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Geezus Pieces
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<p>[QUOTE="Geezus, post: 11066823, member: 8611"]</p><p style="text-align: center"><strong>Taijutsu</strong></p><p></p><p><u>Personal Techniques</u></p><p></p><p>S-Rank</p><p></p><p>[spoiler]<strong> Hebereke Tentei Kobushi: Drunken God Fist</strong></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: (+10 to Drunken techs) (-20 to falling)</p><p>Description: After entering the Drunken Fist state, the user continues to drink and then enhances the effects by applying chakra. By doing so the user begins to move faster, and become even more unpredictable and fluid. The user becomes so fluid and unpredictable in his motion that even the MS can't determine the users movements and allows the user to dodge techniques on a whim in a unorthadox but effective way without the use of a ninjutsu. But despite this the user becomes so drunk that it becomes harder for him to control his chakra therefore the user only becomes unable to use Nin or Genjutsu in this mode.</p><p>(Last 3 turns)</p><p>(usable once)</p><p></p><p>Taught: <a href="https://narutobase.net/forums/showthread.php?t=449965">Selendrile</a></p><p></p><p><strong>Satsui no Hado| Surge of Murderous Intent</strong></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: (+50 to taijutsu based attacks)</p><p>Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:</p><p>Hadō (Surge)</p><p>It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.</p><p>Shōryū (Rising Dragon)</p><p>This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.</p><p>Tatsumakisenpū (Tornado Kick)</p><p>The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.</p><p>With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.</p><p>(Usable Once Per Battle)</p><p>(Users Chakra Manipulation is ceased for 2 turns afterwards)</p><p>( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }</p><p>(Last 3 Turns)[/spoiler]</p><p></p><p>F-rank</p><p></p><p>[spoiler]<strong>Kongou Koku Retsu Zan| Country Destroying Adamantine Slash</strong></p><p>Rank: Forbidden</p><p>Type: Attack</p><p>Range: Short-Mid</p><p>Chakra: 50</p><p>Damage: 90</p><p>Description: The user first applies chakra to most of his body until it radiates off of his skin, then by rearing back the user then preforms a powerful chop to the earth itself with a subsequent wave blast surrounding him on both sides. Although the wave increases the range of it somewhat, the true damage property is a point-blank range. If the opponent is near when this move takes place it means near instant death as the chakra pressure seems to crush there bodies once released.</p><p>(Usable once)</p><p>(User can't manipulate his chakras for three turns afterwards[/spoiler]</p><p></p><p style="text-align: center"><u>Allowed Techniques</u></p><p></p><p>A-Rank</p><p></p><p>[SPOILER]<strong>Freestyle Art Power Legs = Furīāto Pawā Ashi</strong></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Self</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>Description: The first stage of the leg empowering freestyle tech, the user focuses big amounts of chakra into his legs, this technique allows the user to temporarily increase the strength in his legs, by pumping the muscles and tissue full of concentrated chakra. This technique gives the user 10+ damage to all Taijutsu, which involves using his legs, and a boost of speed, equal to Lee without weights. This technique does have some drawbacks, when it ends, the user will have used a big amount of power in his legs, making them weaker.</p><p>Notes:</p><p>• Can only be used twice per match.</p><p>• Lasts for three turns.</p><p>• After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle.</p><p>• No A-ranked or higher techniques in the next turn.</p><p>• Can only use two moves in the next turn</p><p>• Can only be taught by ZeroGarra.</p><p></p><p><strong>( Burakku Doragon no Gōon hiji ) - Black Dragon's Roaring Elbow</strong></p><p>Type: Attack/Defense</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: This strike was honed and refined by incorporating the same principles learned by studying NB Taijutsu. The user strikes toward the opponent in close range and shifts his foot slightly forwards turning his body in that same direction spinning themselves 360 degrees, continuing this motion quickly to add tremendous momentum to the final blow. As they do this, the user taps into the most basic of whichever elemental release which can be used to aid in taijutsu strikes, and coats his arm from the elbow down in either elemental chakra or raw chakra following similar principles as Five Animal Five Element Fist, however instead of using each of the 5 basic elemental releases in the attack one after the other, the user applies only the one nature they wish, using chakra control to focus the chakra to striking area for the purpose of this one brutal blow. Raising their arm and elbow up as they release the chakra, they complete the spin to smash elbow/forearm first into the target, as the circle motion of the attack is completed driving the blow forwards by pushing off their back foot, using this with centrifugal motion to aid in powering the elbow strike, making it much more powerful and potentially lethal than just a simple elbow strike. This delivers not only the blunt force trauma from the blow but also different effects from whichever chakra nature was used. If Fire is used burns will occur blistering the skin, if Water is used along with the blow it will leave water covering the area struck, if Earth is used the blow could cause the area to collapse in upon being struck, if Lightning is used the opponent will experience a shocking electrical explosion, if Wind is used they will experience slicing winds and the blow will send them flying back 10 meters, and if Raw chakra is used it will cause the blow to be blunt and traumatic similar to Earth's just not quite on the same scale. This is a devastating blow if performed properly and landed square, and could easily render someone unconscious or worse from the blunt force combined with the elemental nature imbued with the strike.</p><p></p><p>~Notes~</p><p>- Must have trained in basic NB Taijutsu to use</p><p>- Usable 2x per battle</p><p>- Must be taught by -Vegeta</p><p>Done like this [MEDIA=youtube]J14_XwDdGh4[/MEDIA]</p><p>[/SPOILER]</p><p>S-rank</p><p></p><p>[SPOILER]<strong>Name: Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)</strong></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Self</p><p>Chakra cost: 60 (10 every turn to keep it activated)</p><p>Damage points: N/A</p><p>Description: This technique allows the user to increase his toughness and strength by a great amount, for a certain amount of time. By diverting a great amount of their chakra into their muscles tissue and skin, the user can harden his body and muscles with a great amount. The technique itself takes a few seconds to fully activate, but in those few seconds the user will grow in a rapid rate, and approximately become twice as big as he was before. The user’s skin will be close to Corundum in hardness, (or what would be a 9 on the Mohs scale) and his bones just as hard, his strength will rival that of Tsunades at her best. The great physical growth comes with some disadvantages, the user cannot use any elemental ninjutsu or any Genjutsu while this technique is activated, aswell as their speed becoming considerably slower due to the bulky mass and he cannot use any S-ranked and above techniques the turn after this technique has been deactivated.</p><p>Notes:</p><p>• Can lasts for 5 turns.</p><p>• When this technique ends the user will not shrink back to his normal size, but his muscles bones and skin will return to its former state.</p><p>• Can only be taught by ZeroG.</p><p>• Can only be used twice per match.</p><p></p><p></p><p><strong>The Adrenaline Rush (Kōfun jōtai)</strong></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Self</p><p>Chakra cost: 40 (20 every turn)</p><p>Damage points: N/A</p><p>Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:</p><p>Heightened senses: Stronger sense of smell, hearing and thought processing.</p><p>Pain reduction: All feelings of pain and numbness are almost nullified.</p><p>Faster reaction time: This doesn’t make the user faster generally.</p><p>Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%</p><p>Notes:</p><p>• Lasts for 5 turns.</p><p>• The user cannot use any elemental ninjutsu while this is active.</p><p>• The user cannot use any Genjutsu or clones of any kind when this is active.</p><p>• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.</p><p>• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.</p><p>• No summoning while this is active.</p><p>• Can only be used Once per match.</p><p></p><p><strong>(Han Sochi jutsu)- Half Step technique</strong></p><p>Rank: S</p><p>Type: offence</p><p>Range: Short</p><p>Chakra cost: 40</p><p>Damage points: N/A</p><p>Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.</p><p>Note: can only be taught by Uchiha Kaito</p><p>Note: Can only be used twice per battle</p><p></p><p><strong>(Geishin no Nami Kikku)- Whale God Wave Kick</strong></p><p>Type: Offensive/Defensive</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: Either from a position falling towards the ground, or from the user jumping high into the air, some sort of descending movement in needed for this taijutsu technique. The user, as he falls towards the ground, spins rapidly on his sides (horizontally) in order to produce massive amounts of spinning momentum. Further covering their leg with a layer of water chakra, the user creates a localized, spinning vortex of water around their leg. The user then performs a devastating, spinning S-ranked kick aimed from above the target. If the target intended to be hit somehow evades, the user can also release the water vortex upon contact with the ground (or any other medium they strike) from the miss. From where the user initially strikes, a large crater is created due to the force of the strike. The water vortex is then released in a wave (the direction decided by the user) from the epicenter of the technique which is intended to catch the fleeing target. The incoming wave of water is considered to be A-rank if released and counts as a move of the user. The wave would be unaffected by taijutsu damage bonuses, remaining at A-rank unless the user also possesses an additional water release bonus (such as a CW, 7SM, etc).</p><p>- Usable twice per battle</p><p>- No taijutsu A-rank or above for the same turn</p><p>- Requires mastery of NB taijutsu (non-restricted)</p><p></p><p></p><p><strong>(Kami Kaiten Kikku o Bara)- Rose God Revolving Kick</strong></p><p>Type: Offensive/Defensive</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: This taijutsu technique utilizes the user’s increased agility capabilities as well as his raw strength. The user will quickly launch themselves from their current position in order to travel in a curled arc (the angle of the movement is decided according to the situation). As the user travels in the movement he will focus wind chakra over the entirety of his legs in order to coat them in a powerful layer of cutting wind. The user will then perform a powerful, rotating kick as he passes by the target. In addition to the physical damage, a portion of the wind layer is released upon contact to form a tornado around the target. This tornado rapidly spins the target in order to disorient them to a high degree in order to allow the user to continue his assault. After passing by the target, the user will continue their arcing motion in order to circle back around at the target, striking them again with the same movement. This process is repeated over and over again until the user makes the required movements to successfully destroy his target. In the end, a complex, circular, looping figure would mimic the path taken by the user. If the successive kicks are used on the same target, each kick releases an additional tornado which spins the target at higher speeds. The user can also change the target of each successive kick, targeting multiple objects/people/formations (however the overall rank is also divided equal to the number of targets).