[CJ] My Pupil !!

Jᴀʏ

Underdog
Legendary
Joined
Jan 25, 2016
Messages
10,076
Kin
1,115💸
Kumi
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Trait Points
52⚔️
(Doton: Ricochet no Janguru) - Earth Style: Ricochet Jungle

Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user will channel their earth chakra into the ground raising a ring of earth that’s 15 meters tall, and 10 meters wide to surround the opponent. The user will then create shuriken made of earth within the dome and bounce them off of the surrounding walls to increase the areas the user can attack from. The user of the technique will then coat the wall in a layer of chakra to prevent the shuriken from piercing the walls. Once the shuriken hits the wall both its speed and power increases, by sapping the chakra. Thus the more it ricochets, and the more energy it collects. This only serves to make the technique more difficult to evade. The user can increase the amount of shuriken in the dome. The jutsu is incredibly difficult to follow, as well as unpredictable. However doujutsu and sensory users can easily track this.
Note: Takes two turns for the shurikens to sap all the chakra from the wall, at which point they'll begin to stick.
Note: The longer the technique lasts the faster the shurikens get.
Note: The Shuriken become faster each time they bounce off the walls, and at their fastest, they can still be vaguely seen like brown streaks.
Note: Can only be used three times per fight.
Note: Can only be taught by Javelin


(Raiton: Urufu no Jūjika) - Lightning Release: Wolf's Cross
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will begin this technique by first creating four small lightning orbs on every side of the opponent in front, behind, to the right and to the left. The orbs upon their formation are very small and possess a weak charge but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique, they also increase in size. The lightning used to create this technique is destructive, upon reaching short range around the target, the orbs will erupt into destructive lightning much like chidori remei. This will happen all around the target at the same time crushing the target with destructive lightning on all sides and destroy anything they come into contact with (following lightning s/w). These explode inwards so as to not hurt the user, all shooting inwards from 5m on each side of the target.

Note: Can only be taught by Jᴀʏ
Note: Can only be used twice per battle.
Note: No A rank or above lightning techniques in the same turn or following.
Note: The orbs must be launched at a distance beyond five meters.


(Suiton: Supiritto Shikkususensensu) — Water Release: Spirit's Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. Additionally, the squid's tentacles can be used as a water source, however each usage reduces the overall rank of the squid. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to A rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at S rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn.

Note: Lasts three turns after activation. Can only be taught by Jᴀʏ. Can only be used twice, two turns between uses. User cannot use A rank Water techniques the next turn after this jutsu is activated.


(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (B rank), blasting away water (B rank), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Can only be used 4 times.



(Futon: Burakku Susabādo) — Wind Release: Emboldened Black Scabbard
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: After performing an attack whether elemental or something as simple as launching a kunai the user will perform an additonal three hand-seals. The user will concentrate wind chakra onto said object or technique. The wind simply shroud's the technique, the shroud in no way increases the damage or effects the properties of the technique in any other way then the purpose of this jutsu. It's purpose is to mute and negate any sound that the technique might make. Wind Release, being the natural weakness to sound is effective in muffling and distorting sound. The user uses the wind in order to form a barrier of sorts to surround techniques. The shroud prevent's the technique itself from making sounds like the sound a sharp projectile makes when it cuts through the air etc, by preventing contact to the air surrounding the projectile. Moreover, since air is the medium in which sound travels the wind is effective in negating the sound any non-energy based element makes, the whooshing of water, crumbling of earth, etc all these sounds that are produced when forming and launching certain techniques are contained by the wind barrier. Granted this technique does not account for the vibrations created by earth techniques or techniques that move through the earth. However, for techniques moving throughout the air such as a spear of water, or the throwing of a kunai. The wind is capable of counteracting sound outside and inside the shroud.This technique does not take up a slot in time-frame but will consume a move-slot upon use.

Note: Can only be taught by Jᴀʏ
Note: Cannot be used for techniques created underground, or energy-based techniques.



(Futon: Wāmuhōru) — Wind Release: Wormhole
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Wormhole is a rather unique wind technique similar to that of the "Lightning Blades Levitation" technique, while launching a technique or weapon the user will veil their wind chakra over it. This can be performed for techniques expelled from one's mouth, launched from one's hands or spawned on the field. Simply through the addition of a single hand-seal, the user will veil their wind chakra over said entity, this chakra will initially be dormant and upon reaching a certain distance the user can click their teeth activating the chakra (or choose to activate it the instant it is created). The activation will enable the user to propel the technique and alter its trajectory in order to get around an enemies counter, or simply fool the opponent into launching a technique in a certain direction. The user can choose to redirect the affected entity in whichever direction they please, and can continue to change the direction as long as the affected technique is not destroyed. This technique basically enables the user to manipulate entirely not only the trajectory of the technique, but how this technique moves. The user is essentially telekinetic-ally controlling it, this jutsu can be applied to an allies weapons/jutsu as well, and the wind in no way contributes to the techniques overall power. The wind veil in no way is able to alter the malleability of a technique, meaning in the case of something like a rising earth pillar, the wind veil will be unable to direct it's trajectory. This does not mean this technique is unsuitable for all earth techniques (earth projectiles can be redirected/boosted). This technique works best on projectiles/streams/blasts.

Note: This technique can be used a maximum of four times per battle. No S rank or above wind techniques in the same turn. Technique can be applied to any basic element (KG/HA/AE/CE as well) as long as it works logically. Can only be taught by Jay.


(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor's last ability deals with the mist as well. Castor passively releases mist onto the battefield, to create a field of mist that continuously restores itself, as long as Castor is on the battlefield (though it's continuously restored, if the opponent blows away the mist with a strong enough force, namely F/S rank wind, it costs a move slot for the mist to be restored). This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

Note: Cannot summon other sharks while Castor is on the field
Note: Castor although being summoned in water can and will immediately manipulate it into a plethora of mist.
Note: Lasts four turns in mist, or three turns without.
Note: Can only be taught by Jᴀʏ


(Same Kuchiyose: Alexzander) - Shark Summoning: Alexzander
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After exploring every corner of the water country, Taek would discover a unique shark with special abilities. This shark was known as Alexzander. A medium-sized shark summoned along with a plethora of water in which he is capable of merging with at the cost of a move in order to transform his body into a transparent adhesive slime. He is capable of using this transformation as a form of evasion in battle, manipulating his now gel-like form however he pleases. The adhesive slime although it is very similar to that of the "Sticky Syrup Jutsu." That being said, this form is also somewhat comparable to that of the Hozuki Clan, as both are susceptible to lightning based attacks. While in his slime form Alexzander is capable of absorbing large quantities of chakra upon contact, up to S-rank energy based techniques (Wind/Fire) at the expense of a move, when it comes to Lightning, B-rank and above techniques are capable of knocking Alexzander out of his slime form and causing considerable damage. Additionally Alexzander is capable of manifesting a plethora of jaws onto the surface of the slime capable of devouring physical techniques, similar to that of "Paelmon's Touch". These jaws can be manifested at the same time Alexzander enters his slime form, or after the fact with the cost of a move-slot. The jaws devour up to A-rank physical techniques (Earth/Water) within a single time-frame passively. As well as being capable of defending against Taijutsu attacks of the same rank. Due to Alexzander's adhesive slime form, he is more than capable of latching on to and coating physical constructs. Alexzander's last and final ability is this ability to use any shark and water techniques the user knows up to and including S ranks.

Note: There cannot be any summons on the field, in order to summon Alexzander. Lasts four turns. Can only be taught by Jᴀʏ




Any questions? If not I can explain more in dms, but I highly recommend running a shark bio.
 
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