NK teaches me how to fight !

Negative Knight

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Alright, you missed out the "intangible" form for Wind, the the telekinetic properties and unfocused variant of lightning.

Now, I want you to look at the canon list (Basic 5 and Ninjutsu) and then copy the full name of every technique you consider unique.
 

Noni

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SHIT My bad ;-;

(Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field
(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion

(Doton: Moguragakure no Jutsu) – Earth Release: Hiding like a mole technique
(Doton: Doro Ookami) - Earth Release: Mud Wolves
(Doton/Raiton: Denki Iwabashira) - Earth/Lightning Release: Electric Rock Pillar
(Doton: Uitenpen) - Earth Style: Wheel Of Fortune
(Doton: Iwa no Gōremu) – Earth Release: Stone Golem
(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
As well as both the added weight and lowering weight jutsus of earth.

(Fūton: Shinkūjin) - Wind Release: Vacuum Blade
(Fūton: Kaze No Yaiba) - Wind Style: Wind Blade
( Futon: Shinkūdama ) - Wind Release: Vacuum Bullet
(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance

(Raiton: Shichu Shibari) – Lightning Release: Four-Pillar Bind
(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
(Raiton: Kirin) - Lightning Release: Kirin
(Raigen Raikochu) – Lightning Illusion Flash of Lightning Pillar

( Katon: Kasumi Enbu no Jutsu ) - Fire Release: Mist Blaze Dance Technique
( Katon: Hōsenka no Jutsu ) - Fire Release: Phoenix Sage Fire Technique
( Katon: Haisekishō ) - Fire Release: Ash Pile Burning
( Katon: Onidōrō ) - Fire Release: Demon Lantern
(Katon: Keshi Makuga Hara) - Fire Release: Exploding Flame Crater
(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower

(Sōshuriken no Jutsu) - Manipulated Shuriken Techique
(Fuda Kakusu no Jutsu) Tag Hidding Technique
(Hiru Banshō: Bōka no Jutsu) - Leech All Creation: Attack Prevention Technique
(Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique
(Meisaigakure no Jutsu) - Hiding with Camouflage Technique
(Kenboushou Jutsu) - Loss of Memory Technique
 

Negative Knight

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What a cute list. Here's mine.

(Doton: Moguragakure no Jutsu) – Earth Release: Hiding like a mole technique
(Doton: Yochi no Douyou) - Earth Release: World Shaking
(Doton: Doro Ookami) - Earth Release: Mud Wolves
(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop
(Doton: Otoshibuta) – Earth Release: Dropping Lid
(Doton/Raiton: Denki Iwabashira) - Earth/Lightning Release: Electric Rock Pillar
(Doton: Iwagakure no Jutsu) - Earth Release: Hiding in Rock Technique
(Doton: Uitenpen) - Earth Style: Wheel Of Fortune
(Doton: Dimenshon Fuudo Shihai) - Earth Release: Dimensional Topography Control
(Doton: Chidōkaku) - Earth Release: Moving Earth Core
(Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique
(Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique
Doton: Iwa no Gōremu) – Earth Release: Stone Golem
(Doton: Dosenkiryū) – Earth Release: Earth and Stone Dragon Technique
(Doton: Koka no Jutsu) - Earth Release: Hardening Technique

(Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field
(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
(Suiton: Takitsubo) - Water Release: Waterfall Basin
(Suiton Hijutsu: Kirisame) - Water Release Secret Technique: Mist Rain
(Suiton: Mizugakure no jutsu) - Water Release Hidden Amongst Water Technique
(Suiton: Mizu Kawarimi) - Water Style: Water Replacement
(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion

(Fūton: Shinkūjin) - Wind Release: Vacuum Blade
(Fūton: Kaze No Yaiba) - Wind Style: Wind Blade
( Futon: Shinkūdama ) - Wind Release: Vacuum Bullet
(Fūton: Fūjin no Jutsu) - Wind Release Dust Cloud Technique
(Fūton: Tatsuno Ooshigoto) - Wind Style: Severing Pressure
(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance

