New way of battling [open]

Osmon

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I'm so bored right now, I thought of a new lifestyle. What about you use all of my jutsus, canon and custom while I use yours, like, I use ur bio you use mine .___.

open, someone strong and experienced, I don't wanna end fighting Zabuza and other newbs pls ;-;

I will make the rules after someone posts.
 

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To begin, I expel a spherical mass of fire that explodes upon impact at you. Whilst seemingly immaterial, its tangibility is nothing to be scoffed at.

Rank: B
Type: Offense
Range: Short/Long
Chakra Cost: 20
Damage Points: 40
Description: The user after performing two hand seals Horse → Tiger exhales a big-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. The fire ball has a given solidity property to it, being able to punch through solid obstacles without exploding.



In quick succession, I simply form a single hand seal which precedes the formation of an antlion trap behind you.

Rank: B
Type: Offense
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user performs the Ram hand seal and causes causes the ground and everything on and around it to be sucked in towards the middle of a large pit, much like the method an antlion uses to catch prey. Upon being dragged to the centre, the victim will then be sucked underground. There the victim, depending on how deep the user makes them sink, will be trapped and/or suffocated. The range of the pit is determined by how much chakra is put into the technique.

 

Osmon

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To begin, I expel a spherical mass of fire that explodes upon impact at you. Whilst seemingly immaterial, its tangibility is nothing to be scoffed at.

Rank: B
Type: Offense
Range: Short/Long
Chakra Cost: 20
Damage Points: 40
Description: The user after performing two hand seals Horse → Tiger exhales a big-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. The fire ball has a given solidity property to it, being able to punch through solid obstacles without exploding.



In quick succession, I simply form a single hand seal which precedes the formation of an antlion trap behind you.

Rank: B
Type: Offense
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user performs the Ram hand seal and causes causes the ground and everything on and around it to be sucked in towards the middle of a large pit, much like the method an antlion uses to catch prey. Upon being dragged to the centre, the victim will then be sucked underground. There the victim, depending on how deep the user makes them sink, will be trapped and/or suffocated. The range of the pit is determined by how much chakra is put into the technique.

Gangryong Gyojin 1 in sig, a lake at my left, ur right.
--------------------
As the fire ball comes towards me, I only smirk as make a single hand seal and mold water chakra at my mouth then using nature and shape manipulation I manipulate the water from the lake and create a giant water dragon and send it towards you while intercepting the fire ball and going towards you in amazing force and speeds.

(Suiton: Suiryuudan no Jutsu) - Water Style: Water Dragon Bullet Technique
Rank: B-S-Rank
Type: Offense
Range: Short/Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: After performing a long series of hand seals Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a primary water specialty will be able to produce up to an S-Rank technique; ninjas with a secondary water specialty will be able to produce up to an A-Rank technique; normal water masters will produce the basic B-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.
Note: Requires a water source to use.
 

Baldy

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Gangryong Gyojin 1 in sig, a lake at my left, ur right.
--------------------
As the fire ball comes towards me, I only smirk as make a single hand seal and mold water chakra at my mouth then using nature and shape manipulation I manipulate the water from the lake and create a giant water dragon and send it towards you while intercepting the fire ball and going towards you in amazing force and speeds.

(Suiton: Suiryuudan no Jutsu) - Water Style: Water Dragon Bullet Technique
Rank: B-S-Rank
Type: Offense
Range: Short/Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: After performing a long series of hand seals Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a primary water specialty will be able to produce up to an S-Rank technique; ninjas with a secondary water specialty will be able to produce up to an A-Rank technique; normal water masters will produce the basic B-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.
Note: Requires a water source to use.
Unwilling to bear the brunt of the water dragon's might, I simply begin jogging diagonally forward, towards my left. With each step, however, a blast of wind is applied at the sole of my feet, allowing me to seemingly stride as if I had rocket boosters attached to my feet that activated upon contact with the ground. Multiple such steps should afford me a safe escape from the now-inconsequential water dragon.

