[Tai] NB Tai [Klad]

Klad

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Last technique was this

( Shouryuken ) - Rising Uppercut
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: This attack is a jumping uppercut in which the user utilizes a spin to increase the reach and speed of their jump. This attack is an excellent anti-air move capable of sending a target flying several feet.

So, as you do the uppercut, you spin your body and at the same time you jump? Only question I have
 

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"Yeah that's correct. It is a simultaneous action that you take advantage of the rotational momentum in. Building it up and transferring it whilst spinning, creating for a more potent strike."

Answered the rubber-man as he suddenly materialized in front of his student from the moisture in the air.

Hey there! My name's Luffy and I'll be your knew instructor, shishishis~. Next up, you'll be working on a combination technique by using two one after the other in a fluid motion. The first technique is called Dragon Kick and its basically a blitzing technique that is done to charge towards your target as fast as you physically can. Doing so, deliver a powerful kick with your desired leg, striking their side. The technique is open in the sense that you can either strike them from the front or flank from the back. Now, because you'll be combo'ing this technique, I want you to strike the clone I'll be making in a way that he is launched into the air. This is so you can perform the next technique which is called Knee Smash. This technique also uses a burst of speed to launch yourself into the air above a target you've knocked upwards. This technique takes advantage of opposing forces to deal the true damage as you strike them with a double knee strike. What I mean is that, with gravity naturally bringing you down as you perform your knee strikes alongside your own body weight, the target that was being knocked into the air would also carry momentum, having both clash for a strong physical assault. The end result if successful would be the target being knocked down back towards the ground.

By chaining together a hand seal, a clone of crystalline water materializes in front of the student, ready to be used as a practice dummy.
Meanwhile Luffy back-flipped away from both of them, so they could commence.


Just a thing to note before you begin, these techniques don't give you any form of enhanced speed. They are as good as your normal physical limitations and speed attributes.

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

( Hiza Sumasshu ) - Knee Smash
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The user, after using an attack to strike the enemy into the air, will then appear above them in a burst of speed and deliver a double knee strike that sends the target crashing into the ground.
 

Klad

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Feitan burst into a blinding speed forwards, seemingly disappearing from the view of Luffy's clone. This action caused some dust to rise around the place he traveled, as it only acted as a distraction. The new location of Feitan would be two feet away from Luffy's clone, serving as an element of surprise. In one fluid motion, he delivers a devastating upwards kick at his back, sending the clone into the soaring sky. "Don't think that I'm done..." Yet again, Feitan disappears from the ground and an ominous shadow appear right above the clone who by now was reaching his apex. Without warning, the Tsuchikage delivers a double knee strike aimed at his stomach, sending him crashing into the ground. The impact and as well as the opposing forces would be enough for him to have a few broken ribs.
 

ZK

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Uh, I had this thread bookmarked. Am I teaching you? If so, you know, learn these techs. If not... then I guess just don't learn them?
One of them is a weird pincer attack costing no chakra and the other hardens your head. Neat, huh?

( Hiji Ken Hiza Konbo ) - Elbow and Knee Combo
Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30
Description: The user jumps towards the target, raising both arms up while baring their elbows down towards the opponent’s head. At the same time they bring their knees up towards the target’s jaw, resulting in a pincer-like strike.
( Tetsu Kashira ) - Iron Head
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user will concentrate earth chakra into a layer around their head, which enhances their durability and gives them an iron-like head, then they head-butt their target causing major damage. This technique is, alternatively, capable of breaking though C-rank earth techniques.
 

ZK

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Yeah you're teaching me, but I've learned those and am at B ranks now. Last I was taught were Knee Smash and Dragon Kick
Then here you go. Izuna Drop and Mantis Double Strike; both chakra-requiring, but the second is definitely more versatile per its description. The first requires a jump, which is risky business here on NB.

( Izuna Rakka ) - Izuna Drop
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will jump into the target grabbing onto their arms and thrust both feet into their stomach to wind them and cause them to fall forwards. In doing so, the user flips backwards lifting the target into their air whilst using the motion of the target to then slam them onto their shoulders on the ground. The user will then finish by kicking off them and flipping backwards a few feet
( Kamakiri Kaedama Dageki ) - Mantis Double Strike
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage points: 40
Description: The user holds their arms in such a way that they resemble blades. By covering their arms in a layer of wind chakra the user is then able to deliver knifehand strikes that possess considerable cutting ability.
 

Klad

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I'm assuming the first can be used when you're already in mid-air? Otherwise, although pretty long, it's a cool technique.

The second one can be used to fight against a multitude of opponents or objects, since the cutting capabilities can work against them. I'd use this against clones or som
 

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I'm assuming the first can be used when you're already in mid-air? Otherwise, although pretty long, it's a cool technique.

The second one can be used to fight against a multitude of opponents or objects, since the cutting capabilities can work against them. I'd use this against clones or som
You certainly can, no problem.
And yeah, most of the modified K'Tai techs are at least somewhat vague, meaning that they can be used in multiple contexts and situations.
For the next techs we've got two chakra-cost-less techs. Those are the bees knees, though Iron Wire Fist is a little weird. It was way weirder before the update, but still a little weird, but, you know, it works I guess. As for the second tech, you know, you gotta hit the right spot, but there's nothing fundamentally wrong with it.