( Raiton: Inazuma ken Fudou ) - Lightning Release: Lightning Blades Levitation
(Raiton: Kangekiha) – Lightning Release: Wave of Inspiration
( Raiton: Purazuma Bōru ) - Lightning Release: Plasma Ball
(Raiton: Rairyu no Tatsumaki) - Lightning Release: Thunder Dragon Tornado
(Raiton: Shichu Shibari) – Lightning Release: Four-Pillar Bind
(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
(Raiton: Kirin) - Lightning Release: Kirin
(Raigen Raikochu) – Lightning Illusion Flash of Lightning Pillar

( Katon: Kasumi Enbu no Jutsu ) - Fire Release: Mist Blaze Dance Technique
( Katon: Hōsenka no Jutsu ) - Fire Release: Phoenix Sage Fire Technique
( Katon: Haisekishō ) - Fire Release: Ash Pile Burning
( Katon: Onidōrō ) - Fire Release: Demon Lantern
(Katon: Keshi Makuga Hara) - Fire Release: Exploding Flame Crater
( Katon: Gōka Honoo no Hashira Jutsu ) - Fire Release: Great Fire Flame Pillars Technique
(Katon: Ryūen Hōka no Jutsu) - Fire Release: Dragon Flame Release Song Technique
(Katon Kuchiyose no Jutsu: Hitora Bakufu) - Fire Release Summoning Technique: Fire Tiger Explosion
(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower

(Henge no Jutsu) - Transformation Technique
(Sōshuriken no Jutsu) - Manipulated Shuriken Techique
(Fuda Kakusu no Jutsu) Tag Hidding Technique
(Shinra Banshō Dōka No Jutsu) - Assimilate All Creation Technique
(Hiru Banshō: Bōka no Jutsu) - Leech All Creation: Attack Prevention Technique
(Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique
(Meisaigakure no Jutsu) - Hiding with Camouflage Technique
(Bunshin Bakuha) - Shadow Clone Explosion
(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu
(Kage Bunshin no Jutsu) - Shadow Clone Technique
(Ninpo: Kyojin Shuriken no Jutsu) - Ninja Art: Giant Shuriken Technique
(Oboro Bunshin no Jutsu) – Haze Clone Technique
(Kenboushou Jutsu) - Loss of Memory Technique

This isn't even close to all of them and we haven't even looked at KGs/other abilities yet. Great custom ideas can simply be variants of unique canon techniques. A lot of my ideas were made this way. These variants can come in many forms e.g. making a canon with a different element (e.g. Fire Chidori Nagashi)

Eye of the Gale - Vacuum Blade
Structural Shift - Hiding in Rock
Scales of Judgement - Added/Light Weight techniques

When you combine this with unique concepts such as infusion techniques, you get CJs which haven't been attempted before.

You could combine World Shaking with the infusion concept of weight to cause earthen materials you touch to shake on a molecular level in order to destroy them.

You could combine Moving Earth Core with water, letting you rise up/lower sections of water as you please.

Now, using the above list and the information I've given you. Make five variant technique ideas and post them here.
 

Noni

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- Okay so one idea quick is to create ten orbs composed of super hot ash. Pretty big in size, around the size of a persons head. I'd circle em around the opponent and with one hand seal release tendrils from the ash orbs towards the opponent, attempting to engulf and burn the opponent.

- I would slam my hands on the ground and release fire chakra through it, specifically I would release a flammable gas underground. The gas would fuse with the ground around the area of the opponent and then I would throw a match towards the area to cause a large explosion.

- I would take out a couple of scrolls and throw them along the ground after injecting my fire chakra. Those scrolls will be activated with one hand seal and what appears will be tigers that rise out of them and aim for the opponent. A trap type cj.

- Hiding among ash, don't know if done before. But if not I will be making this thank you very much.