Type: Attack/Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user focuses wind chakra at certain points in range, manifesting small balls of pressurized air (max 6) which immediately burst and push away objects near them but have no effect more than 2 ft away. They may be created all at once or in sequence and each one is capable of knocking over an adult. While this technique won't deal much damage to enemies, it is a good surprise attack and could leave them open for additional attacks. If the user creates a ball beneath himself he may evade attacks by launching himself upwards and can do the same for allies. Defensively, this technique could deflect weapon strikes and projectiles with enough precision to even launch objects like shuriken back at the enemy.
-Usable once per turn
-Can only be taught by Ushiro



Whilst running, I activate an ability of mine instantly. Once safely out of the way, a vertical portal behind you is erected, out of which 6 spry earthen arms emerge, grasping ahold of your body parts in a fashion that should become apparent once you look at the jutsu's description. Either way, you're likely to experience some pain, courtesy of a broken back, and maybe some discomfort if it's left undefended against.
With that said, however, upon contact, you'd be subjected to a sudden weight increase, leaving your body immobile, whilst the arms proceed to inflict some agony upon you.

Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.

Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three turns



Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Copyrights © Blizzard.

 

Osmon

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Unwilling to bear the brunt of the water dragon's might, I simply begin jogging diagonally forward, towards my left. With each step, however, a blast of wind is applied at the sole of my feet, allowing me to seemingly stride as if I had rocket boosters attached to my feet that activated upon contact with the ground. Multiple such steps should afford me a safe escape from the now-inconsequential water dragon.

Type: Attack/Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user focuses wind chakra at certain points in range, manifesting small balls of pressurized air (max 6) which immediately burst and push away objects near them but have no effect more than 2 ft away. They may be created all at once or in sequence and each one is capable of knocking over an adult. While this technique won't deal much damage to enemies, it is a good surprise attack and could leave them open for additional attacks. If the user creates a ball beneath himself he may evade attacks by launching himself upwards and can do the same for allies. Defensively, this technique could deflect weapon strikes and projectiles with enough precision to even launch objects like shuriken back at the enemy.
-Usable once per turn
-Can only be taught by Ushiro



Whilst running, I activate an ability of mine instantly. Once safely out of the way, a vertical portal behind you is erected, out of which 6 spry earthen arms emerge, grasping ahold of your body parts in a fashion that should become apparent once you look at the jutsu's description. Either way, you're likely to experience some pain, courtesy of a broken back, and maybe some discomfort if it's left undefended against.
With that said, however, upon contact, you'd be subjected to a sudden weight increase, leaving your body immobile, whilst the arms proceed to inflict some agony upon you.

Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.

Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three turns



Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Copyrights © Blizzard.

As the opponent jumps in the air, I use the momentum while he is in mid-air to gather and mold water chakra in my mouth as I form my lips like I'm trynna kiss someone then use nature and shape manipulation to change the chakra into several thin and sharp water needles and throw it like I'm spitting water when I laugh, aiming them towards the opponent's neck and chest area and send them towards him in such speed that they would reach the opponent in seconds and if he were to continue with his next attack then he would be dead before he sees the result of his jutsu.

Suiton: Water Needle Shotgun
Type: Offensive/Attack
Rank:B-Rank
Range:Short-Mid
Chakra:20
Damage:40
Description: The user gathers water into there mouth.After doing so the user forms there lips as If they are about to kiss someone leaving a small hole available for the water to go through then the user spits out the gathered water ( Just like you spit out water when you laugh) releasing the water from there mouth the user then in conjunction using shape manipulation to turn the water into to sharp water hypodermic needles. It has the same affect as a shotgun spreading the water everywhere.Once released from the users mouth the user cant control it, If the enemy gets hits by the needles they act as bullets and go straight through the body coming out the other side , Piercing vital organs on the way in.

-Can Only Be taught by Yin..
-Usable 3 times a match
 

Baldy

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As the opponent jumps in the air, I use the momentum while he is in mid-air to gather and mold water chakra in my mouth as I form my lips like I'm trynna kiss someone then use nature and shape manipulation to change the chakra into several thin and sharp water needles and throw it like I'm spitting water when I laugh, aiming them towards the opponent's neck and chest area and send them towards him in such speed that they would reach the opponent in seconds and if he were to continue with his next attack then he would be dead before he sees the result of his jutsu.

