An easy enough combo attack, you deliver a series of hooks to their body, using a swaying motion to mask your movement. If combined with Drunken Fist, it becomes enhanced and deals more damage.(Karei ni ikou! Rooringu...Sandaa!) - Keep it classy! Rolling Thunder!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by lowering his head while tucking his arms in a boxing stance and starts a swaying movement pattern, weaving his torso back and forth and using the torque to add power to a barrage of left and right hooks as he sways. Each hook follows from a diferent angle than the previous one. The Rolling Thunder is comprised of five rolling punches - If the final rolling punch connects the user follows with an uppercut directly to the chin. This sends the foe hurled through the air and sprawling across the field. Because the technique is based on the user's swaying dexterity, if used while in Drunken Fist, the attack's overall efficiency increases, gaining +10 damage.
~ Usable twice per battle.
okay just remember to keep it classy
As much as I like this, I approved it lol. I can't learn things I approve, personal choice. I still owe you for the above though so since you have Sharks, I'll teach you the ones I created if you want?In addition to Rolling Thunder, you also learn Living Weapon. So review or w/e both of them z.z
(Hachimon: Shou-Lao) - Eight Gates: Undying DragonThe Living Weapon
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user opens the 6th Gate, the Gate of View, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and rapidly performs a punch motion with both fists at the air or he/she can also rub their palms against each other. Doing so at high speed will make both hands of the user catch on Fire. Once done so, the user will punch the target with a scorching fist into the air (if they aren't already there) and continue with a combination of up to 6 flaming blows to the body. The user concludes the assault by manifesting the flames in the form of an Aura, shaped like a Dragon of large magnittude and proportions above or infront of the target. The Dragon upon launching "eats" the target and drags them into the ground, leaving a giant crater with black smoke resting along the body of the victim. If used in distanced combat, the user can skip the flaming combo of punches and launch the Dragon forth.
~ Use of technique will result in -15 damage to the user's hands, leaving them unable to use S rank Taijutsu next turn.
~ No techniques above S rank in the same turn.
~ Can only be used once per battle and only by EIGMs.
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An easy enough combo attack, you deliver a series of hooks to their body, using a swaying motion to mask your movement. If combined with Drunken Fist, it becomes enhanced and deals more damage.
As much as I like this, I approved it lol. I can't learn things I approve, personal choice. I still owe you for the above though so since you have Sharks, I'll teach you the ones I created if you want?
Edit: I also think I posted my EIG Customs in your EIG training thread, not sure if so though.
Sweet summoning(s). I have to admit I'm drooling over the swimming in Mist ability, that's just savage. I have no questions, though that may change once i've come to actually use them. They have great strength, boasting S rank biting force and S rank water usage, and their speed and defensive traits are no joke either. The ability to multiply into 10 clones and then swarm the target using the Baby Phorcy' is very useful as well. Again, no questions.We'll start with Water then lol. As you probably know, most sharks (in real life) exhibit some form of countershading, allowing the top of their bodies to have a color that closely matches the water and their underbellies generally being white. This gives them a sense of camouflage, so to speak. They have a great sense of hearing, able to hear sound kilometers away in water and their sense of smell is perfected, to the point they can detect smells miles away with such clarity that they are able to tell the exact location and direction of the smell. This would give the Sharks a smell based sensing that is technically better than Inuzuka and their Ninken. They also, by nature, have powerful bites. A well known trait of them is that their teeth are constantly growing, allowing them to lose hundreds of them over a lifetime. These are the basics of all my sharks, so to speak. The sharks I've created, I tried to set the precedence of having them all contain these things.
What is unique about these Water Release based summonings are that while being one jutsu, the shark does not have to be the exact same one each time. Named Phorcys sharks, this is more so a subspecies of sharks aligned with Water Release. In their full grown size, only one can be summoned at any time. This shark is generally 4 meters long and bigger than most sharks. Along with the above stated traits, their bite force can deal S rank damage and is strong enough to bite through B ranked jutsus and use up to S rank water as well.
As I stated earlier, Phorcys is a subspecies, and not the name of a specific one. The sharks I created are unique in the fact that they also exist as a "baby" form. What is great about this is that it allows us to summon more than one, with reduced size and power of course, creating up to ten. They are able to bite through C ranked jutsus as well as the general abilities of sharks. They have a special attack to themselves as well, able to swarm a target and deliver hard hits and bites as they rush past him, each multiplied by ten.