- I would have fire leave out in a radial manner around the opponent, as it leaks out it will run along the ground gathering debris and racing towards the opponent in all angles. Then with one hand seal and explosion.
 

Noni

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The first technique, I got from a kinda mixture of Fire Release: Demon Lantern when it comes to mobility, since I would make them circle the opponent from all angles and then using a water technique, Water Release: Water Dragon Whip, for the tendrils to be released and harm the opponent.

Second technique, is kinda like swamp of the underworld, by releasing the gas from the ground below the opponent, and then sending a match to set the fire. Similar to the D-Rank fire technique.

This tech self explanatory, I took it from Earth Release: Mud Wolves to set a trap and then some tigers to rise, kinda like Fire Release: Fire Tiger Explosion.

The fourth tech, I think even you can find that out.

Fifth tech, I just really wanted an omni directional attack so I created something with ash to go forward. Pretty simple.

I'm having some troubles, did you want me to make fire techniques basing them from different techs with the ones you posted? Or any type of elemental CJ idea but with concept mainly from the fire techs?
 

Negative Knight

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The first technique, I got from a kinda mixture of Fire Release: Demon Lantern when it comes to mobility, since I would make them circle the opponent from all angles and then using a water technique, Water Release: Water Dragon Whip, for the tendrils to be released and harm the opponent.

Second technique, is kinda like swamp of the underworld, by releasing the gas from the ground below the opponent, and then sending a match to set the fire. Similar to the D-Rank fire technique.

This tech self explanatory, I took it from Earth Release: Mud Wolves to set a trap and then some tigers to rise, kinda like Fire Release: Fire Tiger Explosion.

The fourth tech, I think even you can find that out.

Fifth tech, I just really wanted an omni directional attack so I created something with ash to go forward. Pretty simple.

I'm having some troubles, did you want me to make fire techniques basing them from different techs with the ones you posted? Or any type of elemental CJ idea but with concept mainly from the fire techs?
I wanted you to make variant techniques from any and all of the natures e.g. Water version of Moving Earth Core
 

Noni

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LOL anyway.

Using the concept of world shaking, I was thinking about making a CJ where I would, by using physical touch, have specific earth like objects turn begin to shake, instead of just the ground itself. Though my main problem is the quake CE might not allow me to make this and I personally don't know how much to expand this upon.

Using the concept of world shaking once again, instead of making physical ground shake, I would also expand its usage and cause water to shake violently, mud, oil like substance, etc. Basically make the idea become more vast and expandable in usage.

This technique is sorta of a mixture but mainly using ninjutsu. I would open a portal above the terrain similar to how dropping lid is summoned, but instead summon explosive tags to begin and fall down upon the opponent like rain. However using the tag hiding jutsu for inspiration, I would probably try to make the tags become invisible. There are a lot of ways to do so, probably reflect light away. I'm sure a ninjutsu tech can help me expand on it.

Using the concept of blade levitation, by infusing lightning within earth or metal like structures I can take control of them.

Using the concept of gas, a form of fire release, especially mist blaze dance technique, I would create a mist of gas and send it towards the opponent, then using world shaking I would break the ground underneath the opponent and especially under the mist cause a disturbance to occur and release a static discharge (Usually occurs naturally when a disturbance on the ground happen.) This would both force the opponent off balance as well as set the mist off causing an explosion.
 

Negative Knight

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Some generic ideas but some good ones, you're getting the hang of this. Alright, another way to make "unique" customs is to solely focus upon one ability's various forms and make different combinations. I'll give you some examples of technique which do this using Earth Release

