NK teaches me how to fight !

Noni

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You piece of shit z.z

Abyss: This is a yin-yang based CE, It is a black energy CE which is able to create constructs for attack and defense.
Adamantine: This is a very sturdy and strong element. Funny, how it is actually strong and can withstand lightning.
Alcohol: A supplementary CE, task is to induce the opponent in a drunken state, leaving them vulnerable. Can also increase certain element strength such as fire.
Aluminium: Another metal based element, very low in density, but can withstand corrosion quite well.
Amber: It has a solid and liquid form. Heat can make it extremely hot and its also a soft element.
Arid: Consider it like a drought element, it can dry up liquids, create different physical effects, and is quite hot. Has a elemental concept to it as well.
Atmospheric Pressure: It is pressurized wind, able to crush certain things. It has great mass and offensive ability. Other then that, its quite basic, a stronger more compressed version of wind.
 
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Negative Knight

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You piece of shit z.z

Abyss: This is a yin-yang based CE, It is a black energy CE which is able to create constructs for attack and defense.
Adamantine: This is a very sturdy and strong element. Funny, how it is actually strong and can withstand lightning.
Alcohol: A supplementary CE, task is to induce the opponent in a drunken state, leaving them vulnerable. Can also increase certain element strength such as fire.
Aluminium: Another metal based element, very low in density, but can withstand corrosion quite well.
Amber: It has a solid and liquid form. Heat can make it extremely hot and its also a soft element.
Arid: Consider it like a drought element, it can dry up liquids, create different physical effects, and is quite hot. Has a elemental concept to it as well.
Atmospheric Pressure: It is pressurized wind, able to crush certain things. It has great mass and offensive ability. Other then that, its quite basic, a stronger more compressed version of wind.
All of them are unique in your opinion? I think most things approved prior to Cali's CE checking is lacking in originality

Which of those are the most unique in your opinion? Answer this question and do the "B" elements in the same post
 

Noni

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To be honest I dislike them all. The one I like the most is arid, a dry weather type of CE. Similar to scorch, but that does not mean it is unique. The obvious one is Alcohol, it can induce people drunken state and is quite unique in capability, I like its fire usage, but tbh its dull imo to make an entire CE out of. I think its useful in some cases, but its more supplementary then offensive. I also think Aluminum is quite unique, think about it, a very light metal, which is able to withstand corrosion. Not half bad imo, different then most CE that are metal based.

Blazing Earth: This is essentially solid earth, blazed up. While still maintaining its form and solidity.
Blood: Lol, it can manipulate blood, even inside the opponent. Unique, and OP as hell. Doubt it would ever be approved today.
Blitz Impact: An extremely speed based CE. While having the cutting and electrical capability of lightning and wind.
Boron: The second hardest mineral on earth, quite rare to find. Seems to also be found and used for acidic purposes. Can shield against radiation.
BubbleGum: A sticky substance, which can be used to immobilize and harm the opponent. It can also heat up, but not completely melt.
 

Negative Knight

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To be honest I dislike them all. The one I like the most is arid, a dry weather type of CE. Similar to scorch, but that does not mean it is unique. The obvious one is Alcohol, it can induce people drunken state and is quite unique in capability, I like its fire usage, but tbh its dull imo to make an entire CE out of. I think its useful in some cases, but its more supplementary then offensive. I also think Aluminum is quite unique, think about it, a very light metal, which is able to withstand corrosion. Not half bad imo, different then most CE that are metal based.

Blazing Earth: This is essentially solid earth, blazed up. While still maintaining its form and solidity.
Blood: Lol, it can manipulate blood, even inside the opponent. Unique, and OP as hell. Doubt it would ever be approved today.
Blitz Impact: An extremely speed based CE. While having the cutting and electrical capability of lightning and wind.
Boron: The second hardest mineral on earth, quite rare to find. Seems to also be found and used for acidic purposes. Can shield against radiation.
BubbleGum: A sticky substance, which can be used to immobilize and harm the opponent. It can also heat up, but not completely melt.
Do the same for these (which is most unique, etc) and post C. I will keep posting in between your posts and tell you if you've missed anything. Make a note of the most unique CEs of each letter and put it somewhere. At the end of this exercise I want you to show me your completed list with reasons. You're going to pick out the 10 you think are most unique and rank them 1-10 (1 being the best, 10 being the worst). You'll need reasons to justify every placement and individual reasons as to why the rest weren't picked.
 

