dancing Hurricane
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage points: 40
Description: By executing a handstand and keeping their legs horizontal to the ground the user is able to deliver a series of spinning kicks to the target’s midsection.
 
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