Karin and Liliana blow on each other's necks. [Wind Training]

Goddess

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Well the generic answer would be fire but I choose water because with a wind and water combo it negates the enemies chances of countering the wind jutsu with fire since water is mixed in with Said wind. Um I don't know how to answer the question other than a good one.
 

Lili-Chwan

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Well the generic answer would be fire but I choose water because with a wind and water combo it negates the enemies chances of countering the wind jutsu with fire since water is mixed in with Said wind. Um I don't know how to answer the question other than a good one.
Well, can you explain to me why Fire works well with Wind? Also, is there another reason why the Wind and Water combination is good, can you explain the mechanics behind it? How about other elements, what can you tell me about their Combinations with Wind?
 

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Well, can you explain to me why Fire works well with Wind? Also, is there another reason why the Wind and Water combination is good, can you explain the mechanics behind it? How about other elements, what can you tell me about their Combinations with Wind?
Well. Wind has oxygen in it or carries oxygen in it. As we know, oxygen fuels fires and makes them grow stronger and larger. So, when wind jutsu is used in conjunction with a fire jutsu the wind jutsu feeds the fire jutsu Oxygen and makes it grow larger and stronger than normal.

Wind and Water combos work really well because since water is a fluid it is easily manipulated by the wind itself and allows for a mixture of water and wind. Also adding water to a wind jutsu can get rid of the elemental weakness of the wind when dealing with fire jutsu. For example, the jutsu (Suiton: Gufuu Suika) - Water Style: Typhoon Water Vortex can easily take out normal fire techniques and fire/wind elemental combinations in its own right.

Lightning and Wind is a hard combination to pull off due to the elemental weakness of lightning to wind but if both chakras are fused together they can form a new element such as Sound Release. So even though they are elemental opposites they can form a new element.

I don't think earth and wind is a good combination for the sole fact that 9/10 the earth jutsu cannot be carried away or carried with the wind jutsu is self. The way this combo can work is if the wind is used to propel the earth jutsu forward to increase its range or force.
 

Lili-Chwan

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Well. Wind has oxygen in it or carries oxygen in it. As we know, oxygen fuels fires and makes them grow stronger and larger. So, when wind jutsu is used in conjunction with a fire jutsu the wind jutsu feeds the fire jutsu Oxygen and makes it grow larger and stronger than normal.

Wind and Water combos work really well because since water is a fluid it is easily manipulated by the wind itself and allows for a mixture of water and wind. Also adding water to a wind jutsu can get rid of the elemental weakness of the wind when dealing with fire jutsu. For example, the jutsu (Suiton: Gufuu Suika) - Water Style: Typhoon Water Vortex can easily take out normal fire techniques and fire/wind elemental combinations in its own right.

Lightning and Wind is a hard combination to pull off due to the elemental weakness of lightning to wind but if both chakras are fused together they can form a new element such as Sound Release. So even though they are elemental opposites they can form a new element.

I don't think earth and wind is a good combination for the sole fact that 9/10 the earth jutsu cannot be carried away or carried with the wind jutsu is self. The way this combo can work is if the wind is used to propel the earth jutsu forward to increase its range or force.
Wind is an element that provides speed. When combined with other elements, it will enhanced their speed, increase their range. Scatter then or make them faster. It is also a cooling agent to water, as it will make it colder, but not enough to make Ice or the Ice element, that requires a KG.

With fire is the same, like you said, it provides fuel, thus makes the fire stronger, hotter, and also faster and more spread out, if you want it to be. You can make a fire scatter around, for example, with a whirlwind. Take over the fire and make it move as you want to, by having it follow the wind.

You can have it push boulders, if the strengths match. But yes, wind is not nearly as powerful as Earth. But it can be ran through the ground to lift up a dust screen, or push gravel and debris towards your opponent. It can make an earth projectile faster. Etc etc.

And lightning? Since wind is an insulator, if met against lightning directly, it will put it out. But you can play with that. For example, you could make a vortex of wind and a vortex of fire. Generally, vortexes, no matter the element, work well together, as the elements move around each other in the same direction, serving only to empower each other. A lightning and wind vortex can be combined like wise, both acting to make the other faster and sharper, creating a great lightning/wind combo. For example. You could also play with areas with more scarcity of air for higher or lower resistance, so that the lightning moves to those areas, thus altering it's path. Just an idea, of course.