Suiton: Water Needle Shotgun
Type: Offensive/Attack
Rank:B-Rank
Range:Short-Mid
Chakra:20
Damage:40
Description: The user gathers water into there mouth.After doing so the user forms there lips as If they are about to kiss someone leaving a small hole available for the water to go through then the user spits out the gathered water ( Just like you spit out water when you laugh) releasing the water from there mouth the user then in conjunction using shape manipulation to turn the water into to sharp water hypodermic needles. It has the same affect as a shotgun spreading the water everywhere.Once released from the users mouth the user cant control it, If the enemy gets hits by the needles they act as bullets and go straight through the body coming out the other side , Piercing vital organs on the way in.

-Can Only Be taught by Yin..
-Usable 3 times a match
I don't actually jump too high into the air - just kinda longer, bouncier steps.

A sense of foreboding overtaking my heart, I simply responded on the spur of the moment, entering a drunken stupor as the water needles approaching. Lacking any second thought nor hesitation, my movements become slightly enhanced and unpredictable. As I run, my knees simply sink a little deeper, allowing me to perform a quick clockwise spin to my left in order to avoid the incoming needles - a move executed with a slight dearth of grace, albeit mixed with a healthy dose of effectiveness.

And whilst I spin, my hand would simply graze my ninja pouch, retrieving an explosive tagged kunai that I would launch into the air as my revolution is completed. The kunai would be launched in a parabolic arc, aiming to descend and land directly atop your head. Of course, its primary purpose would be to draw your attention above.

Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.



Whilst the spin would have me deviate from my original course, it only puts me on a path that leads me more directly to you. Continuing my mild jog, I would soon approach short-range of you, though not before I activate an ability of mine (the previous one wasn't activated, I assume?).
Simultaneously, a cage around you would be erected with a raising of my dominant arm, the fine details of its design being too complex for me to explain. In addition, every inch of the cage would be coated with a thick layer of adhesive, flammable mud that quickly coalesces and spreads through the ground to immobilize you.

And just as the explosive tagged kunai is about to hit the target, I would flick my wrist, causing the blades of the cage to swing inwards for your grand execution, before detonating the kunai; the subsequent detonation would ignite the mud, causing it to deal far greater damage.

Type: Supplementary
Rank: A
Range: N/A
CHAKRA: N/A (+10 chakra to Earth Release techniques)
Damage: N/A (+20 if mud is ignited, otherwise no damage boost)
Description: The user will activate an ability which will allow them to add an additional layer of mud on the surface of all earth techniques for the next three turns. Through expending some extra chakra, the user will infuse extra earth chakra into his earth techniques and this chakra will coat any earth techniques made with an adhesive, flammable, layer of mud. The mud itself is chakra infused and because of its adhesiveness when it comes into contact with another substance, it quickly SPREADS around the object/being. The mud would coat whatever substance it is touching and basically disable it within seconds due to the sheer weight of the mud. This technique is APPLICABLE on walls, domes or other earthen defenses and the extra layer of mud serves to increase their defensive capabilities, making it so that the defenses can defend against techniques with 20 more damage points. This boost has no effect on the defenses offensive capabilities; so Hardening technique could defend against 20 additional damage points but have no change to its offensive uses. The mud is flammable and can be ignited through flames, sparks and friction, and when it is ignited it will become aflame and burn rather than explode.The mud layer is quite thick and if used correctly it can make for a deadly combination attack. For example, with this technique active the Hardening technique would have its earthen armour coated in the layer of mud, and for techniques such as stone golem the creature would rise covered in a layer of mud from head to toe. However, it can only be used within reason and the layer of mud will only be APPLIED to earth techniques that already have a hard surface; so it will have no effect on swamp, mud or dust-based jutsus or jutsus like antlion and the weight/flight jutsus. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Earth Release technique. This ability doesn't have to be APPLIED to every Earth Release techniques used while this is active.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Rayder
Note Doesn't work with KG/CE variants



Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 +20
Description: The user sends his earth chakra into the ground beneath his opponent and raises his dominant arm with the palm facing up creating a cage like construct around the opponent with the only possible way to escape being up. The cage is two meters in height and each side is one and a half meter wide and unlike a regular cage each of the four pillars that hold it together are connected to eachother by 1.5 meter long blades with a small socket in the pillar where the tips are. Every pillar contains a total of ten blades, each being roughly 5 centimeters in width at the back end meaning there's roughly a space of 15 centimeters between each blade and when looking directly at one of the four sides the tips of the blades would be pointed towards the right. They are however not identically placed on each side so that the blades can freely pass eachother when the user executes the true purpose of this technique. Upon creating the cage the user, by a flick of his wrist rotates his wrist in a 90 degree angle so that their thumb would now be facing upward and upon executing that simple movement all four pillars rotate inward at a 90 degree angle, chopping through the opponent with the blades.
Note: Can only be taught by Tybone.
Note: No Doton above A-Rank in the same turn or the next.
Note: Can only be used twice per battle.