(Doton: Bourei no Tsuchi) – Earth Release: Tyranny of Terra
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will perform a single handseal and slam their hands onto the ground before causing a wide portal to open up above the battlefield (Similar to Earth Release: Sticky Earth Drop). From the portal, a heavy downpour of adhesive rain will be let forth with the exception that the droplets are composed entirely of sticky mud rather than water. Once the droplets of mud make contact with anything, the mud will swiftly harden into sturdy, solid rock. However, since the droplets of mud are made from the user's chakra, they will be unaffected by its stickiness and droplets which come into contact with them will not harden into rock. As a result, this technique can be used to encase the opponent in a makeshift prison of rock or even to convert the surface of nearby water sources and swamps into earth, restricting their usage. Since the downpour spans over the course of two turns, conventional methods of offsetting the technique are negated (e.g. Chidori Nagashi) as at best they'll have a momentary effect. To effectively counter this technique, the opponent can use a continuous lightning-based technique (e.g. the Raikage's Armour) or acquire a suitable shelter/defense to seek cover under. Another way of countering this technique is the destruction of the portal itself with a strong enough technique (following Earth's elemental strengths and weaknesses).

This technique is a creation of mine and Ndlovu's. Basically, you combine the portal variant of Earth (Sticky Earth Drop) with the added weight technique. The mud on coming into contact with the opponent will petrify itself and harden into rock, locking them firmly in place.

(Doton: Bafometto no Omo-Sa) - Earth Style: The Weight of Baphomet
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage Points: N/A +10?
Description: By manipulating their Earth chakra into the ground below, the user of this jutsu causes small particles of Dust to rise up. The dust particles are microscopic, making it so that they wouldn't be able to deal any damage to the opponent, even if they were to get inside their body through opening such as the nose, ears or even any cuts. Their small size allows them to rise up from below the opponent unnoticed, should they reach and enter the eyes of the opponent, they'd cause minor irritation, acting as a distraction but dealing no real damage. The real ability of the dust particles comes into play when the user adds more chakra into the dust particles. The dust particles, which would have taken the liberty of settling onto objects and opponents, will begin to rapidly aggregate towards chosen areas while also drastically increasing in weight. This will result in said objects being weighed down drastically, to the point where any sort of complicated movement would be made impossible, with simple movement being able to occur at half the target's speed, appearing to almost be happening in slow motion. The weight added increases over time, with the initial increase making the target ten times heavier than their previous weight, and continuing to increase drastically as time passes. Thus, within the space of two turns this technique could even seal the movements of those who have insane and, almost immeasurable physical strength; such as the Demonic Statue of the Outer Path. The weight would steadily continue to increase allowing it to easily way down even EIG users. The brilliance of this technique, is that if utilized within Iwagakure, the user can skip the first part of raising dust and simply utilize the earth particles that naturally float within the air of the Land of Earth. Allowing this jutsu to be used at a faster, more stealthy pace.
~ Can only be used three times
~ No Earth jutsu above S-rank in the same turn

I saw this jutsu recently in the fight between Erzo and Lili. The technique combines the dust variant of earth and the added weight technique (the weight part instead of the petrification part). The dust settles on your body like pollen and gradually increases in weight, slowing you down the more time elapses.

Ideas like these are harder to come up with but are generally more unique. Now do the following with any one element to make 1 good jutsu. It should ideally be a versatile element like Water or Earth and one you're familiar with.
 
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Noni

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Wow, I actually have a lot of good ideas for it. Instead can I make one CJ for each element? That way you can see how well I did? Also, want me to write the generic idea or write it descriptively as if I'm writing a CJ? Lastly, I'm guessing these combos must not combine with other elemental releases, but can I still take concepts and ideas from different elements, not actually the element themselves, did that make sense T_T?
 

Negative Knight

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Wow, I actually have a lot of good ideas for it. Instead can I make one CJ for each element? That way you can see how well I did? Also, want me to write the generic idea or write it descriptively as if I'm writing a CJ? Lastly, I'm guessing these combos must not combine with other elemental releases, but can I still take concepts and ideas from different elements, not actually the element themselves, did that make sense T_T?
I thought this might be harder but if you think you can, yeah do one for each element. Somewhere in the middle between generic and CJ-level detailed, I just want to know what the idea is and how it can be used.

