[Tai] NB Tai with Penguino

Penguin

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I'll go with analysis for this one.
Okay, so NB Taijutsu is more or less chakra enhanced taijutsu, customized and donated by Kaito himself to people like us, the "cool" kids.

Now, due to NB Tai being used with chakra and having chakra costs (like 9/10 times), you cannot use these jutsu in conjunction with elemental ninjutsu to gain the advantage you can with regular taijutsu+ninjutsu combinations. However, Kaito's taijutsu makes up for that weakness in more than one way. By gaining access to regular NB Taijutsu, you can gain access to advanced NB Taijutsu (perk one), and the attacks are far more useful than most taijutsu, as you will see.

Before we move on, choose the correct option below, and label the other two examples according to what they are.

A. I channel my water chakra around my leg, kicking my opponent, physically damaging them and dousing them with water
B. I channel my water chakra into my leg, kicking my opponent, causing my water to infiltrate his clothes and slow down his maneuvers as well as damage him
C. I perform a kicking motion, releasing a blast of water on the tail end of my kick
 

Mudo

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I'm unsure of what you mean by the correct option and what you want me to label these as, but I'll take my pick with "A" since it seems to be the most logically sound and straightforward. Description B would only slow down the opponent's movement if they were 1) Wearing "baggy" clothing, or 2) If the water they were affected by held a high level of viscosity. Description C is fine, but a little vague; does the blast of water jet outward from behind the kick, causing the attack to happen quicker and deal more impact damage, or is it that the person is performing a spinning back kick, which would cause the blast of water to directly hit the target? Description A alludes to the technique being both offensive and supplementary, as the target being doused with water can assist in following up with a lightning attack for extra damage. Description B would likewise supplement the use of a follow up attack that can be executed quickly in order to take advantage of the target's slower movements.
 

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I'm unsure of what you mean by the correct option and what you want me to label these as, but I'll take my pick with "A" since it seems to be the most logically sound and straightforward. Description B would only slow down the opponent's movement if they were 1) Wearing "baggy" clothing, or 2) If the water they were affected by held a high level of viscosity. Description C is fine, but a little vague; does the blast of water jet outward from behind the kick, causing the attack to happen quicker and deal more impact damage, or is it that the person is performing a spinning back kick, which would cause the blast of water to directly hit the target? Description A alludes to the technique being both offensive and supplementary, as the target being doused with water can assist in following up with a lightning attack for extra damage. Description B would likewise supplement the use of a follow up attack that can be executed quickly in order to take advantage of the target's slower movements.


I was wanting you to check that jutsu list up yonder, then make your pick xD.

Anyways, quick review. Option A is classified as NinTaijutsu. Option B is Narutobase Taijutsu. Option C is just elemental ninjutsu purely, even though initiated with a movement. Give that NB Tai list one good read over, then tell me how you would summarize it's abilities.


Rank: C
Type: Attack
Range: Short
Chakra cost: 15
Damage points: 30
Description: Crazy monkey is a form of Chinese martial arts. It is an aerial attack where the user jumps head height and double kicks the chest whilst charging their lower legs and feet with chakra to cause extra damage compared to normal kicks.



This jutsu is pretty cool to be honest. I might use it once or twice in the current event xD. Anyways, it's self explanatory. You jump to about the height of someone's head while you bring your knees to your stomach/chest, then charge your feet with chakra as you push your feet back down into your opponent's chest.
 

Mudo

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Oh. :| lmao

Understood, I see now. As for the list, it can be summarized as a series of taijutsu based techniques that revolve around unique forms and maneuvers. With the addition of chakra, be it elemental or raw chakra, some of these techniques become even more useful and deadly in their usage. It's a more convenient, expansive set of techniques compared to the regular taijutsu list. The Crazy Monkey technique you posted for example shows how many of the techniques are based off different forms of martial arts and supplemented with the help of chakra enhancement to increase damage or to fulfill another purpose when it comes to elemental chakra. I like this move, though I wouldn't use it without having already set my target up to restrict their movement in some way; anytime you perform an attack that requires you launch yourself into midair, you leave yourself up to the mercy of your own momentum and gravity. That is to say that you'll have a difficult time changing direction once in midair to react to your opponent's counter unless you have something to move you like a jetpack or something. :rolleyes:
 