However, the best ability of them ties in with their water nature. As Sharks are able to swim through water, Phorcys sharks are able to swim through any type of water source, including rain and mist. Seeping chakra through their bodies as they swim, they make it so they are able to stay afloat the mist and swim effectively. In the case of rain, they will never be able to stay afloat long and fall back into water at the end of that turn. Baby Phorcys sharks are able to last in rain for up to 2 turns before falling back into the water, moving at speeds slightly faster than the average ninja.
( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.
Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.
( Kuchiyose: Achelous ) ♆ Summoning: Achelous
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 10 meters, Achelous sharks are a genus of sharks closely related to Great White Sharks with a Lightning affinity. Achelous sharks displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. Like their real life counterpart, Achelous sharks have an extra sense given by the Ampullae of Lorenzini which enables them to detect the electromagnetic field emitted by the movement of living animals. Every time a living creature moves, it generates an electrical field and great whites are so sensitive they can detect half a billionth of a volt. Even heart beats emit a very faint electrical pulse. If it is close enough (within short range), the shark can detect even that faint electrical pulse. Due to this sense, Achelous sharks are able to detect lightning jutsus when they are being performed when they are summoned. Upon being summoned in a water source, they create a thick mist to form atop the water and around it, allowing them to sense lightning chakra being created in or near the mist ( 3 meters ) and able to use the Ampullae of Lorenzini to absorb lightning jutsus passively up to S rank, making them essentially immune to the element. This works well with their ability to use Lightning jutsus up to S rank without electrocuting themselves, something that is much needed as sharks live within water. Achelous sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked solid, matter based jutsus like most sharks.
Inversely, the user is able to summon baby Achelous Sharks (each roughly a meter long) in place of a fully grown one with benefits and drawbacks of their own; Still having the Ampullae of Lorenzini, baby Achelous Sharks are able to detect lightning jutsus but unlike their adult counterparts, they can only absorb up to B rank lightning jutsu and use up to C ranked lightning. They are also able to bite through up to C ranked jutsus. As up to 10 baby Achelous sharks can be summoned at a time, collectively they are able to attack in the shape of a giant white shark, channeling A ranked chakra as they rush at high speeds, speeds of the average ninja, exploding in an electric shockwave that encompasses the entire short range before they disperse. While only one Achelous shark can be summoned alone, up to 10 baby sharks can be summoned, their powers only working when they collectively attacking/defending. These baby sharks are unable to affect singularly, instead attacking and defending as a collective school of sharks.
Note: Lasts 4 turns at max.
Note: Can only be summoned once per battle; baby Achelous sharks are able to be summoned twice. But if baby Achelous sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Achelous sharks more than once.
Note: They are able to use up to S rank lightning (Baby Achelous sharks are able to use up to C rank).
Note: Usage of lightning counts as a move per turn and the ability to turn into a massive Lightning white shark.
Okay so to start, they are based on Great White Sharks and just like the others, they have natural countershading and have great sense of hearing and a perfect sense of smell, able to detect where things are based on smell. They also have the able to detect heart beats within short range and able to passively absorb lightning up to S rank while using S rank lightning without frying themselves. They also are able to bite through B rank solid jutsu.
The baby versions can detect lightning and absorb up to B rank lightning and use C rank lightning while biting through C ranks as well. and can turn into a giant lightning size shark that travels at Kage speed, the average ninja speed.
( Kuchiyose: Amphitrite ) ♆ Summoning: Amphitrite
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Amphitrite sharks are genus of sharks closely related to Tiger sharks with Fire affinity, capable of reaching lengths of 5 meters long. blue to light green with a white or light-yellow underbelly, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through solid based A ranked jutsus like most sharks. Due to their unique ability to use Fire chakra, a rarity amongst sharks, Amphitrite sharks skins are naturally adapted to great heat and are able to survive extremely high temperatures, allowing them to passively swim through Fire based attacks of high temperatures unharmed and attacks with otherwise deadly temperatures, excluding Lightning for obvious reasons. This works by the sharks approaching the incoming attack and superheating their own body to match temperatures rivaling the attack, allowing them to overcome these attacks easily. This however can only be done outside of water, a special ability of these sharks allowing them to survive in arid temperatures for no more than a turn at a time, requiring them to submerge at least their gills in water in order to stay summoned. This passive ability of superheating their own body allows them to superheat water sources nearby them as well without evaporating them as that would cause the sharks to poof out of the field. In addition to their fiery nature, Amphitrite sharks use their speed to their advantage, moving at high speeds while a target has been detected. Once the shark has come close, a speed burst allows it to reach the intended prey before it can escape, moving at twice it's natural speed in an attempt to ram into the opponent with a heated body, capable of causing 3rd degree burns on contact, making it an S ranked attack. These sharks, by nature, are able to use up to S rank Fire.