Nope, they can't combo with other elements. I see what you mean but I think that would be hard to incorporate. Try it and we'll see what you come up with.
 

Noni

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Water CJ
- Gathering my chakra, I will cause rain to fall upon the opponent, the rain will start off as regular wet property type rain which will come into contact with the opponent, however over time with every turn the rain will start to manipulate into a sticky adhesive property, restricting the movement of the opponent with every turn,

Wind CJ
- I would take out a basic kunai and blow towards it covering it with a pale green color, increasing its sharpness and length. I would then throw it towards the opponent, however it will stay slightly above ground but with the pace it moves and property of wind it will gather dust rapidly making a mini dust storm, hindering the opponents vision with the kunai still moving attempting to pierce the opponent.

Earth CJ
- This is a lil to basic probably, I would cause spikes to protrude from the ground piercing the opponent, then I would infuse more earth chakra so the spikes will have mud begin to spill out and into the opponents body infusing them completely with mud. Killing em off xD

Lightning CJ
- I already have an idea for this, lightning portal we discussed before no need to double it up.

Fire CJ
- I would create a fire spider and as it moves along the ground it would burn it up causing ash to move upward into the atmosphere, the ash would cause storm clouds and can incinerate the ground to an extent.

Some might not be that good but yolo.
 

Negative Knight

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Water CJ
- Gathering my chakra, I will cause rain to fall upon the opponent, the rain will start off as regular wet property type rain which will come into contact with the opponent, however over time with every turn the rain will start to manipulate into a sticky adhesive property, restricting the movement of the opponent with every turn,

Wind CJ
- I would take out a basic kunai and blow towards it covering it with a pale green color, increasing its sharpness and length. I would then throw it towards the opponent, however it will stay slightly above ground but with the pace it moves and property of wind it will gather dust rapidly making a mini dust storm, hindering the opponents vision with the kunai still moving attempting to pierce the opponent.

Earth CJ
- This is a lil to basic probably, I would cause spikes to protrude from the ground piercing the opponent, then I would infuse more earth chakra so the spikes will have mud begin to spill out and into the opponents body infusing them completely with mud. Killing em off xD

Lightning CJ
- I already have an idea for this, lightning portal we discussed before no need to double it up.

Fire CJ
- I would create a fire spider and as it moves along the ground it would burn it up causing ash to move upward into the atmosphere, the ash would cause storm clouds and can incinerate the ground to an extent.

Some might not be that good but yolo.
The water one is a bit basic. I like the wind one. The earth idea is eh but like I said on skype it inspired a few ideas, so you have that going for you. The fire one sounds confusing but I can kind of imagine it.

Alright, time to move on to making techniques. First we'll do criteria. What does a technique need to have get approved ? List the basics (like correct template) and the more advanced things.
 

Noni

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Name of the jutsu: blah blah (Here one will name their CJ accordingly along with the rank, having a good name makes the CJs look more attractive to the checker and overall cooler.)
Type: (Here you will add what the basis of the jutsu resides on whether it is offense purposes, defense purposes, or supplementing other jutsu, some cases more then one can be added for versatile CJs)
Rank: (Here you will rank your CJ E-F rank, having a good rank for your jutsu is important for the higher it is means the more destructive or solid it is, and restrictions would be more if it is a higher rank. Its not good to over rank basic cjs neither is it good to under-rank powerful concepts)
Range: (Here you will choose short-long range, meaning multitude of reasons, such as how far the CJ can move, where the CJ can be set up, and overall size of the jutsu as well. Short range obviously best for CQC, trying to get this right will be the difference of having a CJ that either compliments your fighting style or even improve your weaknesses.)
Chakra: (The amount of chakra added 5-50, getting this right depends on the rank but is still important, the less chakra you can spend is always best especially for the NW, however it all depends on the rank, also if your technique can expand on turns and might sap chakra from you for a duration of turns, its good to add how much the technique would take from you turn wise and making things fair)
Damage: (This is once again depends on the rank and chakra amount, the higher damage gives it a more significant amount of deadly impact and overall power over techniques, now some techs specifically defense and supplementary techs might not have damage at all, depending on what the technique itself does.)
Description: (The most important aspect, here you describe the property of your jutsu. What it looks like, how it can be used, when and where it can be used, what fighting style its meant for, similarities to other canon jutsu if needed for examples, its advantages plus disadvantages, only to an extent since you don't want to give to much for tactical reasons. Trying to make it reasonable while giving evidence that it can work well, wording things out properly and grammar being quite important as well that way the checker understands you and what you plan on using it for, and you look less nooby. If its F-Rank then you should mention why and what harm it will do to your body.)