So, to sum it up, all elements have something they "add" to a combination. Wind provides Dispersion and Speed to all elements, while adding a few characterists properties to specific elements. (Like cooling water, fueling fire, isolating lightning, etc etc)
 

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Wind is an element that provides speed. When combined with other elements, it will enhanced their speed, increase their range. Scatter then or make them faster. It is also a cooling agent to water, as it will make it colder, but not enough to make Ice or the Ice element, that requires a KG.

With fire is the same, like you said, it provides fuel, thus makes the fire stronger, hotter, and also faster and more spread out, if you want it to be. You can make a fire scatter around, for example, with a whirlwind. Take over the fire and make it move as you want to, by having it follow the wind.

You can have it push boulders, if the strengths match. But yes, wind is not nearly as powerful as Earth. But it can be ran through the ground to lift up a dust screen, or push gravel and debris towards your opponent. It can make an earth projectile faster. Etc etc.

And lightning? Since wind is an insulator, if met against lightning directly, it will put it out. But you can play with that. For example, you could make a vortex of wind and a vortex of fire. Generally, vortexes, no matter the element, work well together, as the elements move around each other in the same direction, serving only to empower each other. A lightning and wind vortex can be combined like wise, both acting to make the other faster and sharper, creating a great lightning/wind combo. For example. You could also play with areas with more scarcity of air for higher or lower resistance, so that the lightning moves to those areas, thus altering it's path. Just an idea, of course.

So, to sum it up, all elements have something they "add" to a combination. Wind provides Dispersion and Speed to all elements, while adding a few characterists properties to specific elements. (Like cooling water, fueling fire, isolating lightning, etc etc)
Okay. Um I see some wind jutsu be used as a Vacuum so that won't add speed obviously. So no questions.
 

Lili-Chwan

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Okay, I divided Wind in 4 categories:

Method 1: Tangible Blasts
Method 2: Slicing Gusts
Method 3: Vortexes
Method 4: Specifics (Rasengan/Grappling)

First one is about tangible blasts. It's basically a concentrated manifestation of wind that you can shoot from your mouth or from any other part of the body. They act as a punch would, though larger and considerably faster. They can assume the appearance of globes, walls, animals or even actual punches. They possess more of a impact damage than a slicing damage, but, since they're still wind, they are sharp and can cause some cuts, more frequently because of the quick expansion of the wind when it looses it's concentration (When it hits it's target).

Some can even explode, which is just the same expansion yet faster and more violent, which will add to the cutting damage.

Following me so far? Questions?
 

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Okay, I divided Wind in 4 categories:

Method 1: Tangible Blasts
Method 2: Slicing Gusts
Method 3: Vortexes
Method 4: Specifics (Rasengan/Grappling)

First one is about tangible blasts. It's basically a concentrated manifestation of wind that you can shoot from your mouth or from any other part of the body. They act as a punch would, though larger and considerably faster. They can assume the appearance of globes, walls, animals or even actual punches. They possess more of a impact damage than a slicing damage, but, since they're still wind, they are sharp and can cause some cuts, more frequently because of the quick expansion of the wind when it looses it's concentration (When it hits it's target).

Some can even explode, which is just the same expansion yet faster and more violent, which will add to the cutting damage.

Following me so far? Questions?
Okay got you.
No questions so far, Lili.
 

Lili-Chwan

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(Fūton: Fūsajin no Jutsu) - Wind Release: Dust Wind Technique
Type: Defence
Rank: D
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user creates a gust of wind that layers an area in loose sand and dust. Doing so also acts as a sandblaster on the surrounding area. This layer of sand that accumulates on the trees during this technique makes it difficult for others to get a good footing. The initial gust can also temporarily blind opponents by lodging sand in their eyes

This creates a gust of wind that is able to lift off a great amount of sand to enhance it. It doesn't have a great slicing power, but the sand itself can cause some cuts due to it's speed. It's strong to push back weapons. No handseals, the gust is materialized close to you and then blow in any direction you want. It has a large radius.