Penguin

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Oh. :| lmao

Understood, I see now. As for the list, it can be summarized as a series of taijutsu based techniques that revolve around unique forms and maneuvers. With the addition of chakra, be it elemental or raw chakra, some of these techniques become even more useful and deadly in their usage. It's a more convenient, expansive set of techniques compared to the regular taijutsu list. The Crazy Monkey technique you posted for example shows how many of the techniques are based off different forms of martial arts and supplemented with the help of chakra enhancement to increase damage or to fulfill another purpose when it comes to elemental chakra. I like this move, though I wouldn't use it without having already set my target up to restrict their movement in some way; anytime you perform an attack that requires you launch yourself into midair, you leave yourself up to the mercy of your own momentum and gravity. That is to say that you'll have a difficult time changing direction once in midair to react to your opponent's counter unless you have something to move you like a jetpack or something. :rolleyes:
The jetpack really does help. And it seems you know your stuff Mudo-sama. xD

(Akurobachikku Sanjuu Rakka Ashige) - Acrobatic triple drop Kick
Rank: C
Type: Attack
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user jumps into the air doing a forward somersault and simultaneously kicks the opponent in the upper body dealing three blows, two of which are to the shoulders and one to the head while chakra into their legs to cause more damage.

(Kyuuki Ashige) - Crane Kick
Rank: C
Type: Attack
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user stands in the crane position with their arms parallel to the ground and their right leg towards their body. The user then jumps off the left leg and kicks with their right leg whilst charging chakra into the leg to cause extra damage as they kick towards the opponent's face.

The first jutsu is kind of bad in my opinion, unless used in very specific situations, but other NB Tai allow the user to avoid certain techniques without all this extra stuff. You run forwards and jump, performing a forwards somersault, then kicking your opponent three times. Two of which are simultaneous.

The second is a classic crane kick. Stand on one foot, arms extended parallel to the ground, with your right knee brought up to your midsection/chest. You then jump off your left leg, enhancing your right with chakra, and kick your opponent's face and cause massive damage t-t

What do you think of this set?
 

Mudo

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I prefer the first one to the second; the Crane Kick is far too static for me since you have to be standing on one foot for a moment which leaves you vulnerable to an easy leg sweep, and putting your arms out like that compromises your upper body's defense. Like you said, at least with the Triple Drop Kick you can evade certain techniques due to the somersault, but again, I'm not really a fan of flying kicks so I likely won't be using this one much either if at all.
 

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I prefer the first one to the second; the Crane Kick is far too static for me since you have to be standing on one foot for a moment which leaves you vulnerable to an easy leg sweep, and putting your arms out like that compromises your upper body's defense. Like you said, at least with the Triple Drop Kick you can evade certain techniques due to the somersault, but again, I'm not really a fan of flying kicks so I likely won't be using this one much either if at all.
You know why you won't be using them? Because they cost chakra. You know what you could perform instead of a half-assed kick? An S-ranked tech with long range. Chakra-requiring Tai has to be really, really good to be useful. Let's not beat around the bush; these aren't.
Let's do two at a time. This isn't rocket science, eh?

(Marui Sumai Ashige) - Round House Kick
Rank: C
Type: Attack/Defense
Range: Mid
Chakra cost: 15
Damage points: 30
Description: The user pivots on one foot and jumps around in the air and swings their leg which is charged with chakra to cause extra damage. They then bring that leg into the enemy's face and sends them flying into the ground.

(Tora Tsume Hiza Sumasshu) - Tiger Claw Knee Smash
Rank: C
Type: Attack
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user jumps towards the enemy forming tiger claws and claps onto the enemy's head behind the ears. At the same time, they charge their right knee with chakra to increase damage caused and pulls the enemy's head down to smash it into their own knee.

Just analyze them, like you did with Penguin. Don't be shy about telling me what you really think about them, either. If we are to make Taijutsu a useful tool for you we need to be honest about it.
 