Restrictions depends on the CJ. I always did this for my CJs.
B-Rank= 1-2 restrictions
A-Rank= 2-3 Restrictions
S-Rank=3-4 Restrictions
F-Rank= 4-6 Restrictions
However it depends on just how your CJ is and the significance it has. Restricting CJs properly makes the technique fair and much reasonable in use. Not having dumb restrictions is also important and stuff like "filler" restrictions in attempt to make the technique more approve-able. Nice restrictions include how many times you can use it in battle, how long before re-use, what rank needed for elemental CJs, and also stuff like "Can't use fire CJs above A-Rank for next turn" and such as this.

This is the basis.
 

Negative Knight

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Name of the jutsu: blah blah (Here one will name their CJ accordingly along with the rank, having a good name makes the CJs look more attractive to the checker and overall cooler.)
Type: (Here you will add what the basis of the jutsu resides on whether it is offense purposes, defense purposes, or supplementing other jutsu, some cases more then one can be added for versatile CJs)
Rank: (Here you will rank your CJ E-F rank, having a good rank for your jutsu is important for the higher it is means the more destructive or solid it is, and restrictions would be more if it is a higher rank. Its not good to over rank basic cjs neither is it good to under-rank powerful concepts)
Range: (Here you will choose short-long range, meaning multitude of reasons, such as how far the CJ can move, where the CJ can be set up, and overall size of the jutsu as well. Short range obviously best for CQC, trying to get this right will be the difference of having a CJ that either compliments your fighting style or even improve your weaknesses.)
Chakra: (The amount of chakra added 5-50, getting this right depends on the rank but is still important, the less chakra you can spend is always best especially for the NW, however it all depends on the rank, also if your technique can expand on turns and might sap chakra from you for a duration of turns, its good to add how much the technique would take from you turn wise and making things fair)
Damage: (This is once again depends on the rank and chakra amount, the higher damage gives it a more significant amount of deadly impact and overall power over techniques, now some techs specifically defense and supplementary techs might not have damage at all, depending on what the technique itself does.)
Description: (The most important aspect, here you describe the property of your jutsu. What it looks like, how it can be used, when and where it can be used, what fighting style its meant for, similarities to other canon jutsu if needed for examples, its advantages plus disadvantages, only to an extent since you don't want to give to much for tactical reasons. Trying to make it reasonable while giving evidence that it can work well, wording things out properly and grammar being quite important as well that way the checker understands you and what you plan on using it for, and you look less nooby. If its F-Rank then you should mention why and what harm it will do to your body.)

Restrictions depends on the CJ. I always did this for my CJs.
B-Rank= 1-2 restrictions
A-Rank= 2-3 Restrictions
S-Rank=3-4 Restrictions
F-Rank= 4-6 Restrictions
However it depends on just how your CJ is and the significance it has. Restricting CJs properly makes the technique fair and much reasonable in use. Not having dumb restrictions is also important and stuff like "filler" restrictions in attempt to make the technique more approve-able. Nice restrictions include how many times you can use it in battle, how long before re-use, what rank needed for elemental CJs, and also stuff like "Can't use fire CJs above A-Rank for next turn" and such as this.