</p><p>- Usable twice per battle</p><p>- No elemental taijutsu above A-rank the same turn</p><p>- Requires mastery of NB taijutsu (non-restricted)[/SPOILER]</p><p></p><p>F-rank</p><p></p><p>[SPOILER]<strong>Oshie Ikusen Tatsujin Ikazuchi Dageki Gyakujou)- Teachings of Thousand Masters: Thunder Strike Frenzy</strong></p><p>Rank: Forbidden</p><p>Type: Attack</p><p>Range: Mid</p><p>Chakra cost: 50</p><p>Damage points: 90 (-15 to user)</p><p>Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponents upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponents nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn).</p><p></p><p>Note: Can only be used once</p><p>Note: target can't perform lightning jutsu or hand seals for one turn</p><p>Note: Can only be taught by Uchiha Kaito andUzumakiJake</p><p>Note: -15 damage[/SPOILER]</p><p>[hr][/hr]</p><p></p><p style="text-align: center"><u><strong>Satsui no Hado </strong></u>-<a href="http://narutobase.net/forums/showthread.php?t=286865"> Trained by Lord of Kaos</a></p><p></p><p>A-Rank</p><p></p><p>[SPOILER]<strong>Tatsumaki Zankuukyaku|Hurricane Scythe Kick</strong></p><p>Rank: A</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air.</p><p></p><p><strong>Messatsu Goshoryu|Obliterating Great Rising Dragon</strong></p><p>Rank: A</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.*</p><p>*Can only be used 2 per fight</p><p>*After using, it requires a wait period of at least 2 turns</p><p>*Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai</p><p>*Must be a Satsui no Hado student to learn</p><p></p><p><strong>Hadoken| Surge Fist</strong></p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30</p><p>Damage Cost: 60</p><p>Description: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target.</p><p>*Can only be used 4 times at the most*</p><p>*Must be a student of the Satsui no Hado Fighting Style*</p><p>*Must be a two turn minimal waiting period before usage*</p><p></p><p><strong>Shin Gou Hadou|True Great Surge</strong></p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user will stand in the horse stance with his right hand drawn in, focusing large amounts of Satsui no Hado chakra throughout the arm. The user will then strike forward with that arm, hitting the target in the solar plexus, halting all forward movement by the foe from the blow as the Satsui no Hado chakra latches onto them, causing them to gain properties of the the CFS, increasing their strength and speed, now moving at speeds of Lee without his weights and slightly stronger than the average Strong Fist user. As the chakra attaches to the enemy, it causes them to become greatly enraged in a rage that clouds their mind, letting their anger take over due to inexperience with controlling the fighting style. This rage prevents them from using elemental jutsus of A-rank and higher for three turns due to the Satsui no Hado chakra's influence causing great anger that causes them to want to literally beat the user to death. As the turns go by, the anger starts to subside and the enemy is able to see and think more clearer and as such, they regain access to higher ranking elemental jutsus. The first turn this is active, they cannot use A-ranks and higher. The second turn, no S-ranks and higher and the third and final turn the enemy cannot use any Forbidden ranked jutsu of elemental natures. The speed/strength boosts last the entire duration of three turns.</p><p>*Lasts 3 turns*</p><p>*Only useable 3 times*</p><p>*Speed and Strength boosts are an approved part of the CFS*</p><p>*Can also be used on an ally*</p><p></p><p><strong>Misogi|Purification</strong></p><p><span style="color: #333333">Rank: A</span></p><p><span style="color: #333333">Type: Offensive</span></p><p><span style="color: #333333">Range: Short</span></p><p><span style="color: #333333">Chakra cost: 30</span></p><p><span style="color: #333333">Damage points: 60</span></p><p><span style="color: #333333">Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).</span></p><p><span style="color: #333333">*Cannot use any Satsui no Hado jutsu over S-rank next turn</span></p><p><span style="color: #333333">*Can only be used 3 times a battle</span></p><p><span style="color: #333333">*Must be a Satsui no Hado student to use</span></p><p>[/SPOILER]</p><p></p><p>S-Rank</p><p></p><p>[spoiler]<strong>Ashura Senku|Asura Flashing Sky</strong></p><p>Type: Defense/Supplementary</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra cost: 40</p><p>Damage points: N/A (+10 if struck while Ashura Senku is active; -10 to user when Ashura Senku is active)</p><p>Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it (note: this only applies if the user has not used any other jutsu/mode that enhances his strength, meaning it can't be used in conjunction to EIG, Sage Mode, etc. and only works DURING the Ashura Senku, thus making it an ideal jutsu for quick escape) during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. Only able to use the jutsu 3 times per fight, shall the user use it all three times, he runs the risk of the dark nature of the Satsui no Hadō taking over, causing him to become enraged and lose control of his sanity, making him unable to use jutsus higher than C-rank for two turns and no taijutsu for the rest of the fight due to intense physical pain. After using it, he speed is also dramatically decreased by half, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of three turns in between before he is able to use the jutsu again.*</p><p>Notes:*Can only be used three times at a most, with a three turn waiting period in between.</p><p>*After using once, the user cannot use any jutsus higher than A-rank that turn and no taijutsu of A-rank and higher for two turns.</p><p>*After using twice, the user cannot use any jutsus higher than B-rank that turn and no tai of B-rank and higher for 5 turns.</p><p>*After using all three times, the user cannot use any jutsus higher than C-rank for 3 turns and no taijutsu for the rest of the fight.</p><p>*The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.*</p><p>*After the technique has ended, the user's speed is severely cut in half, causing him to move at speeds that make Gaara's running speed seem fast (Gaara is used as a reference, due to him being considered one of the slowest in-manga characters). This effect only lasts the turn the user uses the Ashura Senku. However, if the user uses this technique at the end of his turn, then his NEXT turn, he will have this lowered speed the entire turn.</p><p>*Can't be used with any other mode or speed-enhancing jutsus.</p><p>*Can only be used after the Satsui no Hadō has been activated.*</p><p>*Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details).</p><p>*Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air.</p><p></p><p></p><p><strong>Tenshou Kaireki Jin|Demon Armageddon Kick</strong></p><p>Rank:S</p><p>Type: Offensive</p><p>Range: Short-Mid</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time.</p><p>*Can only be used twice*</p><p>*Must know Tatsumaki in order to use*</p><p>*Speeds drops slightly for 2 turns*</p><p>*After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns*</p><p></p><p><strong>Kongou Kokuretsu Zan | Diamond Country Splitting Cut</strong></p><p><span style="color: #333333">Type: Attack</span></p><p><span style="color: #333333">Rank: S</span></p><p><span style="color: #333333">Range: Short - Mid</span></p><p><span style="color: #333333">Chakra Cost: 40</span></p><p><span style="color: #333333">Damage Points: 80</span></p><p><span style="color: #333333">Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around a second or two. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot enough to slightly burn and singe the skin slightly of the opponent caught in the wave (not hot enough to incapacitate a foe however). The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 6 meters deep (around 20 feet) and 10 meters wide (around 30 feet), with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a slight earthquake to be felt around the field; this earthquake alone causes no damage to any opponent, unless they are under ground, of course. The wave is so great that opponents caught in it will feel great heat emanating from it, causing small first degree burns along their body. If the opponent is struck head-on, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them almost completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, not literally paralyzing the foe, but it causes their speed to become slowed to levels of Gaara's, perhaps the slowest moving canon character. Coincidentally, if they already move this slow, then their speed will be dropped even further due to the strike. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it thrice, the user is only able to use one other jutsu during the turn this is used, and it must be a Satsui no Hado natured jutsu. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well. </span></p><p><span style="color: #333333">Notes: </span></p><p><span style="color: #333333">*No taijutsu/kenjutsu for two turns with said arm.</span></p><p><span style="color: #333333">*Can only be used thrice with an interval of at least 3 turns</span></p><p><span style="color: #333333">*Cannot be used with any other chakra enhancing mode such as Sage Mode or EIG or various other modes which increases the users chakra/speed</span></p><p><span style="color: #333333">*After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns</span></p><p><span style="color: #333333">*Can only be used by learners of the Satsui no Hado</span>[/spoiler]</p><p></p><p>F-rank</p><p></p><p>[SPOILER]<strong>Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder</strong></p><p><span style="color: #333333">Type: Attack</span></p><p><span style="color: #333333">Rank: Forbidden</span></p><p><span style="color: #333333">Range: Short</span></p><p><span style="color: #333333">Chakra: 50</span></p><p><span style="color: #333333">Damage: 90</span></p><p><span style="color: #333333">Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker. </span></p><p><span style="color: #333333">Note: Can only be performed once per battle. </span></p><p><span style="color: #333333">Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.</span></p><p><span style="color: #333333">Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight. </span></p><p><span style="color: #333333">Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed</span></p><p><span style="color: #333333">Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain. </span></p><p><span style="color: #333333">Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.</span></p><p><strong>Metsu Hadoken|Destroying Surge Fist</strong></p><p>Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Short-Long</p><p>Chakra Cost: 50</p><p>Damage Points: 90</p><p>Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn.</p><p>*Can only be used once*</p><p>*Can only be used by Masters and Grandmasters of the Satsui no Hado CFS*</p><p>*After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns*</p><p>*Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.*</p><p></p><p><strong>Tsuin Gou Hadoken | Twin Great Surge Fist</strong></p><p>Type: Offensive</p><p>Rank: Forbidden</p><p>Range: Short-Long</p><p>Chakra Cost: 50</p><p>Damage Cost: 90</p><p>Description: The Tsuin Gou Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to each arm, drawing them back as if in the horse stance, condensing the dark chakra into a slightly larger shape than the regular basketball sized Hadoken, creating one in each hand. As the user compresses the dark chakra, he adds elemental chakra to the Hadokens, giving them properties of any elemental affinities the user charges through them. The user, upon creating the Hadokens, can choose to only thrust one outwards, releasing just that one while continuously holding the other in his hand. However, as he does this, he will be unable to use any other ninjutsu until he releases the second. The second Hadoken still has to released by the end of the turn. The user can also chooses to fire both at the same time, with individual strength equal to a strong S-rank jutsu and a combined force of a forbidden ranked jutsu. Using them takes a great toll on the user however, and he's left unable to mold high ranking jutsus of the elemental affinities he used this jutsu with. When the user charges elemental affinities into the Hadokens, several effects appear depending on which element is focused. By channeling advanced natures into the Hadoken, effects of said advanced nature will be of similar regards to being struck with Forbidden ranked compressed chakra of that nature, in mirrored fashion as the chart below (i.e. scorch chakra would cause effects similar to Fire hadoken, rain chakra being similar to Water Hadoken, etc etc).In order to fully taunt his enemies, Akuma devised an additional name for each main "verision" made from the various elements:</p><p></p><p>¤ Zanku Hadoken|Air Slashing Surge Fist - When charging Futon chakra, the Hadoken's becomes slightly faster and causes great damage upon impact of the elemental version, causing enough damage to break bones and limit movement by the enemy while pushing him backwards with great force.</p><p>¤ Shakunetsu Hadoken|Scorching Heat Surge Fist - When charging Katon chakra, the chakra heats the Hadoken to the point that upon contact, second degree burns will occur, with third degree and fourth degree burns from prolonged contact.</p><p>¤ Gourai Hadouken|Roaring Thunder Surge Fist - When channeling Raiton chakra, lightning begins to form around the Hadoken and increases it's speed and causes it to have the effect of causing extreme paralysis of the nervous system upon direct contact, surging through the foes body and is capable of bursting through earthen defenses of up to Forbidden Rank</p><p>¤ Tenma Gouzankuu|Demon's Great Air Slash- When channeling Ototon chakra, the Hadoken begins to rotate in the hand faster, increasing speed as a shrill sound is made from the spinning. Upon striking a foe, the Hadoken releases either low or high frequency waves throughout them. If low frequency, the waves deliver severe blunt force damage as well as cause a severe blow to the equilibrium of the enemy by resonating through the liquid organs of the target, causing severe dizziness and fainting from prolonged exposure. If high frequency, the waves cause severe blunt force damage as well as causing the organ of the user to vibrate intensely, and due to this intense vibrations, the organs begin to move back and forth across one another, causing them to rupture and cause severe internal injuries.[/b]</p><p></p><p>Note: Can only be used once a fight.</p><p>Note: Both Hadoken's must be released within the same turn and no other jutsu may be used by the user until it is fully released.</p><p>Note: After using, the user is left with great strain, and unable to use whichever ( elemental affinities he used ) jutsus ranked S-rank and higher the two turns.</p><p>Note: Each different version of the Hadoken still follows basic strengths and weaknesses of each element ( i.e Fire is strong to wind but weak to water, etc ).</p><p>Note: Can only be used by Masters and Grandmasters of the Satsui no Hado CFS.</p><p>Note: The user can only use one other jutsu the same turn this was used.</p><p>[/SPOILER]</p><p>[hr][/hr]</p><p></p><p style="text-align: center"><a href="https://narutobase.net/forums/showthread.php?t=637633&p=20759707&viewfull=1#post20759707"><strong>Drunken Monkey Fist </strong></a></p><p></p><p></p><p>[SPOILER]<strong><span style="color: #333333">Drunken Monkey Style: Captain Morgan’s Uprising|Hebereke Seiyuuki Youshiki: Teichou Morgan's Boudou</span></strong></p><p><span style="color: #333333">Type: Offensive</span></p><p><span style="color: #333333">Rank: S</span></p><p><span style="color: #333333">Range: Short </span></p><p><span style="color: #333333">Chakra Cost: N/A</span></p><p><span style="color: #333333">Damage Points: 60 (-15)</span></p><p><span style="color: #333333">Description: The user, after drinking very strong alcohol, becomes very drunk and charges large amounts of chakra to his arms, strengthening them, which he holds out in front of him in the Drunken Monkey starting position. The user will then suddenly fall backwards, swinging his arms behind him to catch himself and swinging his legs upwards, kicking the enemy in his chin, and then quickly boosting himself in the air from his arms, landing with one foot in front of the other. He then immediately stumbles forward, and uppercuts the enemy several times in the chest and face as he/she rise from the “upper-kick”. As the drunken punches are thrown, the user continues to stumble forward, causing them to rise even further. The user then strikes the enemy with a powerful, uppercut sending them several feet into the air. The user then falls forward, but catching himself by his forearms and using the momentum from falling to flip himself over his head into the air, upside-down. He then catches the enemy almost as if by accident, wraps his legs around the enemy's upper body, catching them. The user then drunkenly and, once more if as by accident, twists over in the air, and lands with one of his arm across the throat of the enemy, causing great damage to his neck and the other shielding his face as they hit the ground hard. The user is left slightly disorientated from hitting the earth and vision is extremely blurry, making it hard to make out incoming projectiles and attacks further than mid range from him during the next turn.</span></p><p><span style="color: #333333">*Can only be done once*</span></p><p><span style="color: #333333">*After using, the user’s balance will be thrown off on a level that the user can’t focus and/or stand straight enough to perform jutsus higher than A rank for three turns*</span></p><p><span style="color: #333333">*Can only be used in Drunken Monkey Mode*</span></p><p></p><p></p><p><strong><span style="color: #333333">Drunken Monkey Style: Monkey’s Feigning Uppercut| Hebereke Seiyuuki Youshiki: Seiyuuki's Gishi Appa-</span></strong><span style="color: #333333"><strong>katto</strong></span></p><p><span style="color: #333333">Type: Offensive</span></p><p><span style="color: #333333">Rank: A</span></p><p><span style="color: #333333">Range: Short </span></p><p><span style="color: #333333">Chakra Cost: N/A</span></p><p><span style="color: #333333">Damage Points: 40</span></p><p><span style="color: #333333">Description: The user, after standing in the Drunken Fist position (with the hands held in front of the user, slightly bent and palms facing to the user), drunkenly throws a punch, narrowly missing the enemy’s head. He then loops it behind the target’s head, and pull forward while seeming to stumble drunkenly backwards, falling. As he falls backwards and the target’s head get’s pulled forward, the user extends his leg quickly, hitting the target in the chin with great force. </span></p><p><span style="color: #333333">*Can only be used twice*</span></p><p><span style="color: #333333">*Can only be used in Drunken Monkey Mode*</span></p><p></p><p></p><p><strong><span style="color: #333333">Drunken Monkey Style: Idiot’s Stupor| Hebereke Seiyuuki Youshiki: Hakuchi Soushin</span></strong></p><p><span style="color: #333333">Type: Offensive</span></p><p><span style="color: #333333">Rank: C</span></p><p><span style="color: #333333">Range: Short </span></p><p><span style="color: #333333">Chakra Cost: N/A</span></p><p><span style="color: #333333">Damage Points: 30(+10 to user)</span></p><p><span style="color: #333333">Description: The user drunkenly swings his left leg slightly in front of him (he swings it to his right) while throwing a punch towards the face of the enemy, losing his balance whilst doing so, causing him to fall forward. As he falls to his left, he head butts the enemy in the stomach, causing them to double over. The user, who by then would have hit the ground, then raises very quickly, once more head butting the enemy, this time in the chin with great force, causing him to fall backwards. The user is then left with a small headache from the drunken, accidental head butting. </span></p><p><span style="color: #333333">*Can only be used in Drunken Monkey Mode*</span></p><p></p><p></p><p><strong><span style="color: #333333">Drunken Monkey Style: Vodka’s Miscreant| Hebereke Seiyuuki Youshiki: Uxokka Hitodenashi</span></strong></p><p><span style="color: #333333">Type: Offensive</span></p><p><span style="color: #333333">Rank: A</span></p><p><span style="color: #333333">Range: Short </span></p><p><span style="color: #333333">Chakra Cost: N/A</span></p><p><span style="color: #333333">Damage Points: 40</span></p><p><span style="color: #333333">Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groins as well. He then turns his right hand over (palm facing outwards) and punch the enemy in the stomach as he leans back forward, head butting the target at the same time, busting both their foreheads from the impact. As this happens, the user stumbles to his forward and slightly to the left of the enemy, ending up behind him and to his right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As the user hit’s the ground, he rolls forward and drunkenly rises and turns facing the target once more. </span></p><p><span style="color: #333333">*Can only be used three times*</span></p><p><span style="color: #333333">*Can only be used in Drunken Monkey Mode*</span></p><p></p><p><strong><span style="color: #333333">( Hebereke Seiyuuki Genkotsu: Saru no Teiru ) - Drunken Monkey Fist: Monkey’s Tail</span></strong></p><p><span style="color: #333333">Type: Offensive</span></p><p><span style="color: #333333">Rank: C</span></p><p><span style="color: #333333">Range: Short</span></p><p><span style="color: #333333">Chakra Cost: 15</span></p><p><span style="color: #333333">Damage: 30</span></p><p><span style="color: #333333">Description: This is a basic technique in the Drunken Monkey style that utilizes the Monkey’s Prank genjutsu. With the user already stumbling about as if he were off balance and unstable they will suddenly sway in on direction appearing as though they will fall; The falling motion being the inductor of the genjutsu. Within the genjutsu the user will appear to have suddenly regained his balance, with a confident step, demonstrating a rouse and jump upwards to the sky to deliver a dropping kick on the top of the victim’s head. In reality, the user falls into a roll on the ground. The user will push up with his hands, similar to the Rock Lee’s rising kick and deliver an upward blow to the chin, chest, or even their groin. As the genjutsu itself is a low level visual technique (C-rank) once the user actually makes physical contact the false image will disappear but by then the victim will have already been struck.