Open Fight

Vayne

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Jounin or above only
I'll be using Lambo. Feel free to start/chose a terrain.
 
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Sinthorus

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I'll be using Lambo. Feel free to start/chose a terrain.
[Approved] - Azrael Uchiha | Anime Forum

Konoha forest of death sound good?

Azreal sat in the tree spinning a kunai around his finger waiting for something interesting to happen. As he was about to fall asleep a strange figure emerged from the bushes. Finally, some entertainment. Hopping down his eyes passively turned to the three tomoe sharingan as he looked upon his prey.

"Hey, wanna have a bit of fun?" he jested.

Without waiting a moment longer he spewed out a mass of molten ash surrounding his foe while instantly sprinting in an arc to his right going around to his foe's left side. As he sprints around to his left side he performs one handseal placing his foe in an illusion that puts them to sleep:

( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye - Passive
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.


(Katon: Haijingakure no Jutsu) - Fire Release: Hiding in Ash and Dust Technique
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60+5
Description: The user expels chakra-infused ash that blankets a wide area, burning anyone who comes in contact with it. The technique can also be used as a powerful deterrent from attacks as well as a highly effective smokescreen.

( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, placing all the targets in the area under an illusion where feathers appear to fall from the sky. This slowly puts the opponents to sleep after one turn.
 

Vayne

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Strolling through the forest of death, as one does, Lambo; The Great, would be whistling a catchy whimsical tune. He would be unceremoniously interrupted by a random dude trying to start something. To be fair though, he was in a sketchy part of the forest, so that's on him.

Responding to the attack, and in turn interrupting the illusion presumably, Lambo would unleash an empowered fire technique that is made to disperse into seed like orbs of fire from his body. The seeds would pulsate outwards in all directions, clashing with the opponent's fire technique and causing it to explode at an angle away from Lambo. Azrael himself would be in the danger zone of that and Lambo's own fire. Notably Lambo's jutsu would be empowered and carry the hungry ghosts in it, adding more layers for Azrael to deal with.



"I was having quite a bit of fun already, but why not."

(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 +20 = 100
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

Notice:
- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze
(Katon: Sutāzuandobāsuto) | Magnesium Release: Starsand Burst
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A)
Description: Making use of Magnesium’s inherent flammability, this technique allows the user to quickly call forth suitable amounts of Magnesium from either the ground, their body, or from a pre-existing source of magnesium, and flood it into a fire technique. Fire techniques altered by Starsand Burst will experience a surge in power, growing in size, adopting a hybrid colour of white and red (or whichever colour the flames originally were), and greatly increasing in terms of heat output due to the two fold effect of the magnesium acting as fuel that allows fire to burn stronger, and the fact that flames produced by burning magnesium are exceedingly hot. As a result, the affected fire technique will gain a +20 damage boost, while also adopting Magnesium reactivity to water.
Notes:
Can only be used 5x.
Cannot be used on consecutive turns.
No Magnesium techniques S Rank or above in the same turn.
On account of its nature, being that it has no independent uses, this technique is useable in the same timeframe as another.
Applicable to fire KG/CE too. (Within reason) Alternatively it can simply be used as a quick burst of magnesium, which carries no damage but can serve distraction purposes (such as visual inhibitor).
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+30)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.
 

Sinthorus

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Strolling through the forest of death, as one does, Lambo; The Great, would be whistling a catchy whimsical tune. He would be unceremoniously interrupted by a random dude trying to start something. To be fair though, he was in a sketchy part of the forest, so that's on him.

Responding to the attack, and in turn interrupting the illusion presumably, Lambo would unleash an empowered fire technique that is made to disperse into seed like orbs of fire from his body. The seeds would pulsate outwards in all directions, clashing with the opponent's fire technique and causing it to explode at an angle away from Lambo. Azrael himself would be in the danger zone of that and Lambo's own fire. Notably Lambo's jutsu would be empowered and carry the hungry ghosts in it, adding more layers for Azrael to deal with.



"I was having quite a bit of fun already, but why not."