This is the basis.
The Template
You're generally right on the restrictions thing but some mods (like Typhon) prefer even lower ranked techniques to have some form of limit (probably a usage limit).

That's far too many restrictions in general. B-Ranks and A-Ranks simply require a usage limit (three and two respectively) in most cases. S-Ranks require a usage limit and a restriction on the ability used e.g. no S-Rank or above Water in the next turn. I recommend making these kind of restrictions apply to the same turn, because you never know whether or not you'll need an S-Rank technique of that element to counter.

With restricting Forbidden ranks, you should take a page out of Scaze's book. Add restrictions that seem cumbersome but aren't really that disadvantageous to you. I like adding this one to my techniques "No techniques with more than three handseals for the next two turns". Like please, I never use more than three handseals. Always write the effects of the pain inflicted upon you by Forbidden ranks. Scaze generally uses pins and needles in his limbs, I tend to use first degree burns if its a heat-based attack, etc.

Concerning the rank of techniques, A-Ranks are by far the best. They tend to be the most versatile, lack any real restrictions and can be used several times. Most supplementary techniques also come under this rank.

Unwritten rules concerning submitting customs
>No chakra infusable weapons
>No elemental blasting weapons
>No Sensory weapons
>No elemental absorption weapons
>No full body armours unless they have unique effects
>No transforming into an element
>No modes (unless its something special)

Individual criteria of the mods (from my observation)
Dante/Ryujin: Follows all of the unwritten rules lol. Doesn't like techniques with multiple effects. Skips longer techniques. Doesn't like dormant genjutsus. Doesn't like anything that absorbs chakra (except if its a canon ability e.g. Dark or Samehada).

Typhon: Not much that goes here. Like I stated earlier, he prefers limits on lower ranked techniques such as C-Ranks. He generally checks the back page early on, so if you want Cjs checked by him wait until then to submit.

Adachi: Write in proper English and consider every possible detail he could ask about xD. Prepare to be skipped if your CJ is worded badly. Generally leaves Genjutsu, Taijutsu and CFS customs.

Madara: He mostly does CFS and Taijutsu customs. Occasionally he checks other things. He prefers restrictions like "No S-Rank or above Fire Techniques in the user's next turn"

Scorps: He's taken a back seat in CJ checking to do other duties like CEJ. He still checks Genjutsu customs (if not Ryujin) and things like Wood Release (if not Adachi)

I will add more details as I remember them
 

Noni

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Aight I have some questions.

Chakra absorption are mainly not allowed but what if I take it off a canon jutsu like grudge rain for example, would it work?

What is your personal opinion on dormant techniques, stuff that stay hidden for a while, and then are triggered by hand seals or over time? Are they worth it?

Are kenjutsu and Taijutsu worth making as customs? Especially in today's age?

How would you approach making a custom summoning animal (not contract but the animal)? Should the abilities be generic or should you really attempt to make them special. Also which is best in summoning animals, quality of animals or quantity??

CJ are nice, I tend to tell people however to master canon jutsus before moving onto them, would you agree to this? Or should people (like me for example) just stay focusing on making CJs? Especially since the NW and most tournies thrive off of cj usages.

When it comes to describing a jutsu, what is the general temp you use? What I mean is for example, when I describe a lightning jutsu. I try to describe its looks, sound, feel, etc. How much emphasize should I place on describing the jutsus themselves at a standpoint? I think me and Lovu talked about it a while ago, where you should try not to delve too much into it and focus mainly on describing its abilities. Agree?

What is better, a wallie cj or a smaller written CJ? Again something me and Lovu discussed, where wallie CJs mean the checker is able to find more things wrong with a technique since you write more and smaller cjs are less open but they can easily be abused as well. I try to add as much detail as possible myself, is there a limit to stuff like that?

CW, something I always liked to have. Can I have dual CW like two spears?

What would you consider a basic template in writing a CW? Use a spear or sword for example.