</span></p><p></p><p><strong><span style="color: #333333">( Hebereke Seiyuuki Genkotsu: Keiryō ) - Drunken Monkey Fist: Lightweight</span></strong></p><p><span style="color: #333333">Type: Defensive/Offensive</span></p><p><span style="color: #333333">Rank: A</span></p><p><span style="color: #333333">Range: Short</span></p><p><span style="color: #333333">Chakra Cost: 30</span></p><p><span style="color: #333333">Damage: N/A</span></p><p><span style="color: #333333">Description: This is a counter technique that utilizes the Drunkard's Genjutsu style. Instead of using the genjutsu to lead an opening for the offensive, the user waits for the precise opportunity to strike. Upon being attacked by another taijutsu technique or closed ranged attack, the user sways; either his hands or body, whatever to induce a hypnotic like illusion. The illusion creates the sudden pulsating sensation that jolts the victim’s body, disturbing their focus for a very brief, yet effective enough moment. From there the user’s perception of the world around them becomes heavily slurred and the actions they were doing before will falter. Should the victim have been attempting a taijutsu movement they will attack short and miss all together or simple stumble. If they were using a ninjutsu of some sort their hand seals will mess up or the aim of their attack will be off and miss (within reasonable circumstances). In that momentary laps and the drunken slur of their opponent’s movements, the user can then execute an attack of their own.</span></p><p></p><p><span style="color: #333333">Note: Can only be used 3 times per battle</span></p><p><span style="color: #333333">Note: The disturbance of their opponent’s technique must happen within reason, described in explanation.</span></p><p></p><p><strong><span style="color: #333333">( Hebereke Seiyuuki Genkotsu:Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana</span></strong></p><p><span style="color: #333333">Type: Defensive/Supplementary</span></p><p><span style="color: #333333">Rank: C</span></p><p><span style="color: #333333">Range: Short-Mid (illusion can be casted at mid range)</span></p><p><span style="color: #333333">Chakra Cost: N/A</span></p><p><span style="color: #333333">Damage: N/A</span></p><p><span style="color: #333333">Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration with miniscule prankster illusions. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack. Along with the amazing acrobatics, every evasive maneuver would be accompanied by a simple illusion (D-rank). The illusion uses the movements as a medium for induction to make the opponent see an entirely different evasion; basically pranking them to be unaware of the true evasive move. So if the user was doing a roll to the left, he could make the opponent see a flip backwards, though the illusion only lasts a few seconds or so before being released. </span></p><p></p><p><span style="color: #333333">- Can only be used once every 3 turns</span></p><p><span style="color: #333333">- Cannot move more than within a 5 meter area of the original position</span></p><p><span style="color: #333333">- Cannot be used to mask an attack</span></p><p><span style="color: #333333">- Need to have learned the Drunken Monkey Fist cfs</span>[/SPOILER]</p><p>[hr][/hr]</p><p></p><p style="text-align: center"><a href="https://narutobase.net/forums/showthread.php?t=157595&p=19462555&viewfull=1#post19462555"><strong>Infinite Sword Style</strong></a></p><p></p><p></p><p>B-Rank</p><p>[spoiler]<strong>Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)</strong></p><p>Rank: B</p><p>Type: Attack/Supplementary/Defense</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang.</p><p></p><p><strong>Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path</strong></p><p>Rank: B</p><p>Type: Attack/Defense/Supplementary</p><p>Range: Short-Mid</p><p>Chakra: N/A</p><p>Damage: 40</p><p>Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent.</p><p></p><p></p><p>[/spoiler]</p><p>A-Rank</p><p></p><p>[SPOILER]<strong>Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack</strong></p><p>Type:Supplementary/Attack</p><p>Rank:A</p><p>Range: Short-Long</p><p>Chakra:30</p><p>Damage: 60</p><p>Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case of that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes.</p><p></p><p><strong>Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)</strong></p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique.</p><p>Note:</p><p>Usable three times per battle.</p><p></p><p></p><p><strong>Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)</strong></p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: +20 to Addition</p><p>Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.</p><p>Note:</p><p>Usable two times per battle.</p><p></p><p><strong>Sentouryuu ǂ Suichoku no Narabi - Infinite Sword Style ǂ Vertical Line</strong></p><p>Rank: A</p><p>Type: Attack</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques.</p><p>Note:</p><p>Usable three times, S rank version only usable twice.</p><p>Although this technique can pierce through jutsu, it doesn't neutralize them in anyway.</p><p></p><p>[/SPOILER]</p><p></p><p>S-Rank</p><p>[spoiler]<strong>Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup</strong></p><p>Rank: S</p><p>Type: Supplementary/Defense</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: +20 to Kenjutsu</p><p>Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades.</p><p>Note:</p><p>Usable two times per battle.</p><p>Last three turns per use. [/spoiler]</p><p>[hr][/hr]</p><p></p><p style="text-align: center"><a href="https://narutobase.net/forums/showthread.php?t=491582&page=2&highlight=Kirabi"><strong>Black Heaven and Earth</strong></a></p> <p style="text-align: center"></p><p>[spoiler]<strong>(Kuro Ten to Chi: Kita no nami ) – Black Heaven and Earth: Northen Wave</strong></p><p>Rank: A</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra Cost: 30 (+10 per turn if sustained)</p><p>Damage Points: 60</p><p>Description: Allows the user to channel chakra to a part of, or their entire body, manipulating their bodies weight and hardening sections of their skin so as to deliver bone shattering strikes. Hardening and weight increases can be dynamic - shifting to different parts of the user's body so as to accommodate for movement, temporary - occurring just before the moment of impact so as to suddenly and unexpectedly empower a strike, or static, allowing the user to, for instance, pin or crush an opponent to the ground. Ultimately, while under the influence of this technique the user will be capable of delivering strikes of immense power, and become capable of shattering through solids of the same rank and lower while being highly resilient to damage. Traditionally, this technique results in an attack being slightly slower - mainly as a result of the strike being wider so as to capitalise on the brute force that this jutsu provides.</p><p></p><p>Note:</p><p>- The user can increase the weight of a select body part up to 100kgs. In the case of full bodied usage their weight can increase by up to 7x.</p><p>- Can only be used 3x</p><p>- Body part is only hardened for the duration of one 'strike' or defense. I.E, if this is used to tank a B rank earth spike by hardening the legs, then that would be considered a usage of the technique and the legs would return to normal the instant the spikes were countered.</p><p>- Two turn cool down after every two usages.</p><p>- Can be utilised with other Taijutsu principles (within logic and reason) so as to afford them with the destructive power of this technique.</p><p></p><p><strong>(Kuro Ten to Chi: Minami Reiji) | Black Heaven and Earth: South Rage</strong></p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The basic grappling technique of the style, South Rage allows for the user to, upon grabbing an opponent, lower the opponent's weight to that of a rag doll. Once an opponent's weight has been lowered the user can launch into a variety of throws with ease and, to finish, return the opponent's weight before increasing it substantially for a ground shattering impact. The throw itself is often disorientating on account of its sheer speed, as while BHaE users are slower in terms of striking, once they have an opponent in their grips they are capable of executing throws at break neck speeds that will have the recipient moving as a blur to the naked eye.</p><p>Note:</p><p>Body weight can be lowered/increased by a maximum of 9x.</p><p>Can only be used 3x</p><p>Turn cooldown between uses</p><p>Works on organic and inorganic structures (so it will still work on someone who has converted themselves to steel, for instance).[/spoiler]</p><p>[hr][/hr]</p><p style="text-align: center"><strong>Magnetic Assault</strong></p><p></p><p>B-rank</p><p></p><p>[spoiler]<strong>Magunechikku Kagai | Dangan Panchi - ( Magnetic Assault | Bullet Punch )</strong></p><p>Type: Offensive/Supplementary</p><p>Rank: B</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The user magnetizes one their fist with a positive or negative charge. At the same time, on the opponent's body a magnetic field with the opposite charge roughly the same size of the user fist is created. Once the user swings his fist, the two areas attract, causing a very quick and powerful blow to occur. This attraction is powerful and can off balance unsuspecting opponents, due to that this technique can not be avoided and has to be prevented by other countermeasures. Once the two areas meet, the chakra is dispelled and the target's magnetism is canceled.</p><p>Note:</p><p>Usable three times per battle.</p><p>User may only use one other element in the turn this is used besides Magnet Release.</p><p>[/spoiler]</p><p>[hr][/hr]</p><p style="text-align: center"><strong><a href="https://animebase.me/threads/l-and-lgeezy-trade-fighting-styles.760187/post-21839672">Baria no Maichi</a></strong></p> <p style="text-align: center"></p><p>A-rank</p><p>[SPOILER]<strong>(Baria no michi: Samshiel no ikari ) | The Way of the Barrier: Wrath of Samshiel</strong></p><p>Type: Offensive</p><p>Rank: A rank</p><p>Range: Short - Mid range</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: One of the basic moves of Baria no Michi, the user will assume a Horse stance and thrust forward any of their limbs and in doing so, mold their Wind chakra. The user will then dash towards the opponent, and deliver a double fisted strike to their chest, releasing a rectangular shape of Wind in the process. This blasts the opponent back and causes some blunt damage, as they are hit back, and the user steps onto the ground with great force once more, releasing forward a smaller rectangular shape which blasts the opponent into the air from beneath him, as it travels along the ground whilst the opponent is stunned by the first hit.