(Fūton: Kaze Ogawa no Jutsu) - Wind Release: Wind Stream Technique
Rank: D
Type: Supplementary
Range: Short
Chakra cost: 10
Damage points: N/A
Description: This technique allows the user to change direction in mid-air at high speeds by simply blowing wind out their mouth. The user can also use this technique by blowing it at the ground and causing a dust cloud to rise, concealing the users location and movement.

This is another gust of wind that does not have a slicing power, and serves to alter your direction, in mid-air or on the ground. The gust works by propulsion, and allows you to quickly move from one place to another, even if you don't have a footing. You can't maintain flight with this technique though. It requires no handseals.

(Fūton: Reppūshō) - Wind Release: Gale Palm
Rank: C
Type:Attack/Supplementary
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. This technique, when used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.

This is an example of wind created from your palms and not from your mouth. Again, it does not have a very strong slicing power, but due to it's tangibility, a characteristic of this method, it is very efficient to blow people back, or to propel thrown weapons, giving them more power. It requires no handseals besides the clapping motion.

(Fūton: Gōkūhō) - Wind Release: Great Vacuum Cannon
Rank: C
Type:Attack
Range:Short-Mid
Chakra Cost:15
Damage Points:30
Description: The users gathers his Fuuton chakra into the lungs to blow out a sphere of air at his target that can blow backwards the opponent and small objects around him.

This is a very tangible gust of wind, in shape of a sphere. Again, it won't have a great slicing power, it serves to blow things back, not cut them. The sphere in not very big, say about bigger than a basketball. It requires no handseals.

(Fūton: Mugen Sajin Daitoppa) - Wind Style: Infinte Sand Great Break Through
Rank: B
Type:Attack
Range:Short-Mid
Chakra Cost:20
Damage Points:40
Description: Originally Gaara's technique, for other characters the user will have to gather the dust or sand of the environment around him and then combine it with his elemental wind affinity. A large wind gust with dust or sand will get created capable to push away the opponent or medium sized objects.

This is a bigger version of jutsu I already taught you. It requires no handseals.

(Fūton: Shinkūgyoku) – Wind Release: Vacuum Sphere
Rank: A
Type: Offensive
Range: Short- Mid
Chakra cost: 30
Damage points: 60
Description: After performing the necessary hand seals Rat → Rabbit → Dog, the user takes a deep breath and exhales several small blasts of wind chakra.in such a manner that they are dispersed over an expansive range, enough to make it difficult to avoid them entirely without taking any damage. Due to the properties of this technique, the expelled blasts are capable of piercing into and potentially through an opponent's flesh when they collide, in a similar manner to how bullets function.

This is a enhanced version of a technique I already told you. Though now it is so concentrated it can actually pierce your opponents, similar to bullets. Imagine each blast the size of a golf ball. You can shoot about a dozen over a great expansion of area. It requires 3 handseals.

(Fūton: Fūjin no Jutsu) - Wind Release Dust Cloud Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.

Enhanced version of a technique I already taught you. Requires 1 handseal. You basically make the handseal then frame your mouth with your hands, and the blast of wind is spat through the middle of the hands

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

Enhanced version of a technique I already taught you. It requires 2 handseals. The large crushing ball is a couple of meters diameter.
 

Reborn

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Oh this was the Karin you were talking about...

Karin you should kill Lili, she betrayed us Hahahahahaha! :snick:

Edit: Lili, call me Suzy and i'll punch you in the throat (takes a page from Alt U_U)
 

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(Fūton: Fūsajin no Jutsu) - Wind Release: Dust Wind Technique
Type: Defence
Rank: D
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user creates a gust of wind that layers an area in loose sand and dust. Doing so also acts as a sandblaster on the surrounding area. This layer of sand that accumulates on the trees during this technique makes it difficult for others to get a good footing. The initial gust can also temporarily blind opponents by lodging sand in their eyes

This creates a gust of wind that is able to lift off a great amount of sand to enhance it. It doesn't have a great slicing power, but the sand itself can cause some cuts due to it's speed. It's strong to push back weapons. No handseals, the gust is materialized close to you and then blow in any direction you want. It has a large radius.