Mudo

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You know why you won't be using them? Because they cost chakra. You know what you could perform instead of a half-assed kick? An S-ranked tech with long range. Chakra-requiring Tai has to be really, really good to be useful. Let's not beat around the bush; these aren't.
Let's do two at a time. This isn't rocket science, eh?

(Marui Sumai Ashige) - Round House Kick
Rank: C
Type: Attack/Defense
Range: Mid
Chakra cost: 15
Damage points: 30
Description: The user pivots on one foot and jumps around in the air and swings their leg which is charged with chakra to cause extra damage. They then bring that leg into the enemy's face and sends them flying into the ground.

(Tora Tsume Hiza Sumasshu) - Tiger Claw Knee Smash
Rank: C
Type: Attack
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user jumps towards the enemy forming tiger claws and claps onto the enemy's head behind the ears. At the same time, they charge their right knee with chakra to increase damage caused and pulls the enemy's head down to smash it into their own knee.

Just analyze them, like you did with Penguin. Don't be shy about telling me what you really think about them, either. If we are to make Taijutsu a useful tool for you we need to be honest about it.
Both of these just seem to be flashy moves that don't really do anything special. The Knee Smash is a "cool" move but I feel as if gripping onto the opponent's head will leave your upper body exposed and make it difficult to react to a counter, especially when you consider that the technique does nothing to account for the fact that the person's limbs are still free while you grip their head.
 

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Both of these just seem to be flashy moves that don't really do anything special. The Knee Smash is a "cool" move but I feel as if gripping onto the opponent's head will leave your upper body exposed and make it difficult to react to a counter, especially when you consider that the technique does nothing to account for the fact that the person's limbs are still free while you grip their head.
Knee Smash is doable in my opinion, if you're fast enough and emphasize that the grappling and the knee strike itself happens almost simultaneously. Round House is just yet another kick, but this one costs chakra, so, booo!

Anyway, next two:

(Hiji Ken Hiza Konbo) - Elbow and Knee Combo
Rank: C
Type: Attack
Range: Mid
Chakra cost: 15
Damage points: 30
Description: The user jumps into mid-air towards the opponent, raising both arms up while baring their elbows down towards the enemy's head down towards them. At the same time, they bring up their knees towards the enemy's jaw, creating a pincer-like motion. The user charges their knees and elbows before contact with chakra to cause extra damage to the enemy.
(Tetsu Kashira) - Iron Head
Rank: C
Type: Attack/Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user will concentrate earth chakra into a layer around their head which enhances their strength and gives them a iron-like head. They then headbutt their opponent in the chest causing major damage. This technique is capable of breaking though D-rank earth techniques.
 

Mudo

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The Elbow and Knee Combo seems like something ridiculous you'd see in an action movie; not really practical or efficient to use all four limbs in the way it describes. As for the second, well, I guess I like that it can be employed to contest against earth techniques, regardless of it needing to be D-rank or below, it shows that it has different applications. Other than that, eh.
 

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The Elbow and Knee Combo seems like something ridiculous you'd see in an action movie; not really practical or efficient to use all four limbs in the way it describes. As for the second, well, I guess I like that it can be employed to contest against earth techniques, regardless of it needing to be D-rank or below, it shows that it has different applications. Other than that, eh.
'Eh' is about right. Or at least it was.
Anyway, since the last time there has been a major update of the K'Tai techniques. They've been rewritten and most of them have had their chakra cost removed. It's a new set of the same techniques, if so to speak. Nothing fundamental has really changed, so let's just keep going as we have. Tell me about these next two

( Fuujinken ) - Wind God Fist
Type: Offensive
Rank: C
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user focuses wind chakra into their feet and then, crouching and dashing at the target with great speed, the user coats their arm in wind chakra. Utilizing this to enhance their attack the user then thrusts upwards into the stomach of the target, releasing the accumulated wind to send them flying upwards several feet.
( 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.
 