(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 +20 = 100
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

Notice:
- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze
(Katon: Sutāzuandobāsuto) | Magnesium Release: Starsand Burst
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A)
Description: Making use of Magnesium’s inherent flammability, this technique allows the user to quickly call forth suitable amounts of Magnesium from either the ground, their body, or from a pre-existing source of magnesium, and flood it into a fire technique. Fire techniques altered by Starsand Burst will experience a surge in power, growing in size, adopting a hybrid colour of white and red (or whichever colour the flames originally were), and greatly increasing in terms of heat output due to the two fold effect of the magnesium acting as fuel that allows fire to burn stronger, and the fact that flames produced by burning magnesium are exceedingly hot. As a result, the affected fire technique will gain a +20 damage boost, while also adopting Magnesium reactivity to water.
Notes:
Can only be used 5x.
Cannot be used on consecutive turns.
No Magnesium techniques S Rank or above in the same turn.
On account of its nature, being that it has no independent uses, this technique is useable in the same timeframe as another.
Applicable to fire KG/CE too. (Within reason) Alternatively it can simply be used as a quick burst of magnesium, which carries no damage but can serve distraction purposes (such as visual inhibitor).
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+30)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.
Wew damn. A man tries some cannon fun and you go toxic toxic. Couldn't be me.

Azrael was having fun simply messing with his foe, but oh no, this man had to come at him with intent. Not only did he overpower his technique, he left Azrael feeling weaker. Well this surely sucked. He could feel the imbalance thanks to his yy sensory. Well, it would just make the fight more interesting. Just showed what a coward his foe was!

As his foe's attack came at him, Azael drew his sword drawing in his foe's attack before swinging it and releasing the attack right back at his foe. (Shit says it nullifies your effects, wonder if that nullifies hungry ghost lmao). As he releases the slash (now mid range to his foe's right), he continues to run to get behind him.

As he runs he creates a mass of spikes of gunpowder to shoot up all around his foe from every direction to leave no escape.

( Myōhō Muramasa ) - Myōhō Muramasa - Reference
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Myōhō Muramasa is a legendary sword wielded by Izuna Uchiha and functions as the sister weapon to Madara's Gunbai. Myōhō Muramasa appears as a normal katana with an Uchiha symbol on its hilt. Offensively, Myōhō Muramasa can be used to release Fire Release techniques from it's blade with just a swing, however only up to A rank. Due to this being a sword, it naturally can be used for Kenjutsu purposes. Myōhō Muramasa much like its counterpart is virtually indestructible. This sword also allows Izuna to be able to use techniques such as ( Uchihagaeshi ) - Uchiha's Return.
Note: Can only be used by Izuna Uchiha.

( Uchihagaeshi ) - Uchiha's Return
Type: Defensive/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 10-40
Damage: 20-80 (100-(65-20)=55?
Description: Using his Gunbai as a medium, Madara blocks an incoming attack and absorbs it, nulifying its effects. Not only that but upon demand, Madara is able to deflect the attack back at the enemy as a raw burst of chakra. As this redirection occurs both suddenly and unexpectedly, the reflected attack can prove difficult for opponents to evade. However, the technique, while powerful, can only be used against attacks that can be intercepted by the Gunbai and mainly against "energy-like" techniques. The redirected attack is not the technique initially used against the user but rather a raw blunt version from it.
Note: Can only be used once every 2 turns by Madara Uchiha or Obito Uchiha through his Gunbai or by Izuna Uchiha through his Sword.

Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S A
Range: Short-Long
Chakra: 15/40 30
Damage: 30/80 60 (-20 I guess)
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.

When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.

Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.
 

Vayne

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HG would apply on the clash with the ash before, but think it probably should nullify it in head on clashes.
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While tempted with playing absorption tennis, Lambo chose to unleash an empowered lightning technique instead. Switching verses and yeeting a black cat's technique, Lambo would simply wave his hands to form lightning drums on his back and bring forth a column of energy into the returned blast of chakra. The lightning would overcome the chakra and smash into the terrain, unleashing branches of lightning that would spread and then rise up into walls.