Noni

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Well once again, not many unique elements in this batch. Blood is obviously OP as hell, taking control of an opponents movement and such, make blood based attacks. Also, Blazing earth is not that unique, but it seems useful and handy. More or less, its a combo of fire and earth. So I would say blood is most unique, blazing earth most useful. The others are generic. Bubble gum is meh, blitz impact is in the same ball part of blazing earth, but anything close to trying to make it wouldn't happen. Boron is just a strong metal, no chance of modern day approval.

Calcium: Well other then a strong mineral, it works well with kaguya as well, its most common form is a white liquid, that hardens into a bone. It can create bone dust, and many different bone form as well. Quite unique and can strengthen bones as well. Seems borderline Med and kaguya, probably just an updated version of kaguya.

Capsaicin: A rather rubbery oil element. The element is quite cool, it can create a burning sensation in touch, hydrophobic, but also can stop nerve cells from reacting/communicating. It can also relieve some sort of pain as well. Not bad at all.

Caramel: A candy based element. I'm not even going into detail, this is hardly unique, other then it can either be hot or cold, making different effects on touch.

Carbon: A gas, can create different shapes and stuff. Its one of those elements, that seem to be present in everything, so its quite important when making CEs. Not that dangerous either, nonreactive.

Chocolate: It is mainly unique for, it can never be destroyed/eliminated. No element can completely negate it, just change its form. Making it ever present in fights to manipulate and use...hmmm quite unique ain't it?

Cloud: Copy of Storm release #NoLoveFromMe. All seriousness, its a form of very thin water. Has some unique effects with lightning, but that is from jutsus created, not in the description, tbh its probably the most versatile, but not that explained well. I'd die to have this ;_;. There are many forms of clouds (I've done the research <_<) and this patents a lot of them.

Coal: Its a tougher version of rock, but can be set ablaze, also has a dust coal form. I don't think I need to explain it much :).

Colour: This is something great that works with other techniques, changing its color create different effects.

Cork: Hydrophobic, and heat resistant. Its a rubbery version of wood release, making it more flexible. I've noticed cali is okay with flexible things.

Corundum: Another strong, and powerful metal.

Done with this set, tell me what ya think.
 

Negative Knight

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Good analysis, just a correction from me. Carbon isn't only a gas, it can be manipulated in various forms. Its usage even extends to carbon monoxide lol. Nexus was a lot more lenient when it came to states an element can exist in. Now rank them z.z
 

Noni

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I like cloud, but only cause of my Storm history z.z. Tbvh Cork I like a lot, a flexible material, which is both heat resistant and strong against water. It sorta is an offset of wood release. Capsaicin is also quite unique, a rubbery, oily type material, strong against water. If I had to choose between the two, I'd think Cap. is more unique simply by how it was brought up and its form, but anything remotely close to a wood element is useful, cork is nice. Hard to choose between the two.

Dark Release- Bro, this is strong as hell, its sheer OP. Dark matter man, roku made techs that can rip the ground apart, but ultimately something like this would never be considered today.

Dark Fire- Fire that is stronger then normal fire, but less to Amaterasu. Okay.

Divine Wind- This is actually pretty nice, he uses pretty decent evidence in making it possible, when wind is introduced in a electrical source, it creates sort of a current through the wind, making wind carry a shock value, reminds me of thunder dragon vortex, adding heat makes the humidity higher on the wind, and lightning portion ever so powerful, tho I think that is a bit too much, the lightning and wind part is decent enough. Believe it or not, I actually like this.