If you have an idea for a CFS, should you try it off for a CJ first before submitting it into a CFS? Knowing that way you don't waste slots, but there could be a potential it can be worth a cfs with many cjs, which route would you take?

Are elemental combination CJs worth making anymore? Since they take up 2/3 slots and slow to make.

These are the questions I got now <_<
 

Negative Knight

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Aight I have some questions.

Chakra absorption are mainly not allowed but what if I take it off a canon jutsu like grudge rain for example, would it work?

Yes, as long as its basic chakra absorption. As far as I know, only Dante is against chakra absorption. Scorps allows it if its not advanced absorption. The rest seem to allow it.

What is your personal opinion on dormant techniques, stuff that stay hidden for a while, and then are triggered by hand seals or over time? Are they worth it?

I like dormant techniques, as long as I don't have to initiate them. I have a genjutsu ready to submit which triggers whatever you touch (matter or energy).

Are kenjutsu and Taijutsu worth making as customs? Especially in today's age?

Rarely. Unless its something like Scorps' roll or flip, I don't see any reason to make them.

How would you approach making a custom summoning animal (not contract but the animal)? Should the abilities be generic or should you really attempt to make them special. Also which is best in summoning animals, quality of animals or quantity??

Always try to make them special. Everyone who's tried this has an amazing contract (Lili, Scaze, etc). Quality.

CJ are nice, I tend to tell people however to master canon jutsus before moving onto them, would you agree to this? Or should people (like me for example) just stay focusing on making CJs? Especially since the NW and most tournies thrive off of cj usages.

Always master canons first before submitting (unless its to patent a contract). Learn to make CJs in advance. The quality of your CJs will be higher and you won't have any wasted slots. The question is, can you improve at making Cjs without submitting them? Perhaps, perhaps not. Maybe read the submissions and checks would help. Either that or find a teacher like me xD

When it comes to describing a jutsu, what is the general temp you use? What I mean is for example, when I describe a lightning jutsu. I try to describe its looks, sound, feel, etc. How much emphasize should I place on describing the jutsus themselves at a standpoint? I think me and Lovu talked about it a while ago, where you should try not to delve too much into it and focus mainly on describing its abilities. Agree?

I think Lili once told someone to leave techniques undefined on a certain level to make them as versatile as possible. I simply clarify anything that could be questioned. Checkers generally question things that could have bearing on a fight e.g. can the CJ be used this way? I myself don't really clarify looks, sound, etc unless they are important to how the CJ can be countered.

What is better, a wallie cj or a smaller written CJ? Again something me and Lovu discussed, where wallie CJs mean the checker is able to find more things wrong with a technique since you write more and smaller cjs are less open but they can easily be abused as well. I try to add as much detail as possible myself, is there a limit to stuff like that?

Wallie CJ tend to be more versatile but you're right, there's more they can pick out. If you're confident in your CJ making skills, you can make wallies. If not, I advise otherwise.

CW, something I always liked to have. Can I have dual CW like two spears?

Yep. As long as they have to be wielded together and don't have too many abilities so that ti doesn't qualify as two separate CWs.

What would you consider a basic template in writing a CW? Use a spear or sword for example.
Other than the provided template? I'd say the description of the CW. Separate from that, the abilites (I recommend 3-4, like 6 if you're Scaze, 13 if you're Lili xD)

If you have an idea for a CFS, should you try it off for a CJ first before submitting it into a CFS? Knowing that way you don't waste slots, but there could be a potential it can be worth a cfs with many cjs, which route would you take?

Depends how much you value your CFS slots. My CFS could have been made into one CJ but making a CFS allows me to explore it so much more. If its a simple CFS, make it a CJ. If not, make it a CFS.

Are elemental combination CJs worth making anymore? Since they take up 2/3 slots and slow to make.
They don't always take 2 slots. Lili's techniques don't. Venom's recent one didn't. Depends if you opt to take that route. Always try without and only put it there if they tell you to.

These are the questions I got now <_<
Answers are in green.
 
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