( Testsu Sen Genkotsu ) - Iron Wire Fist
Type: Offensive
Rank: B
Range: Mid
Chakra cost: N/A
Damage points: 40
Description: By wrapping ninja wire around their fists and controlling their breathing the user is able to deliver precise and deadly strikes that are able to knock targets back several meters.

( Chouyaku Kage Dageki ) - Jumping Shadow Strike
Type: Offensive
Rank: B
Range: Short
chakra cost: N/A
Damage points: 40
Description: The user appears below a target in a low stance, striking at the pressure points in their inner thighs. A successful strike should cause an opponent to collapse, allowing the user to deliver a series of rising punches.
 

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( Testsu Sen Genkotsu ) - Iron Wire Fist

This technique's range is mid so I'm not gonna complain. The user strikes with wires he wraps around his fists. Each hit should damage a target as well as push them back. Though, I'm definitely not using this in a real battle.

( Chouyaku Kage Dageki ) - Jumping Shadow Strike

I've always liked techniques where the user appears behind the enemy. You can take advantage of this vagueness you know. Afterward it's a simple Tai strike to the knees to force them fall and you can follow up with punches/kunai strikes and whatnot.
 

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( Testsu Sen Genkotsu ) - Iron Wire Fist

This technique's range is mid so I'm not gonna complain. The user strikes with wires he wraps around his fists. Each hit should damage a target as well as push them back. Though, I'm definitely not using this in a real battle.

( Chouyaku Kage Dageki ) - Jumping Shadow Strike

I've always liked techniques where the user appears behind the enemy. You can take advantage of this vagueness you know. Afterward it's a simple Tai strike to the knees to force them fall and you can follow up with punches/kunai strikes and whatnot.
I can relate; appearing behind the enemy sounds really cool. On NB, practically, however, you're just traveling at basically your normal speed, so it's not like your opponent isn't going to be able to track you.
The next two are also chakra-cost-less. The handstand one is, uh, you know, cool, but, like Iron Wire Fist, a bit impractical. Bear Fist is really nice though; I've always been a fan of the superman punch, in that it's simple and only one strike.

( Danshingu Senpu ) - Dancing Hurricane
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage points: 40
Description: By executing a handstand and keeping their legs horizontal to the ground the user is able to deliver a series of spinning kicks to the target’s midsection.

( Assai Kuma Kobushi ) - Crushing Bear Fist
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage points: 40
Description: By snapping one leg backwards and using the resulting torque to push their body forwards and increase the force of their strike the user is able to deliver a devastating superman punch to their target.
 

Klad

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The first one reminds me of a Tai move Lee did against some opponent I don't remember. Maybe this move could be it, lol. I would use this technique in a scenario where I'm forced to spin vertically or something, and so my hands would be met with the ground nevertheless. But yeah, as you said it's impractical.

I like the movement of this technique. It's pretty straightforward and effective especially if you've coated your fists in some kind of chakra, or the medical scalpel technique. Since it doesn't specify where it hits the target, we can have it anywhere on their bodies which sounds handy.
 

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The first one reminds me of a Tai move Lee did against some opponent I don't remember. Maybe this move could be it, lol. I would use this technique in a scenario where I'm forced to spin vertically or something, and so my hands would be met with the ground nevertheless. But yeah, as you said it's impractical.

I like the movement of this technique. It's pretty straightforward and effective especially if you've coated your fists in some kind of chakra, or the medical scalpel technique. Since it doesn't specify where it hits the target, we can have it anywhere on their bodies which sounds handy.
Handy is probably the right word for it. But yeah, mix it up with some Nin or Gen and you could have yourself a nifty combo.
Next, a couple of quote unquote 'normal' K'Tai techs. You know the drill:

( Sanmai Ashige ) - Absorption Kick
Type: Defensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: 40
Description: This is based around the Bak Mai Pa of Southern Chinese marital arts and the use of enemy's body weight. The user will concentrate chakra into their leg and then lift it up to lean into the enemy when they are attacking with Taijutsu and by using the body weight of the enemy and the chakra concentration, the user will absorb the power of the enemy's attack and rebound it with the kick to send the enemy flying.
Note: Can only counter B rank Taijutsu and lower

( Ikazuchi Ono Handou ) - Thunder Axe Kick
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user charges one leg with lightning chakra and then jumps into the air, positioning themselves to deliver a powerful flying kick to their target. Due to the infusion of lightning chakra the kick is able to partially paralyze the area whereupon it connects for one turn
 

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This probably a remote guess but, the reason the attack is "absorbed" is because you by leaning on the enemey push him so he loses the power of the attack? And then the follow up with the chakra coated kick is probably the only thing I understood from this.

The second one I like because its pretty much the kick version of Raijin. The paralysis aspect makes this technique really useful in close combat.
 