 
Last edited:

Osmon

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I don't actually jump too high into the air - just kinda longer, bouncier steps.

A sense of foreboding overtaking my heart, I simply responded on the spur of the moment, entering a drunken stupor as the water needles approaching. Lacking any second thought nor hesitation, my movements become slightly enhanced and unpredictable. As I run, my knees simply sink a little deeper, allowing me to perform a quick clockwise spin to my left in order to avoid the incoming needles - a move executed with a slight dearth of grace, albeit mixed with a healthy dose of effectiveness.

And whilst I spin, my hand would simply graze my ninja pouch, retrieving an explosive tagged kunai that I would launch into the air as my revolution is completed. The kunai would be launched in a parabolic arc, aiming to descend and land directly atop your head. Of course, its primary purpose would be to draw your attention above.

Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.



Whilst the spin would have me deviate from my original course, it only puts me on a path that leads me more directly to you. Continuing my mild jog, I would soon approach short-range of you, though not before I activate an ability of mine (the previous one wasn't activated, I assume?).
Simultaneously, a cage around you would be erected with a raising of my dominant arm, the fine details of its design being too complex for me to explain. In addition, every inch of the cage would be coated with a thick layer of adhesive, flammable mud that quickly coalesces and spreads through the ground to immobilize you.

And just as the explosive tagged kunai is about to hit the target, I would flick my wrist, causing the blades of the cage to swing inwards for your grand execution, before detonating the kunai; the subsequent detonation would ignite the mud, causing it to deal far greater damage.

Type: Supplementary
Rank: A
Range: N/A
CHAKRA: N/A (+10 chakra to Earth Release techniques)
Damage: N/A (+20 if mud is ignited, otherwise no damage boost)
Description: The user will activate an ability which will allow them to add an additional layer of mud on the surface of all earth techniques for the next three turns. Through expending some extra chakra, the user will infuse extra earth chakra into his earth techniques and this chakra will coat any earth techniques made with an adhesive, flammable, layer of mud. The mud itself is chakra infused and because of its adhesiveness when it comes into contact with another substance, it quickly SPREADS around the object/being. The mud would coat whatever substance it is touching and basically disable it within seconds due to the sheer weight of the mud. This technique is APPLICABLE on walls, domes or other earthen defenses and the extra layer of mud serves to increase their defensive capabilities, making it so that the defenses can defend against techniques with 20 more damage points. This boost has no effect on the defenses offensive capabilities; so Hardening technique could defend against 20 additional damage points but have no change to its offensive uses. The mud is flammable and can be ignited through flames, sparks and friction, and when it is ignited it will become aflame and burn rather than explode.The mud layer is quite thick and if used correctly it can make for a deadly combination attack. For example, with this technique active the Hardening technique would have its earthen armour coated in the layer of mud, and for techniques such as stone golem the creature would rise covered in a layer of mud from head to toe. However, it can only be used within reason and the layer of mud will only be APPLIED to earth techniques that already have a hard surface; so it will have no effect on swamp, mud or dust-based jutsus or jutsus like antlion and the weight/flight jutsus. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Earth Release technique. This ability doesn't have to be APPLIED to every Earth Release techniques used while this is active.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Rayder
Note Doesn't work with KG/CE variants



Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 +20
Description: The user sends his earth chakra into the ground beneath his opponent and raises his dominant arm with the palm facing up creating a cage like construct around the opponent with the only possible way to escape being up. The cage is two meters in height and each side is one and a half meter wide and unlike a regular cage each of the four pillars that hold it together are connected to eachother by 1.5 meter long blades with a small socket in the pillar where the tips are. Every pillar contains a total of ten blades, each being roughly 5 centimeters in width at the back end meaning there's roughly a space of 15 centimeters between each blade and when looking directly at one of the four sides the tips of the blades would be pointed towards the right. They are however not identically placed on each side so that the blades can freely pass eachother when the user executes the true purpose of this technique. Upon creating the cage the user, by a flick of his wrist rotates his wrist in a 90 degree angle so that their thumb would now be facing upward and upon executing that simple movement all four pillars rotate inward at a 90 degree angle, chopping through the opponent with the blades.
Note: Can only be taught by Tybone.
Note: No Doton above A-Rank in the same turn or the next.
Note: Can only be used twice per battle.