(Fūton: Kaze Ogawa no Jutsu) - Wind Release: Wind Stream Technique
Rank: D
Type: Supplementary
Range: Short
Chakra cost: 10
Damage points: N/A
Description: This technique allows the user to change direction in mid-air at high speeds by simply blowing wind out their mouth. The user can also use this technique by blowing it at the ground and causing a dust cloud to rise, concealing the users location and movement.

This is another gust of wind that does not have a slicing power, and serves to alter your direction, in mid-air or on the ground. The gust works by propulsion, and allows you to quickly move from one place to another, even if you don't have a footing. You can't maintain flight with this technique though. It requires no handseals.

(Fūton: Reppūshō) - Wind Release: Gale Palm
Rank: C
Type:Attack/Supplementary
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. This technique, when used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.

This is an example of wind created from your palms and not from your mouth. Again, it does not have a very strong slicing power, but due to it's tangibility, a characteristic of this method, it is very efficient to blow people back, or to propel thrown weapons, giving them more power. It requires no handseals besides the clapping motion.

(Fūton: Gōkūhō) - Wind Release: Great Vacuum Cannon
Rank: C
Type:Attack
Range:Short-Mid
Chakra Cost:15
Damage Points:30
Description: The users gathers his Fuuton chakra into the lungs to blow out a sphere of air at his target that can blow backwards the opponent and small objects around him.

This is a very tangible gust of wind, in shape of a sphere. Again, it won't have a great slicing power, it serves to blow things back, not cut them. The sphere in not very big, say about bigger than a basketball. It requires no handseals.

(Fūton: Mugen Sajin Daitoppa) - Wind Style: Infinte Sand Great Break Through
Rank: B
Type:Attack
Range:Short-Mid
Chakra Cost:20
Damage Points:40
Description: Originally Gaara's technique, for other characters the user will have to gather the dust or sand of the environment around him and then combine it with his elemental wind affinity. A large wind gust with dust or sand will get created capable to push away the opponent or medium sized objects.

This is a bigger version of jutsu I already taught you. It requires no handseals.

(Fūton: Shinkūgyoku) – Wind Release: Vacuum Sphere
Rank: A
Type: Offensive
Range: Short- Mid
Chakra cost: 30
Damage points: 60
Description: After performing the necessary hand seals Rat → Rabbit → Dog, the user takes a deep breath and exhales several small blasts of wind chakra.in such a manner that they are dispersed over an expansive range, enough to make it difficult to avoid them entirely without taking any damage. Due to the properties of this technique, the expelled blasts are capable of piercing into and potentially through an opponent's flesh when they collide, in a similar manner to how bullets function.

This is a enhanced version of a technique I already told you. Though now it is so concentrated it can actually pierce your opponents, similar to bullets. Imagine each blast the size of a golf ball. You can shoot about a dozen over a great expansion of area. It requires 3 handseals.

(Fūton: Fūjin no Jutsu) - Wind Release Dust Cloud Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.

Enhanced version of a technique I already taught you. Requires 1 handseal. You basically make the handseal then frame your mouth with your hands, and the blast of wind is spat through the middle of the hands

(Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

Enhanced version of a technique I already taught you. It requires 2 handseals. The large crushing ball is a couple of meters diameter.
Alright got it.
Still no questions.
 

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1. Wind Stream Technique
Scenario: The opponent uses a water jutsu on me and its coming in close range and I don't have enough to time to perform handseals. I use Wind Stream to get myself out of harms way extremely quickly.
Why: Quickest way to avoid incoming techniques if you have little to no time to respond or even make handseals.
How: As the water jutsu approaches, I focus wind chakra into my mouth and turn my head to the left. I exhale the wind from my mouth so it can push me to the right and out of the way of the water jutsu.

2. Gale Palm
Scenario: Closed Ranged battle with an enemy and I am about to be hit with a near fatal blow.
Why: Strong Enough to blow the enemy back so that they won't hit me. Thus creating distance between me and him/her.
How: As the attack comes in from the opponent, I clap my hands creating a strong gust of wind to blow the enemy backwards to save my life.