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I'm embarrassed to say that I'm actually not sure. This one wasn't edited like most of the other K'Tai last year, at least not to the same extend. LoK took care of some of the tricky techniques, but, yeah, there are still some issues. However, Absorption Kick is, for sure, not the magic B-rank Tai nullifier it can seem like. As I understand it you absorb the enemy's attack with your body, then use the torque of that impact to strengthen your kick. So, yeah, you lean in for that purpose.
Simple lightning kick. Pretty muh like Raijin, as you said.

Next, a couple of simple chakra-cost-less techs:

( Arashi Nageru ) - Tornado Throw
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user grabs ahold of a target by their clothing and then spins them around in a circular motion above their head. Using the momentum of the spin the user then slams the target into the ground.

( Mamushi Kiba ) - Viper's Fang
Type: Defensive
Rank: B
Range: Short
Chakra cost: N/A
Damage points: 40
Description: By tracking an opponent’s incoming punch the user is able to deliver a spear hand strike to a pressure point in the target’s arm, thus disabling the use of the arm for two turns.
 

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It's a technique where the user needs to be in physical-contact range with an opponent and spin them by grabbing a hold of their clothes. Spinning the opponent may cause them diziness and disorientation, not letting them tell that they're being smashed to the ground in a split moment after. It's an alright technique, I guess. Won't see myself using this against armored opponents.

I quite like this. It's a harsh punishment for the enemy who's just trying to throw a punch. Disabling the use of arm for two turns? Count me the **** in.
 

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It's a technique where the user needs to be in physical-contact range with an opponent and spin them by grabbing a hold of their clothes. Spinning the opponent may cause them diziness and disorientation, not letting them tell that they're being smashed to the ground in a split moment after. It's an alright technique, I guess. Won't see myself using this against armored opponents.

I quite like this. It's a harsh punishment for the enemy who's just trying to throw a punch. Disabling the use of arm for two turns? Count me the **** in.
yeah, if you swing people around near your head for too long they're like to attack you, lol. You don't have to overdo the swinging part though; just lift your opponent up and slam him into the ground, basically.
If you connect with it you'll definitely prevent any handseals from your opponent for the duration of that effect, yeah... but you'll probably also describe that the impact breaks his arm, so, you know, I guess it can be good for the whole fight.

Next two, one B-Rank and one A-Rank:

( Nikui Kiwa ) - Hard Edge
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user reinforces their elbows and knees with earth chakra and then charges towards the target in order to deliver a series of knee and elbow strikes with enough force to bend steel.

( Taba Ryuu Roppou Ashige ) - Coiling Dragon Kick
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60
Description: The user appears below their target in a burst of speed, having assumed a low stance, and then uses their hands to twist their body into a spinning motion in order to deliver a powerful kick meant to send the opponent airborne. This technique can be used to prepare for a variety of other offensive maneuvers.
 

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1. Sounds pretty simple. The hardening you use on your elbows and knees make the strikes really devastating to the target. Using these on the chest may break their ribs. I like the fact that this can be combined with other Taijutsu attacks if you're creative enough.

2. Keep them "user appears below target" techniques coming! I like this for the fact that it can set up for your clone or summon to follow up as you lift them up in the air. Also, as I said above, you could combine Hard Edge with this technique so the impact of your kick can be more meaningful.
 

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1. Sounds pretty simple. The hardening you use on your elbows and knees make the strikes really devastating to the target. Using these on the chest may break their ribs. I like the fact that this can be combined with other Taijutsu attacks if you're creative enough.

2. Keep them "user appears below target" techniques coming! I like this for the fact that it can set up for your clone or summon to follow up as you lift them up in the air. Also, as I said above, you could combine Hard Edge with this technique so the impact of your kick can be more meaningful.
Well, eh. Remember it's your elbows and knees; most attacks will use your feet and hands to strike with, but yeah, I suppose it could be combined with a different Tai attack, but within boundaries if you catch my drift. It'd have to be something that utilizes the hardened areas and is 'stronger' than the strikes associated with this tech.
Remember that this doesn't actually increase your speed, and no, this probably isn't one of those it can be combined with unless you kick with your knees.

Next two; both cost chakra but are pretty straightforward.

( Danshingu Kijuuki Kiruma Ashige ) - Dancing Crane Wheel Kick
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: By charging their legs with chakra the user enables themselves to jump high into the air, appearing behind an airborne target in a burst of speed. Utilizing the momentum of their jump the user then delivers a number of spinning kicks, sending the target crashing into the ground.

(Monsu-n Kobushi) – Monsoon Fist
Type: Offensive
Rank: A
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user charges their fists with water chakra and then attacks the opponent with a combo of five strikes. The first two are to the chest, lifting them off the ground slightly and then with a second blow, lifting them up into the air to follow through with a sweeping hi-kick to the chest, sending them through the air. Then the user will above the enemy and then finish them off with a drop-kick into the stomach, sending them crashing into the ground. All the water hits deposit water onto the target's clothes, creating a heaviness pressing on them from the density of the water. The water attacks cause the enemy to suffer heavy breathing.
 
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