So hard to understand you fam lol
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As the opponent jumps on the left, I try to use that momentum to catch the opponent in mid-air and channel fuuton chakra at my hands as I create a small war hammer, about 30 centimeters in size. Seeing as the bald head throws me some kunais too, I only slam the hammer on the ground and release all the 6 layers to intercept the kunais and send them back towards the opponent faster and stronger while cutting his abdomen, injuring him. After that, I see the opponent falling on the ground, I make a single hand seal and channel wind chakra at my mouth while using nature and shape manipulation to exhale a stream of high velocity wind along with scouring dust at the opponent's stomach, breaking several of his ribs while cutting through him. To finish my assault, I make 2 hand seals and mold earth chakra, creating a portal above the opponent and send sticky earth downwards, crushing the opponent and killing him completly, leaving no trace of a human body, just a mother****ing zombie. "Bald people always die in the worst possible way."

(Fuuton: Yoake no avil) - Wind Release: Anvil of the Dawn
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses their fuuton chakra in their hand and condenses it so that it takes the form of a small war hammer only about 30 cm in size. The hammer is composed of 6 thick layers of wind which are held together by chakra. The hammers layers can be released from the hammer each time the user swings the hammer with a moderate amount of strength. When the hammer is swung the layer is released as a B-rank large wave of wind and the hammer diminishes in size slightly. The hammer itself can break apart objects and jutsus C-rank and below, following elemental strengths and weaknesses, and within reason (so because of the hammers size it wouldn't be able to completely stop a large wave of water for example.) A maximum of two layers can be released in one swing, and the strength of the wave created is increased depending on how many layers are released. If its two layers then an A-rank wave of wind will be given off. The other way that the hammer can be used is when the user drops, slams, throws; anything that means the hammer will be touching the ground. When that happens the remaining layers are all released at once and an A-rank wave of wind is released omnidirectionally and it is capable of pushing the opponent back a range(so if they're in short range they'll be pushed into mid range) and giving them deep cuts. If the user uses this then the hammer is instantly dispersed afterwards

Note: Wind techniques above S-rank cannot be used in same turn as its use.
Note: The hammer can be maintained for 3 turns but it can be dispersed at will or if all the layers are used
Note: Can only be used twice per battle
Note: Can only be taught by Osmon
Note: While the hammer is active other jutsus cannot be used

(Fūton: Fūjin no Jutsu) - Wind Release Dust Cloud Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.

(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop
Rank: B
Type: Offensive
Range: Short – Mid
Chakra cost: 20
Damage points: 40
Description: The user does 2 handseals (Ram → Snake) and creates an opening within the sky, which drips down onto the opponent a large amount of sticky mud (in all similar to that of Swamp of the Underworld Technique), covering them. The mud is very heavy and thick as well as adhesive, making it impossible to move if caught and easily crushing an enemy underneath. It’s normally followed up by Lightning release: sixteen pillar bind to create a giant oven around the opponent and then using Fire release: Firing biscuit technique to ignite the oven, hardening the mud and immobilizing the enemy target.
 

Baldy

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So hard to understand you fam lol
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As the opponent jumps on the left, I try to use that momentum to catch the opponent in mid-air and channel fuuton chakra at my hands as I create a small war hammer, about 30 centimeters in size. Seeing as the bald head throws me some kunais too, I only slam the hammer on the ground and release all the 6 layers to intercept the kunais and send them back towards the opponent faster and stronger while cutting his abdomen, injuring him. After that, I see the opponent falling on the ground, I make a single hand seal and channel wind chakra at my mouth while using nature and shape manipulation to exhale a stream of high velocity wind along with scouring dust at the opponent's stomach, breaking several of his ribs while cutting through him. To finish my assault, I make 2 hand seals and mold earth chakra, creating a portal above the opponent and send sticky earth downwards, crushing the opponent and killing him completly, leaving no trace of a human body, just a mother****ing zombie. "Bald people always die in the worst possible way."