Amphitrite sharks are also able to be summoned in their younger form, summoning Baby Amphitrite sharks, each the size of 2 meters. These sharks are remarkably similar to their adult counterparts, and are able to bite through C ranked jutsus swim through fire jutsus at a faster rate, moving at speeds similar to when grown Amphitrite sharks rush a foe with heated bodies. A special trait that baby Amphitrite Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. Creating up to 10 baby sharks, these sharks are able to superheat the water around them, forming a large shark shape of supercritical water that is able to use an altered form of Ash Pile Burning, gathering said ash within the inside of the tiger shark shape. As it collides at a foe at high speeds, the sharks are able to release the ash as a burst of explosive ash that the user is able to detonate remotely. If the sharks collide with the target, this is considered an A rank ability, however if they release the explosive ash and strike the target, the ensuing explosion causes this to be considered an S ranked attack. Igniting the ash can only be done the same turn it was released, however it can be used as a source for future ash jutsu but it cannot be used to detonate in this case. These 10 baby Amphitrite Sharks are only able to attack and defend collectively, no one individual shark can be utilized by itself.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Amphitrite sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Fire up to S Rank (up to B rank for baby Amphitrites).
Note: Using Amphitrite sharks to collide with the opponent counts as a move of the user and deals S ranked damage.
Based on Tiger Sharks, they can use Fire chakra and have the same natural abilities all my sharks have that I listed above. They are able to bite through A rank ninjutsu as well as swim through Fire jutsu or jutsu with high temps with no damage to their bodies, not counting lightning. They can superheat water to supercritical temperatures without evaporating it as well and when they detect opponents, move at twice their speed to blitz the opponent with an explosive slam, causing 3rd degree burns on contact and use up to S rank fire.
The baby version can move at x2 kage speed naturally as well as bite through C ranks and form a shark made of supercritical heated water that contains explosive ash within it. If clashing into the opponent, they cause A rank damage but if the explosive ash is detonated, then it causes S rank damage and can be used for a source of ash jutsu as well but wont detonate this way.
( Suiton: Achelous' Hakai Atorantisu-gō ) - Achelous' Destruction of Atlantis
Rank: Forbidden
Type: Attack
Range: Short – Long
Chakra cost: 50
Damage points: 90 ( +20 if jutsu is absorbed )
Description: Based on Great Shark Missile Technique, the user forms a lone seal whilst gathering copious amounts of Suiton chakra. Infusing the water nearby with said chakra, the user creates a gigantic shark around him, encompassing a radius of 10 meters. What differs from this shark and the normal one is that in conjunction with the forming of the shark, the user creates the water in a way that it causes a massive outwards explosion of up to mid range on contact with things stronger than it or of equal rank, spreading the water outwards. However, attacks of 40 chakra and below are able to be absorbed into the shark, with it taking on properties of said release, if logical. This means fire chakra will superheat the water, lightning will send an electrical current through it, Wind will make the shark's teeth and nose sharper, capable of slicing through a foe easier and Water will add to the mass. Interestingly, Earth chakra doesn't affect the shark like this, instead it slows it down but causes a more powerful hit on contact.
Note: Can only be used once per battle.
Note: Can only be performed with a water source.
Note: Can absorb up to 40 chakra with notable exceptions in the cases of fire and earth. With Earth, it can only absorb up to A rank, and with fire it can absorb Forbidden ranked jutsu.
Note: After using, the user cannot use Water above A rank for two turns or Shark based jutsu for the same amount of turns.
Shark Ninjutsu that lets us absorb jutsu of 40 chakra and lower into the Shark, taking on it's properties while enhancing it's power as well. Works on S rank jutsu, A rank Earth and S rank fire.