Diamond Release- Single, most hardest mineral, there is. Nuff said.

Dry Ice- Another decent CE that I think would be approved any day, its ice that solidifies carbon dioxide, its overall purpose is to deal cold burns. It still has a composition to normal ice as well. Lastly, it can create its own fog of cold carbon, which can combat fire. The fog can also explode when exposed to extreme temperatures.

Decay Release- Its back story is nice, and the proof given phenomenal, essentially using lightning and fire, to create decay chakra, the chakra does exactly as it is named, it decays, rots, and breaks apart specific material it comes into contact with. Energy is much easier to deconstruct then matter, so its exceptionally strong against energy based attacks.

Dragon Glass Release- An extremely sharp glass, that has some interesting interactions with sound. When broken apart it can create many jagged edges when broken apart. Its also strong against fire, and radiation, funny.
 

Negative Knight

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Alright, you already know how to battle well so I've changed my mind regarding what I'll teach you concerning advanced battle combinations. This was supposed to be done two years ago lmao.

The main thing about making effective combinations is that your opponent will have a limited number ways of countering (if any at all). Ideally, the number of possible counters is below five. This however is useless on it's own. You need to know your opponent. Know the in's and out's of their training status as well as every single custom in their CJ thread. The latter is impossible to do with people like Nathan, Lili and LoK but I'll come back to this point later.

Once you know your opponent's arsenal, you know what kind of combos they can and can't counter. If a combo can't be countered, great. If a combo can be countered, it has to at least useful in the grand scheme of things. You don't have to plan a fight start to finish or how you intend it to go but you can try. My fight with Dork was always heading to the conclusion I was going for but it didn't happen exactly how I planned. For the sake of this training, I've moved back my fight with Dork to Konoha town. I'm going to dissect the fight and explain the combination I was going for all along. Link -

The first started with Dork making it rain with Rain Tiger at Will. That's what gave me the initial idea for the combo I wanted to use (especially since the jutsu was recently approved). I then followed up with Miraak's Vengenance and Dork proceeded to make the thread.

The other conditions (aside from it raining) that needed to be fulfilled include:
-At least one bladed weapon behind him
-He had to be within mid-range

Under the conditions above, Sleight of Hand can't be countered unless with special sensory means. The kunai I threw as well as the weapons he threw that I send back at him (using a wind technique) could have easily been destroyed by a fire technique, ironically the most likely/logical counter to my move. Instead Dork went with Wind to counter Wind but things could have played out differently. In hindsight, there were better ways to get weapons within the vicinity of him (ideally behind him) but that was thrown off completely by my decision to use Swamp of the Underworld.

The raging winds and explosion served to scatter the all of the kunai thrown during this battle in a very haphazard manner, with some inevitably landing in front of/behind you.
At the time, I felt like my move might have had him cornered but he had a Lightning Pulse in reserve and completely dashed those hopes. Another thing I didn't consider is the fight ending earlier than I anticipated. I went into the fight expecting my opponent to use things like the Nekura's "Oni", a Keigoku Susann'o that can only be destroyed by things which possess more than 40 chakra points (essentially immune to S-Ranks and below). I fully believed I would have to set up the conditions of Kirin and use that before putting my plan into action. I also thought I might have to counter Dark Convergence (FTG made better by the Nekura lol) which is why I made precautions like the following below.

The few remaining tentacles either form his roof, his shield (protecting his back), platform or maintain their connection to the earth below the water
The red was to guard against Dork's Ameton since it was already raining, the black was to guard against Dark Convergence.