(Fuuton: Yoake no avil) - Wind Release: Anvil of the Dawn
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses their fuuton chakra in their hand and condenses it so that it takes the form of a small war hammer only about 30 cm in size. The hammer is composed of 6 thick layers of wind which are held together by chakra. The hammers layers can be released from the hammer each time the user swings the hammer with a moderate amount of strength. When the hammer is swung the layer is released as a B-rank large wave of wind and the hammer diminishes in size slightly. The hammer itself can break apart objects and jutsus C-rank and below, following elemental strengths and weaknesses, and within reason (so because of the hammers size it wouldn't be able to completely stop a large wave of water for example.) A maximum of two layers can be released in one swing, and the strength of the wave created is increased depending on how many layers are released. If its two layers then an A-rank wave of wind will be given off. The other way that the hammer can be used is when the user drops, slams, throws; anything that means the hammer will be touching the ground. When that happens the remaining layers are all released at once and an A-rank wave of wind is released omnidirectionally and it is capable of pushing the opponent back a range(so if they're in short range they'll be pushed into mid range) and giving them deep cuts. If the user uses this then the hammer is instantly dispersed afterwards

Note: Wind techniques above S-rank cannot be used in same turn as its use.
Note: The hammer can be maintained for 3 turns but it can be dispersed at will or if all the layers are used
Note: Can only be used twice per battle
Note: Can only be taught by Osmon
Note: While the hammer is active other jutsus cannot be used

(Fūton: Fūjin no Jutsu) - Wind Release Dust Cloud Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.

(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop
Rank: B
Type: Offensive
Range: Short – Mid
Chakra cost: 20
Damage points: 40
Description: The user does 2 handseals (Ram → Snake) and creates an opening within the sky, which drips down onto the opponent a large amount of sticky mud (in all similar to that of Swamp of the Underworld Technique), covering them. The mud is very heavy and thick as well as adhesive, making it impossible to move if caught and easily crushing an enemy underneath. It’s normally followed up by Lightning release: sixteen pillar bind to create a giant oven around the opponent and then using Fire release: Firing biscuit technique to ignite the oven, hardening the mud and immobilizing the enemy target.
As the blades of wind rush towards me, I, with a flourish, hurl a scroll towards your direction. Emerging from the scroll, a majestic manifestation of fire in the form of a tiger hurriedly heads towards you. As this happens, I perform another hand seal (within the same timeframe), causing the fine grains of rubble on the ground to aggregate and coalesce with the blazing beast. In a thoroughly one-sided massacre, the augmented Fire/Earth tiger blitzes through your wind technique, heading towards you none the worse for wear.

Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80 + 20 = 100
Description: The user summons a tiger made of flames from a scroll, directing it towards the target, and attaching itself onto the target and explode causing massive damage on detonation making it similar to a paper bomb.



Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note:

-Can only be used 4x per battle



Both techniques occur pretty much at the same time so they'd prevent you from performing the A-rank wind.
 

Osmon

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As the blades of wind rush towards me, I, with a flourish, hurl a scroll towards your direction. Emerging from the scroll, a majestic manifestation of fire in the form of a tiger hurriedly heads towards you. As this happens, I perform another hand seal (within the same timeframe), causing the fine grains of rubble on the ground to aggregate and coalesce with the blazing beast. In a thoroughly one-sided massacre, the augmented Fire/Earth tiger blitzes through your wind technique, heading towards you none the worse for wear.

Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80 + 20 = 100
Description: The user summons a tiger made of flames from a scroll, directing it towards the target, and attaching itself onto the target and explode causing massive damage on detonation making it similar to a paper bomb.



Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note:

-Can only be used 4x per battle



Both techniques occur pretty much at the same time so they'd prevent you from performing the A-rank wind.
Seeing as my layers get engulfed by the opponent's fire tiger that races towards me while picking earth from the ground, forming a weird fire-earth tiger coming towards me with great force and speed. I respond with a inhale and begin gathering water chakra at my chest as I use nature and shape manipulation to exhlae a large water stream that goes towards the opponent and intercepts the tiger made from fire and earth like a water torrent that easily destroys it while continuing towards the opponent.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.
 
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