</p><p></p><p>Notes:</p><p></p><p>-Can only be taught by Detective L</p><p>-Can only be used four times per fight</p><p>-No S rank Baria no Michi techniques in the same turn</p><p></p><p><strong>(Baria no michi: Eistibus no eregansu) | The Way of the Barrier: Elegance of Eistibus</strong></p><p></p><p>Type: Offensive | Supplementary</p><p>Rank: A rank</p><p>Range: Short - Mid range</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: A more movement based technique of Baria no Michi, where the user will dash towards the opponent and as they run, they will expel Wind chakra from their legs, creating tangible rectangular shapes of Wind, which acts as steps for them, allowing the user to go into the air. The user will then jump forward as they spin, and the user will release these already formed shapes towards the opponent, encircling them and slamming into the opponent from all sides, as the user drops down upon the opponent from above, delivering a final heel drop. In doing so, the user releases a small 1x1 rectangular Wind shape, from his heel, onto the opponent's head for blunt damage. Alternatively, these steps can be used as an evasion method, allowing the user to create these steps from the barriers, and use them to move around an opponent for example, or over an obstacle, only to release the barriers towards the opponent once done.</p><p></p><p>Notes:</p><p></p><p>-Can only be used by Detective L</p><p>-Can only be used four times per fight</p><p>-No A rank and above Baria no michi techniques for the same turn, and the next</p><p>[/SPOILER]</p><p>[hr][/hr]</p><p></p><p style="text-align: center"><a href="https://animebase.me/threads/custom-fighting-style-submission.764489/post-21873614"><strong>Bullet Arts</strong></a></p> <p style="text-align: center"></p><p>D-Rank</p><p>[spoiler]</p><p><strong>(Dangan Geijutsu | Afutābānākikku) - Bullet Arts | Afterburner Kick</strong></p><p><strong>Rank: </strong>D-S</p><p><strong>Type:</strong> Attack/Supplementary</p><p><strong>Range:</strong> Short-Mid</p><p><strong>Chakra:</strong> 10-40 via Scarborough Fair</p><p>Damage: 20-80</p><p><strong>Description: </strong>An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks or chakra bullets. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them for a single turn.</p><p><strong>Note:</strong></p><ul> <li data-xf-list-type="ul">S-Rank Application causes Scarborough Fair to enter a two turn cooldown cycle.</li> </ul><p><strong>(Dangan Geijutsu | Bureikudansu) - Bullet Arts | Break Dance</strong></p><p><strong>Rank:</strong> D-S</p><p><strong>Type:</strong> Attack/Supplementary/Defense</p><p><strong>Range:</strong> Short-Mid</p><p><strong>Chakra:</strong> 10-40 via Scarborough Fair</p><p><strong>Damage: </strong>20-80</p><p><strong>Description:</strong> In response to an oncoming close quarters attacks, the user will quickly dive and begin twirling on their backs as they release chakra bullets from Scarborough Fair. These chakra bullets propel the user up to mid-range from their original position while also counterattacking. The effectiveness of this technique depends on the level of chakra spent to perform it.</p><p><strong>Note: </strong></p><ul> <li data-xf-list-type="ul">S-rank variation only usable three times per battle, causing Scarborough Fair to enter a two turn cooldown cycle.</li> </ul><p>[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Geezus, post: 11066823, member: 8611"] [CENTER][B]Taijutsu[/B][/CENTER] [U]Personal Techniques[/U] S-Rank [spoiler][B] Hebereke Tentei Kobushi: Drunken God Fist[/B] Rank: S Type: Supplementary Range: Short Chakra: 40 Damage: (+10 to Drunken techs) (-20 to falling) Description: After entering the Drunken Fist state, the user continues to drink and then enhances the effects by applying chakra. By doing so the user begins to move faster, and become even more unpredictable and fluid. The user becomes so fluid and unpredictable in his motion that even the MS can't determine the users movements and allows the user to dodge techniques on a whim in a unorthadox but effective way without the use of a ninjutsu. But despite this the user becomes so drunk that it becomes harder for him to control his chakra therefore the user only becomes unable to use Nin or Genjutsu in this mode. (Last 3 turns) (usable once) Taught: [URL='https://narutobase.net/forums/showthread.php?t=449965']Selendrile[/URL] [B]Satsui no Hado| Surge of Murderous Intent[/B] Rank: S Type: Supplementary Range: Short Chakra: 40 Damage: (+50 to taijutsu based attacks) Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles: Hadō (Surge) It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range. Shōryū (Rising Dragon) This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable. Tatsumakisenpū (Tornado Kick) The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time. With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process. (Usable Once Per Battle) (Users Chakra Manipulation is ceased for 2 turns afterwards) ( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. } (Last 3 Turns)[/spoiler] F-rank [spoiler][B]Kongou Koku Retsu Zan| Country Destroying Adamantine Slash[/B] Rank: Forbidden Type: Attack Range: Short-Mid Chakra: 50 Damage: 90 Description: The user first applies chakra to most of his body until it radiates off of his skin, then by rearing back the user then preforms a powerful chop to the earth itself with a subsequent wave blast surrounding him on both sides. Although the wave increases the range of it somewhat, the true damage property is a point-blank range. If the opponent is near when this move takes place it means near instant death as the chakra pressure seems to crush there bodies once released. (Usable once) (User can't manipulate his chakras for three turns afterwards[/spoiler] [CENTER][U]Allowed Techniques[/U][/CENTER] A-Rank [SPOILER][B]Freestyle Art Power Legs = Furīāto Pawā Ashi[/B] Type: Supplementary Rank: A Range: Self Chakra Cost: 30 Damage Points: N/A Description: The first stage of the leg empowering freestyle tech, the user focuses big amounts of chakra into his legs, this technique allows the user to temporarily increase the strength in his legs, by pumping the muscles and tissue full of concentrated chakra. This technique gives the user 10+ damage to all Taijutsu, which involves using his legs, and a boost of speed, equal to Lee without weights. This technique does have some drawbacks, when it ends, the user will have used a big amount of power in his legs, making them weaker. Notes: • Can only be used twice per match. • Lasts for three turns. • After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle. • No A-ranked or higher techniques in the next turn. • Can only use two moves in the next turn • Can only be taught by ZeroGarra. [B]( Burakku Doragon no Gōon hiji ) - Black Dragon's Roaring Elbow[/B] Type: Attack/Defense Rank: A Range: Short Chakra Cost: 30 Damage Points: 60 Description: This strike was honed and refined by incorporating the same principles learned by studying NB Taijutsu. The user strikes toward the opponent in close range and shifts his foot slightly forwards turning his body in that same direction spinning themselves 360 degrees, continuing this motion quickly to add tremendous momentum to the final blow. As they do this, the user taps into the most basic of whichever elemental release which can be used to aid in taijutsu strikes, and coats his arm from the elbow down in either elemental chakra or raw chakra following similar principles as Five Animal Five Element Fist, however instead of using each of the 5 basic elemental releases in the attack one after the other, the user applies only the one nature they wish, using chakra control to focus the chakra to striking area for the purpose of this one brutal blow. Raising their arm and elbow up as they release the chakra, they complete the spin to smash elbow/forearm first into the target, as the circle motion of the attack is completed driving the blow forwards by pushing off their back foot, using this with centrifugal motion to aid in powering the elbow strike, making it much more powerful and potentially lethal than just a simple elbow strike. This delivers not only the blunt force trauma from the blow but also different effects from whichever chakra nature was used. If Fire is used burns will occur blistering the skin, if Water is used along with the blow it will leave water covering the area struck, if Earth is used the blow could cause the area to collapse in upon being struck, if Lightning is used the opponent will experience a shocking electrical explosion, if Wind is used they will experience slicing winds and the blow will send them flying back 10 meters, and if Raw chakra is used it will cause the blow to be blunt and traumatic similar to Earth's just not quite on the same scale. This is a devastating blow if performed properly and landed square, and could easily render someone unconscious or worse from the blunt force combined with the elemental nature imbued with the strike. ~Notes~ - Must have trained in basic NB Taijutsu to use - Usable 2x per battle - Must be taught by -Vegeta Done like this [MEDIA=youtube]J14_XwDdGh4[/MEDIA] [/SPOILER] S-rank [SPOILER][B]Name: Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)[/B] Rank: S Type: Supplementary Range: Self Chakra cost: 60 (10 every turn to keep it activated) Damage points: N/A Description: This technique allows the user to increase his toughness and strength by a great amount, for a certain amount of time. By diverting a great amount of their chakra into their muscles tissue and skin, the user can harden his body and muscles with a great amount. The technique itself takes a few seconds to fully activate, but in those few seconds the user will grow in a rapid rate, and approximately become twice as big as he was before. The user’s skin will be close to Corundum in hardness, (or what would be a 9 on the Mohs scale) and his bones just as hard, his strength will rival that of Tsunades at her best. The great physical growth comes with some disadvantages, the user cannot use any elemental ninjutsu or any Genjutsu while this technique is activated, aswell as their speed becoming considerably slower due to the bulky mass and he cannot use any S-ranked and above techniques the turn after this technique has been deactivated. Notes: • Can lasts for 5 turns. • When this technique ends the user will not shrink back to his normal size, but his muscles bones and skin will return to its former state. • Can only be taught by ZeroG. • Can only be used twice per match. [B]The Adrenaline Rush (Kōfun jōtai)[/B] Rank: S Type: Supplementary Range: Self Chakra cost: 40 (20 every turn) Damage points: N/A Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are: Heightened senses: Stronger sense of smell, hearing and thought processing. Pain reduction: All feelings of pain and numbness are almost nullified. Faster reaction time: This doesn’t make the user faster generally. Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400% Notes: • Lasts for 5 turns. • The user cannot use any elemental ninjutsu while this is active. • The user cannot use any Genjutsu or clones of any kind when this is active. • Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends. • Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns. • No summoning while this is active. • Can only be used Once per match. [B](Han Sochi jutsu)- Half Step technique[/B] Rank: S Type: offence Range: Short Chakra cost: 40 Damage points: N/A Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move. Note: can only be taught by Uchiha Kaito Note: Can only be used twice per battle [B](Geishin no Nami Kikku)- Whale God Wave Kick[/B] Type: Offensive/Defensive Rank: S Range: Short Chakra: 40 Damage: 80 Description: Either from a position falling towards the ground, or from the user jumping high into the air, some sort of descending movement in needed for this taijutsu technique. The user, as he falls towards the ground, spins rapidly on his sides (horizontally) in order to produce massive amounts of spinning momentum. Further covering their leg with a layer of water chakra, the user creates a localized, spinning vortex of water around their leg. The user then performs a devastating, spinning S-ranked kick aimed from above the target. If the target intended to be hit somehow evades, the user can also release the water vortex upon contact with the ground (or any other medium they strike) from the miss. From where the user initially strikes, a large crater is created due to the force of the strike. The water vortex is then released in a wave (the direction decided by the user) from the epicenter of the technique which is intended to catch the fleeing target. The incoming wave of water is considered to be A-rank if released and counts as a move of the user. The wave would be unaffected by taijutsu damage bonuses, remaining at A-rank unless the user also possesses an additional water release bonus (such as a CW, 7SM, etc). - Usable twice per battle - No taijutsu A-rank or above for the same turn - Requires mastery of NB taijutsu (non-restricted) [B](Kami Kaiten Kikku o Bara)- Rose God Revolving Kick[/B] Type: Offensive/Defensive Rank: S Range: Short Chakra: 40 Damage: 80 Description: This taijutsu technique utilizes the user’s increased agility capabilities as well as his raw strength. The user will quickly launch themselves from their current position in order to travel in a curled arc (the angle of the movement is decided according to the situation). As the user travels in the movement he will focus wind chakra over the entirety of his legs in order to coat them in a powerful layer of cutting wind. The user will then perform a powerful, rotating kick as he passes by the target. In addition to the physical damage, a portion of the wind layer is released upon contact to form a tornado around the target. This tornado rapidly spins the target in order to disorient them to a high degree in order to allow the user to continue his assault. After passing by the target, the user will continue their arcing motion in order to circle back around at the target, striking them again with the same movement. This process is repeated over and over again until the user makes the required movements to successfully destroy his target. In the end, a complex, circular, looping figure would mimic the path taken by the user. If the successive kicks are used on the same target, each kick releases an additional tornado which spins the target at higher speeds. The user can also change the target of each successive kick, targeting multiple objects/people/formations (however the overall rank is also divided equal to the number of targets). - Usable twice per battle - No elemental taijutsu above A-rank the same turn - Requires mastery of NB taijutsu (non-restricted)[/SPOILER] F-rank [SPOILER][B]Oshie Ikusen Tatsujin Ikazuchi Dageki Gyakujou)- Teachings of Thousand Masters: Thunder Strike Frenzy[/B] Rank: Forbidden Type: Attack Range: Mid Chakra cost: 50 Damage points: 90 (-15 to user) Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponents upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponents nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn). Note: Can only be used once Note: target can't perform lightning jutsu or hand seals for one turn Note: Can only be taught by Uchiha Kaito andUzumakiJake Note: -15 damage[/SPOILER] [hr][/hr] [CENTER][U][B]Satsui no Hado [/B][/U]-[URL='http://narutobase.net/forums/showthread.php?t=286865'] Trained by Lord of Kaos[/URL][/CENTER] A-Rank [SPOILER][B]Tatsumaki Zankuukyaku|Hurricane Scythe Kick[/B] Rank: A Type: Offensive Range: Short Chakra cost: 30 Damage points: 60 Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air. [B]Messatsu Goshoryu|Obliterating Great Rising Dragon[/B] Rank: A Type: Offensive Range: Short Chakra cost: 30 Damage points: 60 Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.* *Can only be used 2 per fight *After using, it requires a wait period of at least 2 turns *Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai *Must be a Satsui no Hado student to learn [B]Hadoken| Surge Fist[/B] Type: Offensive Rank: A Range: Short-Mid Chakra Cost: 30 Damage Cost: 60 Description: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target. *Can only be used 4 times at the most* *Must be a student of the Satsui no Hado Fighting Style* *Must be a two turn minimal waiting period before usage* [B]Shin Gou Hadou|True Great Surge[/B] Type: Supplementary/Offensive Rank: A Range: Short Chakra Cost: 30 Damage Points: 60 Description: The user will stand in the horse stance with his right hand drawn in, focusing large amounts of Satsui no Hado chakra throughout the arm. The user will then strike forward with that arm, hitting the target in the solar plexus, halting all forward movement by the foe from the blow as the Satsui no Hado chakra latches onto them, causing them to gain properties of the the CFS, increasing their strength and speed, now moving at speeds of Lee without his weights and slightly stronger than the average Strong Fist user. As the chakra attaches to the enemy, it causes them to become greatly enraged in a rage that clouds their mind, letting their anger take over due to inexperience with controlling the fighting style. This rage prevents them from using elemental jutsus of A-rank and higher for three turns due to the Satsui no Hado chakra's influence causing great anger that causes them to want to literally beat the user to death. As the turns go by, the anger starts to subside and the enemy is able to see and think more clearer and as such, they regain access to higher ranking elemental jutsus. The first turn this is active, they cannot use A-ranks and higher. The second turn, no S-ranks and higher and the third and final turn the enemy cannot use any Forbidden ranked jutsu of elemental natures. The speed/strength boosts last the entire duration of three turns. *Lasts 3 turns* *Only useable 3 times* *Speed and Strength boosts are an approved part of the CFS* *Can also be used on an ally* [B]Misogi|Purification[/B] [COLOR=#333333][FONT=inherit]Rank: A Type: Offensive Range: Short Chakra cost: 30 Damage points: 60 Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu). *Cannot use any Satsui no Hado jutsu over S-rank next turn *Can only be used 3 times a battle *Must be a Satsui no Hado student to use[/FONT][/COLOR] [/SPOILER] S-Rank [spoiler][B]Ashura Senku|Asura Flashing Sky[/B] Type: Defense/Supplementary Rank: S Range: Short-Mid Chakra cost: 40 Damage points: N/A (+10 if struck while Ashura Senku is active; -10 to user when Ashura Senku is active) Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it (note: this only applies if the user has not used any other jutsu/mode that enhances his strength, meaning it can't be used in conjunction to EIG, Sage Mode, etc. and only works DURING the Ashura Senku, thus making it an ideal jutsu for quick escape) during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. Only able to use the jutsu 3 times per fight, shall the user use it all three times, he runs the risk of the dark nature of the Satsui no Hadō taking over, causing him to become enraged and lose control of his sanity, making him unable to use jutsus higher than C-rank for two turns and no taijutsu for the rest of the fight due to intense physical pain. After using it, he speed is also dramatically decreased by half, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of three turns in between before he is able to use the jutsu again.* Notes:*Can only be used three times at a most, with a three turn waiting period in between. *After using once, the user cannot use any jutsus higher than A-rank that turn and no taijutsu of A-rank and higher for two turns. *After using twice, the user cannot use any jutsus higher than B-rank that turn and no tai of B-rank and higher for 5 turns. *After using all three times, the user cannot use any jutsus higher than C-rank for 3 turns and no taijutsu for the rest of the fight. *The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.* *After the technique has ended, the user's speed is severely cut in half, causing him to move at speeds that make Gaara's running speed seem fast (Gaara is used as a reference, due to him being considered one of the slowest in-manga characters). This effect only lasts the turn the user uses the Ashura Senku. However, if the user uses this technique at the end of his turn, then his NEXT turn, he will have this lowered speed the entire turn. *Can't be used with any other mode or speed-enhancing jutsus. *Can only be used after the Satsui no Hadō has been activated.* *Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details). *Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air. [B]Tenshou Kaireki Jin|Demon Armageddon Kick[/B] Rank:S Type: Offensive Range: Short-Mid Chakra Cost: 40 Damage Points: 80 Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time. *Can only be used twice* *Must know Tatsumaki in order to use* *Speeds drops slightly for 2 turns* *After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns* [B]Kongou Kokuretsu Zan | Diamond Country Splitting Cut[/B] [COLOR=#333333][FONT=inherit]Type: Attack Rank: S Range: Short - Mid Chakra Cost: 40 Damage Points: 80 Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around a second or two. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot enough to slightly burn and singe the skin slightly of the opponent caught in the wave (not hot enough to incapacitate a foe however). The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 6 meters deep (around 20 feet) and 10 meters wide (around 30 feet), with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a slight earthquake to be felt around the field; this earthquake alone causes no damage to any opponent, unless they are under ground, of course. The wave is so great that opponents caught in it will feel great heat emanating from it, causing small first degree burns along their body. If the opponent is struck head-on, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them almost completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, not literally paralyzing the foe, but it causes their speed to become slowed to levels of Gaara's, perhaps the slowest moving canon character. Coincidentally, if they already move this slow, then their speed will be dropped even further due to the strike. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it thrice, the user is only able to use one other jutsu during the turn this is used, and it must be a Satsui no Hado natured jutsu. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well. Notes: *No taijutsu/kenjutsu for two turns with said arm. *Can only be used thrice with an interval of at least 3 turns *Cannot be used with any other chakra enhancing mode such as Sage Mode or EIG or various other modes which increases the users chakra/speed *After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns *Can only be used by learners of the Satsui no Hado[/FONT][/COLOR][/spoiler] F-rank [SPOILER][B]Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder[/B] [COLOR=#333333][FONT=inherit]Type: Attack Rank: Forbidden Range: Short Chakra: 50 Damage: 90 Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker. Note: Can only be performed once per battle. Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique. Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight. Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain. Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.[/FONT][/COLOR] [B]Metsu Hadoken|Destroying Surge Fist[/B] Type: Offensive Rank: Forbidden Range: Short-Long Chakra Cost: 50 Damage Points: 90 Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn. *Can only be used once* *Can only be used by Masters and Grandmasters of the Satsui no Hado CFS* *After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns* *Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.* [B]Tsuin Gou Hadoken | Twin Great Surge Fist[/B] Type: Offensive Rank: Forbidden Range: Short-Long Chakra Cost: 50 Damage Cost: 90 Description: The Tsuin Gou Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to each arm, drawing them back as if in the horse stance, condensing the dark chakra into a slightly larger shape than the regular basketball sized Hadoken, creating one in each hand. As the user compresses the dark chakra, he adds elemental chakra to the Hadokens, giving them properties of any elemental affinities the user charges through them. The user, upon creating the Hadokens, can choose to only thrust one outwards, releasing just that one while continuously holding the other in his hand. However, as he does this, he will be unable to use any other ninjutsu until he releases the second. The second Hadoken still has to released by the end of the turn. The user can also chooses to fire both at the same time, with individual strength equal to a strong S-rank jutsu and a combined force of a forbidden ranked jutsu. Using them takes a great toll on the user however, and he's left unable to mold high ranking jutsus of the elemental affinities he used this jutsu with. When the user charges elemental affinities into the Hadokens, several effects appear depending on which element is focused. By channeling advanced natures into the Hadoken, effects of said advanced nature will be of similar regards to being struck with Forbidden ranked compressed chakra of that nature, in mirrored fashion as the chart below (i.e. scorch chakra would cause effects similar to Fire hadoken, rain chakra being similar to Water Hadoken, etc etc).In order to fully taunt his enemies, Akuma devised an additional name for each main "verision" made from the various elements: ¤ Zanku Hadoken|Air Slashing Surge Fist - When charging Futon chakra, the Hadoken's becomes slightly faster and causes great damage upon impact of the elemental version, causing enough damage to break bones and limit movement by the enemy while pushing him backwards with great force. ¤ Shakunetsu Hadoken|Scorching Heat Surge Fist - When charging Katon chakra, the chakra heats the Hadoken to the point that upon contact, second degree burns will occur, with third degree and fourth degree burns from prolonged contact. ¤ Gourai Hadouken|Roaring Thunder Surge Fist - When channeling Raiton chakra, lightning begins to form around the Hadoken and increases it's speed and causes it to have the effect of causing extreme paralysis of the nervous system upon direct contact, surging through the foes body and is capable of bursting through earthen defenses of up to Forbidden Rank ¤ Tenma Gouzankuu|Demon's Great Air Slash- When channeling Ototon chakra, the Hadoken begins to rotate in the hand faster, increasing speed as a shrill sound is made from the spinning. Upon striking a foe, the Hadoken releases either low or high frequency waves throughout them. If low frequency, the waves deliver severe blunt force damage as well as cause a severe blow to the equilibrium of the enemy by resonating through the liquid organs of the target, causing severe dizziness and fainting from prolonged exposure. If high frequency, the waves cause severe blunt force damage as well as causing the organ of the user to vibrate intensely, and due to this intense vibrations, the organs begin to move back and forth across one another, causing them to rupture and cause severe internal injuries.[/b] Note: Can only be used once a fight. Note: Both Hadoken's must be released within the same turn and no other jutsu may be used by the user until it is fully released. Note: After using, the user is left with great strain, and unable to use whichever ( elemental affinities he used ) jutsus ranked S-rank and higher the two turns. Note: Each different version of the Hadoken still follows basic strengths and weaknesses of each element ( i.e Fire is strong to wind but weak to water, etc ). Note: Can only be used by Masters and Grandmasters of the Satsui no Hado CFS. Note: The user can only use one other jutsu the same turn this was used. [/SPOILER] [hr][/hr] [CENTER][URL='https://narutobase.net/forums/showthread.php?t=637633&p=20759707&viewfull=1#post20759707'][B]Drunken Monkey Fist [/B][/URL][/CENTER] [SPOILER][B][COLOR=#333333][FONT=inherit]Drunken Monkey Style: Captain Morgan’s Uprising|Hebereke Seiyuuki Youshiki: Teichou Morgan's Boudou[/FONT][/COLOR][/B] [COLOR=#333333][FONT=inherit]Type: Offensive Rank: S Range: Short Chakra Cost: N/A Damage Points: 60 (-15) Description: The user, after drinking very strong alcohol, becomes very drunk and charges large amounts of chakra to his arms, strengthening them, which he holds out in front of him in the Drunken Monkey starting position. The user will then suddenly fall backwards, swinging his arms behind him to catch himself and swinging his legs upwards, kicking the enemy in his chin, and then quickly boosting himself in the air from his arms, landing with one foot in front of the other. He then immediately stumbles forward, and uppercuts the enemy several times in the chest and face as he/she rise from the “upper-kick”. As the drunken punches are thrown, the user continues to stumble forward, causing them to rise even further. The user then strikes the enemy with a powerful, uppercut sending them several feet into the air. The user then falls forward, but catching himself by his forearms and using the momentum from falling to flip himself over his head into the air, upside-down. He then catches the enemy almost as if by accident, wraps his legs around the enemy's upper body, catching them. The user then drunkenly and, once more if as by accident, twists over in the air, and lands with one of his arm across the throat of the enemy, causing great damage to his neck and the other shielding his face as they hit the ground hard. The user is left slightly disorientated from hitting the earth and vision is extremely blurry, making it hard to make out incoming projectiles and attacks further than mid range from him during the next turn. *Can only be done once* *After using, the user’s balance will be thrown off on a level that the user can’t focus and/or stand straight enough to perform jutsus higher than A rank for three turns* *Can only be used in Drunken Monkey Mode*[/FONT][/COLOR] [B][COLOR=#333333][FONT=inherit]Drunken Monkey Style: Monkey’s Feigning Uppercut| Hebereke Seiyuuki Youshiki: Seiyuuki's Gishi Appa-[/FONT][/COLOR][/B][COLOR=#333333][FONT=inherit][B]katto[/B] Type: Offensive Rank: A Range: Short Chakra Cost: N/A Damage Points: 40 Description: The user, after standing in the Drunken Fist position (with the hands held in front of the user, slightly bent and palms facing to the user), drunkenly throws a punch, narrowly missing the enemy’s head. He then loops it behind the target’s head, and pull forward while seeming to stumble drunkenly backwards, falling. As he falls backwards and the target’s head get’s pulled forward, the user extends his leg quickly, hitting the target in the chin with great force. *Can only be used twice* *Can only be used in Drunken Monkey Mode*[/FONT][/COLOR] [B][COLOR=#333333][FONT=inherit]Drunken Monkey Style: Idiot’s Stupor| Hebereke Seiyuuki Youshiki: Hakuchi Soushin[/FONT][/COLOR][/B] [COLOR=#333333][FONT=inherit]Type: Offensive Rank: C Range: Short Chakra Cost: N/A Damage Points: 30(+10 to user) Description: The user drunkenly swings his left leg slightly in front of him (he swings it to his right) while throwing a punch towards the face of the enemy, losing his balance whilst doing so, causing him to fall forward. As he falls to his left, he head butts the enemy in the stomach, causing them to double over. The user, who by then would have hit the ground, then raises very quickly, once more head butting the enemy, this time in the chin with great force, causing him to fall backwards. The user is then left with a small headache from the drunken, accidental head butting. *Can only be used in Drunken Monkey Mode*[/FONT][/COLOR] [B][COLOR=#333333][FONT=inherit]Drunken Monkey Style: Vodka’s Miscreant| Hebereke Seiyuuki Youshiki: Uxokka Hitodenashi[/FONT][/COLOR][/B] [COLOR=#333333][FONT=inherit]Type: Offensive Rank: A Range: Short Chakra Cost: N/A Damage Points: 40 Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groins as well. He then turns his right hand over (palm facing outwards) and punch the enemy in the stomach as he leans back forward, head butting the target at the same time, busting both their foreheads from the impact. As this happens, the user stumbles to his forward and slightly to the left of the enemy, ending up behind him and to his right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As the user hit’s the ground, he rolls forward and drunkenly rises and turns facing the target once more. *Can only be used three times* *Can only be used in Drunken Monkey Mode*[/FONT][/COLOR] [B][COLOR=#333333][FONT=inherit]( Hebereke Seiyuuki Genkotsu: Saru no Teiru ) - Drunken Monkey Fist: Monkey’s Tail[/FONT][/COLOR][/B] [COLOR=#333333][FONT=inherit]Type: Offensive Rank: C Range: Short Chakra Cost: 15 Damage: 30 Description: This is a basic technique in the Drunken Monkey style that utilizes the Monkey’s Prank genjutsu. With the user already stumbling about as if he were off balance and unstable they will suddenly sway in on direction appearing as though they will fall; The falling motion being the inductor of the genjutsu. Within the genjutsu the user will appear to have suddenly regained his balance, with a confident step, demonstrating a rouse and jump upwards to the sky to deliver a dropping kick on the top of the victim’s head. In reality, the user falls into a roll on the ground. The user will push up with his hands, similar to the Rock Lee’s rising kick and deliver an upward blow to the chin, chest, or even their groin. As the genjutsu itself is a low level visual technique (C-rank) once the user actually makes physical contact the false image will disappear but by then the victim will have already been struck.[/FONT][/COLOR] [B][COLOR=#333333][FONT=inherit]( Hebereke Seiyuuki Genkotsu: Keiryō ) - Drunken Monkey Fist: Lightweight[/FONT][/COLOR][/B] [COLOR=#333333][FONT=inherit]Type: Defensive/Offensive Rank: A Range: Short Chakra Cost: 30 Damage: N/A Description: This is a counter technique that utilizes the Drunkard's Genjutsu style. Instead of using the genjutsu to lead an opening for the offensive, the user waits for the precise opportunity to strike. Upon being attacked by another taijutsu technique or closed ranged attack, the user sways; either his hands or body, whatever to induce a hypnotic like illusion. The illusion creates the sudden pulsating sensation that jolts the victim’s body, disturbing their focus for a very brief, yet effective enough moment. From there the user’s perception of the world around them becomes heavily slurred and the actions they were doing before will falter. Should the victim have been attempting a taijutsu movement they will attack short and miss all together or simple stumble. If they were using a ninjutsu of some sort their hand seals will mess up or the aim of their attack will be off and miss (within reasonable circumstances). In that momentary laps and the drunken slur of their opponent’s movements, the user can then execute an attack of their own.