3. Vacuum Sphere.
Scenario: The enemy is pinned down to a certain location with no hope of escape. I want to finish them off.
Why: The reason I would use this technique is to just beat down and weaken the enemy. Maybe even break defenses. Since there are many spheres as you said I am guessing it can hit them from any frontal angle making it hard to block. I would use this jutsu just to put pressure on the opponent.
How: As the opponent is trapped, I just fire off continuous wind spheres in the general direction to hit them for massive amounts of damage.

4. Infinite Sand Break Through.
Scenario: A bombardment of weapons are coming at me. I must defend as quickly as possible to save myself or possibly other comrades.
Why: Quick way to defend and attack at the same time.
How: I gather wind chakra into my hand (or mouth?) and collect dust from the air and the ground into that wind and shoot it out towards the enemy to reflect the weapons while further damaging the opponent.
Question: When the sand/dust is gathered in the technique and used against the enemy, can the sand and dust get into the enemy's eyes blinding them? And If so is that where the source of the damage comes from besides the fast moving particles of sand and dust?

5. Vacuum Great Sphere.
Scenario: Another beat down scenario.
Why: Stronger and larger version of the previous jutsu. Can be used for defense and offense at the same time like most jutsu. Plus the two handseals makes it easy to use and form fast making this a rather quick technique for something so powerful.
How: I inhale a large amount of air and compress it into one sphere that is shot at the opponent.
Question: Exactly how big is it? I'm guessing about 3-4 meters in width.
 

Lili-Chwan

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1. Wind Stream Technique
Scenario: The opponent uses a water jutsu on me and its coming in close range and I don't have enough to time to perform handseals. I use Wind Stream to get myself out of harms way extremely quickly.
Why: Quickest way to avoid incoming techniques if you have little to no time to respond or even make handseals.
How: As the water jutsu approaches, I focus wind chakra into my mouth and turn my head to the left. I exhale the wind from my mouth so it can push me to the right and out of the way of the water jutsu.

2. Gale Palm
Scenario: Closed Ranged battle with an enemy and I am about to be hit with a near fatal blow.
Why: Strong Enough to blow the enemy back so that they won't hit me. Thus creating distance between me and him/her.
How: As the attack comes in from the opponent, I clap my hands creating a strong gust of wind to blow the enemy backwards to save my life.

3. Vacuum Sphere.
Scenario: The enemy is pinned down to a certain location with no hope of escape. I want to finish them off.
Why: The reason I would use this technique is to just beat down and weaken the enemy. Maybe even break defenses. Since there are many spheres as you said I am guessing it can hit them from any frontal angle making it hard to block. I would use this jutsu just to put pressure on the opponent.
How: As the opponent is trapped, I just fire off continuous wind spheres in the general direction to hit them for massive amounts of damage.

4. Infinite Sand Break Through.
Scenario: A bombardment of weapons are coming at me. I must defend as quickly as possible to save myself or possibly other comrades.
Why: Quick way to defend and attack at the same time.
How: I gather wind chakra into my hand (or mouth?) and collect dust from the air and the ground into that wind and shoot it out towards the enemy to reflect the weapons while further damaging the opponent.
Question: When the sand/dust is gathered in the technique and used against the enemy, can the sand and dust get into the enemy's eyes blinding them? And If so is that where the source of the damage comes from besides the fast moving particles of sand and dust?

5. Vacuum Great Sphere.
Scenario: Another beat down scenario.
Why: Stronger and larger version of the previous jutsu. Can be used for defense and offense at the same time like most jutsu. Plus the two handseals makes it easy to use and form fast making this a rather quick technique for something so powerful.
How: I inhale a large amount of air and compress it into one sphere that is shot at the opponent.
Question: Exactly how big is it? I'm guessing about 3-4 meters in width.
1. Watch out for the size of the technique you're trying to evade, though. Might to be enough.

4. Mouth or Hand, your choice. Or even simply from the surrounding air. The description mentions no specific method of release.

5. Couple of meters diameter. 2-3 meters.
 

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1. Watch out for the size of the technique you're trying to evade, though. Might to be enough.

4. Mouth or Hand, your choice. Or even simply from the surrounding air. The description mentions no specific method of release.

5. Couple of meters diameter. 2-3 meters.
Okay got it. Thanks for the information ^~^
Let's move on.
 
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