I don't want to go on about this for too long and I feel like I've made my point regarding "planning" fights. Not really having everything mapped out exactly but having a general idea of how you want the fight to pan out or at least having something to work towards. Don't get too caught up in your own plan, be flexible and adapt to unforeseen circumstances. The opponent might inadvertently give you a opening you had nothing to do with. Don't be afraid to take it. You just have to weigh up the likelihood of your original plan's chances of success considering the current circumstances of the fight you're in and then set that against the opportunity before you. Which is likelier to work? Which is a better outcome? Which entails the least risk? You also have to acknowledge that a present opportunity is always better than a future one. One might not arise, the other is there for the taking. If the opportunity that's available doesn't conflict with your plan, perfect. That was the case with my fight with Dork for the summon thing, not for the swamp/dropping lid one. The swamp/lid combo wasn't exactly conflicting but it made it harder to accomplish what I was trying to do. Ironically though, it created yet another opportunity. I made creatures which could easily swim through swamp come from below and tear off his legs. Even after continuing, the after-effects of using the swamp could still be felt. Dork used his summon to pluck him out of the swamp. I sent down a lightning bolt from above to strike his summon through the back and in the process strike him too. I made sure that his summon couldn't use wind and better still, it could only use fire. My lightning attack was sure to work and it did but Dork used his summon as a sacrificial piece and let it die in his place lol.

Generally, your moves should have a limited number of counters to them and gear the opponent in a certain direction. Classic ones are things like forcing the opponent to use the Hardening Technique or Exploding Colliding Wave. If the former is ever used against me, I can just bloat the armour and bind the opponent to it, completely removing the ability to move. If the latter is ever used against me, I can make the water explode into steam with sulphur. I'll give you an example of a move which gears the opponent to act in a certain way.

(Doton/Suiton: Yurasu Bakuhatsu) – Earth/Water Release: Seismic Explosion
Rank: S
Type: Offensive
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.

Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Requires a cool down period of three turns before next use
Note: No other S-Rank or above Suiton user's same turn
Note: No S-Rank and above Doton in the user's next turn
Note: Counts as two moves
The only conceivable canon counters to this technique are probably Exploding Colliding Wave or Hardening. If I use my Oceans of Blood illusion before this, the opponent is basically incapable of spewing large-scale suiton techniques. That leaves the Hardening jutsu. If that particular technique is used, it would fall to something between an A-Rank and a B-Rank (considering how this jutsu is dual-elemental). I could then follow up with Sweat of the Bloated Pig to inflate the armour and stick it to them, basically completing the combo I told you about earlier.

I could show you other combinations to further demonstrate my point but I don't want to reveal all of my tricks. Who knows, we might fight someday z.z
 

Noni

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I never thought of that method you did for the defense, you might not be able to stop certain things, but at least you can prevent it from harming you, and even better, you can prevent the opponent from even using it at all, since in their mind they might notice the defense and see it as a wasted jutsu slot. The demonstration to scatter the Kunai's were nice as well. I wonder though, if you did not have sleight of hand would there had been any other alternative to get the same effect? Probably a canon example? Or was it so specific. I'm not like judging it for I make CJs for specific combos that I know canon won't do for me, but the combo seemed so situational, at the same time, simplistic. That anybody could recreate. But I guess the best combos are ones that do not require much effort.

Personally, I like making it so I can prevent the opponent to use specific elements. In you're with dork it seemed like you were mainly trying to prevent the usage, or defend the usage, of those Nekura stuff, did you ever approach that fight (or any other) with the mind set that you had to limit an entire arsenal of element? And if so, who and how would you go about it?

You took the terrain advantage which I liked a lot, I read a book not too long ago which talked about baiting your opponent to do the things you wanted him to do. For example, Dork made it rain, was that something you hoped and forced him to do? That way it would be even more difficult to notice the combo? And what is the best scenario to force the opponent to play in your own hands.

Also a few more fighting examples of your best fights could be cool :). Not stuff where you won everything, but stuff that caught the opponent off guard, force the tide of the fight to move in your favor, hurt them, etc. One of my biggest issues is forcing the fight into my corner without much effort, and trying to get a complete combo off, should combinations take place in one entire move, or should it be expanded into an entire fight more often?

A lot of questions, but this topic intrigues me a lot.
 