Mudo

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'Eh' is about right. Or at least it was.
Anyway, since the last time there has been a major update of the K'Tai techniques. They've been rewritten and most of them have had their chakra cost removed. It's a new set of the same techniques, if so to speak. Nothing fundamental has really changed, so let's just keep going as we have. Tell me about these next two

( Fuujinken ) - Wind God Fist
Type: Offensive
Rank: C
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user focuses wind chakra into their feet and then, crouching and dashing at the target with great speed, the user coats their arm in wind chakra. Utilizing this to enhance their attack the user then thrusts upwards into the stomach of the target, releasing the accumulated wind to send them flying upwards several feet.
( 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.
Wind God Fist is a fairly simple movement, but is the bit about the user moving at a great speed even significant in a battle? What I mean is that I remember reading somewhere that if a technique doesn't explicitly state a speed increase numerically (or unless it uses terms like doubling, tripling etc), then it's assumed that the user is still moving at their normal speed. Descriptions that state that the user moves "very fast" don't actually mean much in a battle unless the timeframe is super close.

As for the second, lol. At least it doesn't have a chakra cost.
 

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Wind God Fist is a fairly simple movement, but is the bit about the user moving at a great speed even significant in a battle? What I mean is that I remember reading somewhere that if a technique doesn't explicitly state a speed increase numerically (or unless it uses terms like doubling, tripling etc), then it's assumed that the user is still moving at their normal speed. Descriptions that state that the user moves "very fast" don't actually mean much in a battle unless the timeframe is super close.

As for the second, lol. At least it doesn't have a chakra cost.
Okay, so B-Ranked techniques it is:

( 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.
( 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.

For the first one the 'burst of speed' is just you moving at your, you know, normal speed. It'd be a blur of motion, but, to be honest, the practical impact of that on a fight would be minimal. It's a follow-up technique, basically.
As for the Dragon Kick... again, pretty self-explanatory. The point is that you get to decide the precise nature of the kick and your motion leading up to it, leaving you free to deliver it as you please. Another good all-around technique, situationally, of course.
 

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Okay, so B-Ranked techniques it is:

( 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.
( 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.

For the first one the 'burst of speed' is just you moving at your, you know, normal speed. It'd be a blur of motion, but, to be honest, the practical impact of that on a fight would be minimal. It's a follow-up technique, basically.
As for the Dragon Kick... again, pretty self-explanatory. The point is that you get to decide the precise nature of the kick and your motion leading up to it, leaving you free to deliver it as you please. Another good all-around technique, situationally, of course.
I like these. Simple and allow for some freedom of execution, not much else to say beyond that.
 

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I like these. Simple and allow for some freedom of execution, not much else to say beyond that.
The next pair require chakra to use, which has some downsides, but does not make them meaningless. Consider their advantages and disadvantages in varying situations. 'Situational' really is the key word here.

( 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.
 

Mudo

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The next pair require chakra to use, which has some downsides, but does not make them meaningless. Consider their advantages and disadvantages in varying situations. 'Situational' really is the key word here.

( 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.
Izuna Drop is a good way to set up a finisher if it goes through due to it winding the target and hurting them at the same time. It is however difficult to pull off a grappling move like this, even if you secure their arms they can still blast you with an elemental attack through the mouth.

Mantis is a good way to compensate for not having any weapons on your person to deal a decisive slash to a vital part of the target's body (the neck, ligaments etc). Obviously while the arms are in this position, the user will be unable to be perform hand seals. I assume breaking the form that the arms take effectively ends the technique?
 

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Izuna Drop is a good way to set up a finisher if it goes through due to it winding the target and hurting them at the same time. It is however difficult to pull off a grappling move like this, even if you secure their arms they can still blast you with an elemental attack through the mouth.

Mantis is a good way to compensate for not having any weapons on your person to deal a decisive slash to a vital part of the target's body (the neck, ligaments etc). Obviously while the arms are in this position, the user will be unable to be perform hand seals. I assume breaking the form that the arms take effectively ends the technique?
They have their upsides, but, as mentioned, also a downside in their chakra cost. That is, however, the rule more than an irregularity. The next two lack that downside, but have their own issues. The first one in requiring a tool and the second one in assuming a speed advantage plus putting the user in a position where evasion is more difficult than absolutely necessary.
Consider them, as you have the others, thank you.

( 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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