[/FONT][/COLOR] [COLOR=#333333][FONT=inherit]Note: Can only be used 3 times per battle Note: The disturbance of their opponent’s technique must happen within reason, described in explanation.[/FONT][/COLOR] [B][COLOR=#333333][FONT=inherit]( Hebereke Seiyuuki Genkotsu:Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana[/FONT][/COLOR][/B] [COLOR=#333333][FONT=inherit]Type: Defensive/Supplementary Rank: C Range: Short-Mid (illusion can be casted at mid range) Chakra Cost: N/A Damage: N/A Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration with miniscule prankster illusions. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack. Along with the amazing acrobatics, every evasive maneuver would be accompanied by a simple illusion (D-rank). The illusion uses the movements as a medium for induction to make the opponent see an entirely different evasion; basically pranking them to be unaware of the true evasive move. So if the user was doing a roll to the left, he could make the opponent see a flip backwards, though the illusion only lasts a few seconds or so before being released. [/FONT][/COLOR] [COLOR=#333333][FONT=inherit]- Can only be used once every 3 turns - Cannot move more than within a 5 meter area of the original position - Cannot be used to mask an attack - Need to have learned the Drunken Monkey Fist cfs[/FONT][/COLOR][/SPOILER] [hr][/hr] [CENTER][URL='https://narutobase.net/forums/showthread.php?t=157595&p=19462555&viewfull=1#post19462555'][B]Infinite Sword Style[/B][/URL][/CENTER] B-Rank [spoiler][B]Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)[/B] Rank: B Type: Attack/Supplementary/Defense Range: Short Chakra: 20 Damage: 40 Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang. [B]Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path[/B] Rank: B Type: Attack/Defense/Supplementary Range: Short-Mid Chakra: N/A Damage: 40 Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent. [/spoiler] A-Rank [SPOILER][B]Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack[/B] Type:Supplementary/Attack Rank:A Range: Short-Long Chakra:30 Damage: 60 Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case of that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes. [B]Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)[/B] Type: Supplementary/Offensive Rank: A Range: Short Chakra: 30 Damage: 60 Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique. Note: Usable three times per battle. [B]Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)[/B] Type: Supplementary/Offensive Rank: A Range: Short Chakra: N/A Damage: +20 to Addition Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack. Note: Usable two times per battle. [B]Sentouryuu ǂ Suichoku no Narabi - Infinite Sword Style ǂ Vertical Line[/B] Rank: A Type: Attack Range: Short-Long Chakra: 30 Damage: 60 Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques. Note: Usable three times, S rank version only usable twice. Although this technique can pierce through jutsu, it doesn't neutralize them in anyway. [/SPOILER] S-Rank [spoiler][B]Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup[/B] Rank: S Type: Supplementary/Defense Range: Short Chakra: 40 Damage: +20 to Kenjutsu Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades. Note: Usable two times per battle. Last three turns per use. [/spoiler] [hr][/hr] [CENTER][URL='https://narutobase.net/forums/showthread.php?t=491582&page=2&highlight=Kirabi'][B]Black Heaven and Earth[/B][/URL] [/CENTER] [spoiler][B](Kuro Ten to Chi: Kita no nami ) – Black Heaven and Earth: Northen Wave[/B] Rank: A Type: Offensive Range: Short Chakra Cost: 30 (+10 per turn if sustained) Damage Points: 60 Description: Allows the user to channel chakra to a part of, or their entire body, manipulating their bodies weight and hardening sections of their skin so as to deliver bone shattering strikes. Hardening and weight increases can be dynamic - shifting to different parts of the user's body so as to accommodate for movement, temporary - occurring just before the moment of impact so as to suddenly and unexpectedly empower a strike, or static, allowing the user to, for instance, pin or crush an opponent to the ground. Ultimately, while under the influence of this technique the user will be capable of delivering strikes of immense power, and become capable of shattering through solids of the same rank and lower while being highly resilient to damage. Traditionally, this technique results in an attack being slightly slower - mainly as a result of the strike being wider so as to capitalise on the brute force that this jutsu provides. Note: - The user can increase the weight of a select body part up to 100kgs. In the case of full bodied usage their weight can increase by up to 7x. - Can only be used 3x - Body part is only hardened for the duration of one 'strike' or defense. I.E, if this is used to tank a B rank earth spike by hardening the legs, then that would be considered a usage of the technique and the legs would return to normal the instant the spikes were countered. - Two turn cool down after every two usages. - Can be utilised with other Taijutsu principles (within logic and reason) so as to afford them with the destructive power of this technique. [B](Kuro Ten to Chi: Minami Reiji) | Black Heaven and Earth: South Rage[/B] Type: Offensive Rank: A Range: Short Chakra Cost: 30 Damage Points: 60 Description: The basic grappling technique of the style, South Rage allows for the user to, upon grabbing an opponent, lower the opponent's weight to that of a rag doll. Once an opponent's weight has been lowered the user can launch into a variety of throws with ease and, to finish, return the opponent's weight before increasing it substantially for a ground shattering impact. The throw itself is often disorientating on account of its sheer speed, as while BHaE users are slower in terms of striking, once they have an opponent in their grips they are capable of executing throws at break neck speeds that will have the recipient moving as a blur to the naked eye. Note: Body weight can be lowered/increased by a maximum of 9x. Can only be used 3x Turn cooldown between uses Works on organic and inorganic structures (so it will still work on someone who has converted themselves to steel, for instance).[/spoiler] [hr][/hr] [CENTER][B]Magnetic Assault[/B][/CENTER] B-rank [spoiler][B]Magunechikku Kagai | Dangan Panchi - ( Magnetic Assault | Bullet Punch )[/B] Type: Offensive/Supplementary Rank: B Range: Short Chakra: 20 Damage: 40 Description: The user magnetizes one their fist with a positive or negative charge. At the same time, on the opponent's body a magnetic field with the opposite charge roughly the same size of the user fist is created. Once the user swings his fist, the two areas attract, causing a very quick and powerful blow to occur. This attraction is powerful and can off balance unsuspecting opponents, due to that this technique can not be avoided and has to be prevented by other countermeasures. Once the two areas meet, the chakra is dispelled and the target's magnetism is canceled. Note: Usable three times per battle. User may only use one other element in the turn this is used besides Magnet Release. [/spoiler] [hr][/hr] [CENTER][B][URL='https://animebase.me/threads/l-and-lgeezy-trade-fighting-styles.760187/post-21839672']Baria no Maichi[/URL][/B] [/CENTER] A-rank [SPOILER][B](Baria no michi: Samshiel no ikari ) | The Way of the Barrier: Wrath of Samshiel[/B] Type: Offensive Rank: A rank Range: Short - Mid range Chakra: 30 Damage: 60 Description: One of the basic moves of Baria no Michi, the user will assume a Horse stance and thrust forward any of their limbs and in doing so, mold their Wind chakra. The user will then dash towards the opponent, and deliver a double fisted strike to their chest, releasing a rectangular shape of Wind in the process. This blasts the opponent back and causes some blunt damage, as they are hit back, and the user steps onto the ground with great force once more, releasing forward a smaller rectangular shape which blasts the opponent into the air from beneath him, as it travels along the ground whilst the opponent is stunned by the first hit. Notes: -Can only be taught by Detective L -Can only be used four times per fight -No S rank Baria no Michi techniques in the same turn [B](Baria no michi: Eistibus no eregansu) | The Way of the Barrier: Elegance of Eistibus[/B] Type: Offensive | Supplementary Rank: A rank Range: Short - Mid range Chakra: 40 Damage: 80 Description: A more movement based technique of Baria no Michi, where the user will dash towards the opponent and as they run, they will expel Wind chakra from their legs, creating tangible rectangular shapes of Wind, which acts as steps for them, allowing the user to go into the air. The user will then jump forward as they spin, and the user will release these already formed shapes towards the opponent, encircling them and slamming into the opponent from all sides, as the user drops down upon the opponent from above, delivering a final heel drop. In doing so, the user releases a small 1x1 rectangular Wind shape, from his heel, onto the opponent's head for blunt damage. Alternatively, these steps can be used as an evasion method, allowing the user to create these steps from the barriers, and use them to move around an opponent for example, or over an obstacle, only to release the barriers towards the opponent once done. Notes: -Can only be used by Detective L -Can only be used four times per fight -No A rank and above Baria no michi techniques for the same turn, and the next [/SPOILER] [hr][/hr] [CENTER][URL='https://animebase.me/threads/custom-fighting-style-submission.764489/post-21873614'][B]Bullet Arts[/B][/URL] [/CENTER] D-Rank [spoiler] [B](Dangan Geijutsu | Afutābānākikku) - Bullet Arts | Afterburner Kick Rank: [/B]D-S [B]Type:[/B] Attack/Supplementary [B]Range:[/B] Short-Mid [B]Chakra:[/B] 10-40 via Scarborough Fair Damage: 20-80 [B]Description: [/B]An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks or chakra bullets. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them for a single turn. [B]Note:[/B] [LIST] [*]S-Rank Application causes Scarborough Fair to enter a two turn cooldown cycle. [/LIST] [B](Dangan Geijutsu | Bureikudansu) - Bullet Arts | Break Dance Rank:[/B] D-S [B]Type:[/B] Attack/Supplementary/Defense [B]Range:[/B] Short-Mid [B]Chakra:[/B] 10-40 via Scarborough Fair [B]Damage: [/B]20-80 [B]Description:[/B] In response to an oncoming close quarters attacks, the user will quickly dive and begin twirling on their backs as they release chakra bullets from Scarborough Fair. These chakra bullets propel the user up to mid-range from their original position while also counterattacking. The effectiveness of this technique depends on the level of chakra spent to perform it. [B]Note: [/B] [LIST] [*]S-rank variation only usable three times per battle, causing Scarborough Fair to enter a two turn cooldown cycle. [/LIST] [/SPOILER] [/QUOTE]
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