Negative Knight

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Preemptive measures are an amazing way of countering things you can't counter under normal circumstances. You can counter Mountain Smash quite easily using a canon C-Rank Earth technique if you use it prior to MS being used.

No, I didn't do anything in particular to force him to use Rain Tiger at Will tbh but Dork has a tendency to start all of his fights using it. If he never used it, I likely would have used it myself. I also used Chakra Sensing Breeze for the same purpose of drowning out any sounds the formation of the hand would have made. It's quite likely I would have implemented another plan if Dork didn't use Rain before we started.

Canon Wind is really limited and I'm struggling to think of techniques which happen around the opponent that are difficult to perceive. Personally, I don't think it would have been possible with a canon jutsu.

I actually did. I fought LoK once and he wrecked me with Nekura jutsu tbh. He showed me the full extent of how OP the clan is (it might be more powerful than what I was shown but idk) and so I was ready for anything Dork could do since he was one step below LoK in the clan.

Lord, the effort it took to dissect my fight with Dork almost killed me. I'll show you a limited version of my fight with ReXii.

Here's my fight with ReXii -

He admitted I almost two-moved him. I didn't plan for the fight to go like that but he presented me with a golden opportunity. The only reason he managed to counter my combo is because I didn't wait long enough before emerging from the water source. You'l see what I mean when you read the first two moves (two moves from me, two moves from him). After my assassination attempted failed, I stopped planning in that fight. No more logic, no more forethought. I just kept taking opportunities as they presented themselves. ReXii stabbed one of my hearts and thought I died. I used that as an opportunity to cover him in sticky water and immobilize him. He then concluded my heart must be on my right side due to some defect. I used that information after he stabbed me in my right heart to grow a threaded clone from my back. My main body remained motionless and face-down. I performed a single handseal beneath my cloak and turned invisible while my clone created a dust storm. I planned to go and stab him in the back but I didn't account for Minato being able to sense what he's tagged with FTG.

Against Kirabi, it was different. I've now come back to what I wanted to elaborate on earlier. People with massive custom arsenals (that have countless possible counters to your combos) can't really be planned against in the same way. You still need to look at their arsenals to find anything powerful or difficult to counter. Lili's Lightning Manipulation, Water Explosion, etc. You can't count on the possibility they won't use it on you. Sure they might not use these customs on every fight but you can't underestimate your opponent or count on them underestimating you. I personally wouldn't use Lightning or Water near or from my body against Lili or LoK. When you fight people like them, it's mostly a matter of overpowering them rather than constructing a combo they can't counter. You also need to possess counters to everything they can throw at you. Don't focus your custom making on countering a specific person's style but for a group of people or a certain ability unless you physically can't counter it by normal means. I made the Cockroach contract to counter Radiation (only Xylon and Vincent had the CE).

Noni said:
One of my biggest issues is forcing the fight into my corner without much effort, and trying to get a complete combo off, should combinations take place in one entire move, or should it be expanded into an entire fight more often?
It depends on the combo really. Some combos will only work over multiple moves rather than in a single one. An example: I use Dropping Lid. Depending on what my opponent counters with (preferably Fire, Water Lightning), I'd use something like Saliva of the Acrid Toad or Sweat of the Bloated Pig to make my Dropping Lid a S-Rank+ combo.

Noni said:
did you ever approach that fight (or any other) with the mind set that you had to limit an entire arsenal of element? And if so, who and how would you go about it?
Yes, actually. I used Oceans of Blood on Penguin before following up with Swamp of the Underworld. I thought the combo would corner him but I didn't account for his sourceless water ability. If I ever face Kerrah again, I have a perfect move to use against him :cool:

Noni said:
And what is the best scenario to force the opponent to play in your own hands?
Ideally, they shouldn't know they're being cornered or steered in a certain direction. The best combo would make the opponent think he/she has the upper hand before turning everything on it's head. Like if I learn a certain seal, my opponent doesn't read my bio and uses Nagashi on me, I would have the element of surprise on my side. That might not be the best example but I can't think of something amazing on the spot like that lol.
 
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