Should contact be made with the spreading branches, paralysis would occur. The attack would be also empowered by Mg, elevating it's strength while also causing it to cause blinding on sight. It would be further enhanced with a preventative method for sealing that would be useless should the attack not be absorbed. If the GP was used, the attack would still have surplus damage to hurt Azrael. [110 - 55 (treated as 35 for s/w?) - 60 (treated as 40 for s/w) = 15 or 35]

Throughout this, Lambo would simply be turning to keep track of Azrael, still unaware of the man's sharingan.

(Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 +10 (AP) + 20(DR) = 110
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius rapidly due to its nature. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot evade is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which spreads out at the same pace as the lightning walls the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no actual harm beside the paralysis. The giant column of energy and the rising walls of lightning do cause actual harm.

- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists
(Magunisuton: Darumasukan Seiyusho) | Magnesium Release: Dalmascan Refinery
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A)
Description: Dalmascan Refinery is a technique that allows the user to apply a general alteration the size, shape and alignment of Magnesium grain particles to achieve a variety of different effects.

Stardust: This alteration will have the user produce tinier than normal magnesium particles. Despite this the size of the magnesium technique will be maintained as more magnesium particles will be produced to compensate for the smaller grain size. Smaller grain size will result in a larger surface area that will ultimately culminate in greater reactivity. Ultimately, when ignited the intensity at which magnesium burns will be greatly increased, granting it a +20 damage boost for this period of time, similarly magnesium can be funnelled into an ignition source, such as fire or lightning to grant the boost to the combo or desired technique.

Stardust II: This alteration follows the same principle of Stardust, the difference here however is that the produced particles are even tinier. The result is a dangerously high surface area which will result in magnesium techniques that are exposed to an ignition source not simply igniting, but rather exploding. This phenomenon is similar to the real life event of dust explosions.

Chrysthaneum: This alteration affects the alignment of magnesium particles. Normally particles would remain stagnant - that is they would follow the movement of the greater whole with little deviation. Under the influence of Chrysthaneum however produced magnesium particles will spiral and grind against each other, producing friction, heat, and sparks that will result in the self-ignition of magnesium techniques.

Jigsaw: This alteration also affects the alignment of magnesium particles, and juxtaposes the effects of Chrysthaneum. Normally magnesium particles are of non-uniform shapes and sizes, Jigsaw however will produce magnesium particles that perfectly align with one another. The result will be particles that can interlock for greater stability and strength, which will greatly increases the strength of compact magnesium techniques. Compact magnesium techniques will gain a +20 damage boost, or rank increase, under the effects of Jigsaw. Magnesium techniques under Jigsaw, due to the greatly reduced surface area, become far less reactive and can no longer ignite.

Brokenshard: This alteration affects the shape of magnesium particles. Normally magnesium particles will be random in shape, under the effects of Brokenshard however the shape of magnesium particles will be altered to emphasise piercing and slicing qualities. Produced magnesium particles will be needle or blade like in shape, resulting in magnesium techniques that are jagged and razor sharp, greatly increasing destructive power. Under the influence of Brokenshard Magnesium technique will gain a +20 damage boost, and non-offensive magnesium technique will gain offensive properties equal to their rank/defensive power.

Brightsteel: This alteration affects how magnesium particles are visually perceived. Normally magnesium will appear as a standard silvery metal. Under the effects of Brightsteel however each magnesium particle will be magnificently polished and its reflectivity will be further increased through the user of chakra. As a result Brightsteel magnesium will reflect light to such an extent that it will appear blindingly bright, similar to the Hidden Mist Eye Sight Deprivation, temporarily blinding the opponent for as long as they look at the technique directly.

Notes:
Logically not every particle is perfectly controlled and tailored, however enough is done to achieve a uniform and desired effect.
This technique can be used twice, last four turns each time and has a cooldown of two turns. On account of its nature, being that it has no independent uses, it can be activated instantly and in the same timeframe as another technique.
The user can apply up to two alterations at any one time, however Chrysthaneum is incompatible with Jigsaw. The user can also choose to not apply any alterations to a utilised magnesium technique.
When this technique ends, the user will be incapable of utilising B ranked or above magnesium techniques for two turns.
(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.
 
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Sinthorus

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HG would apply on the clash with the ash before, but think it probably should nullify it in head on clashes.
You must be registered for see images


While tempted with playing absorption tennis, Lambo chose to unleash an empowered lightning technique instead. Switching verses and yeeting a black cat's technique, Lambo would simply wave his hands to form lightning drums on his back and bring forth a column of energy into the returned blast of chakra. The lightning would overcome the chakra and smash into the terrain, unleashing branches of lightning that would spread and then rise up into walls.

Should contact be made with the spreading branches, paralysis would occur. The attack would be also empowered by Mg, elevating it's strength while also causing it to cause blinding on sight. It would be further enhanced with a preventative method for sealing that would be useless should the attack not be absorbed. If the GP was used, the attack would still have surplus damage to hurt Azrael. [110 - 55 (treated as 35 for s/w?) - 60 (treated as 40 for s/w) = 15 or 35]

Throughout this, Lambo would simply be turning to keep track of Azrael, still unaware of the man's sharingan.

(Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 +10 (AP) + 20(DR) = 110
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius rapidly due to its nature. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot evade is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which spreads out at the same pace as the lightning walls the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no actual harm beside the paralysis. The giant column of energy and the rising walls of lightning do cause actual harm.

- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists
(Magunisuton: Darumasukan Seiyusho) | Magnesium Release: Dalmascan Refinery
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A)
Description: Dalmascan Refinery is a technique that allows the user to apply a general alteration the size, shape and alignment of Magnesium grain particles to achieve a variety of different effects.

Stardust: This alteration will have the user produce tinier than normal magnesium particles. Despite this the size of the magnesium technique will be maintained as more magnesium particles will be produced to compensate for the smaller grain size. Smaller grain size will result in a larger surface area that will ultimately culminate in greater reactivity. Ultimately, when ignited the intensity at which magnesium burns will be greatly increased, granting it a +20 damage boost for this period of time, similarly magnesium can be funnelled into an ignition source, such as fire or lightning to grant the boost to the combo or desired technique.

Stardust II: This alteration follows the same principle of Stardust, the difference here however is that the produced particles are even tinier. The result is a dangerously high surface area which will result in magnesium techniques that are exposed to an ignition source not simply igniting, but rather exploding. This phenomenon is similar to the real life event of dust explosions.

Chrysthaneum: This alteration affects the alignment of magnesium particles. Normally particles would remain stagnant - that is they would follow the movement of the greater whole with little deviation. Under the influence of Chrysthaneum however produced magnesium particles will spiral and grind against each other, producing friction, heat, and sparks that will result in the self-ignition of magnesium techniques.

Jigsaw: This alteration also affects the alignment of magnesium particles, and juxtaposes the effects of Chrysthaneum. Normally magnesium particles are of non-uniform shapes and sizes, Jigsaw however will produce magnesium particles that perfectly align with one another. The result will be particles that can interlock for greater stability and strength, which will greatly increases the strength of compact magnesium techniques. Compact magnesium techniques will gain a +20 damage boost, or rank increase, under the effects of Jigsaw. Magnesium techniques under Jigsaw, due to the greatly reduced surface area, become far less reactive and can no longer ignite.

Brokenshard: This alteration affects the shape of magnesium particles. Normally magnesium particles will be random in shape, under the effects of Brokenshard however the shape of magnesium particles will be altered to emphasise piercing and slicing qualities. Produced magnesium particles will be needle or blade like in shape, resulting in magnesium techniques that are jagged and razor sharp, greatly increasing destructive power. Under the influence of Brokenshard Magnesium technique will gain a +20 damage boost, and non-offensive magnesium technique will gain offensive properties equal to their rank/defensive power.

Brightsteel: This alteration affects how magnesium particles are visually perceived. Normally magnesium will appear as a standard silvery metal. Under the effects of Brightsteel however each magnesium particle will be magnificently polished and its reflectivity will be further increased through the user of chakra. As a result Brightsteel magnesium will reflect light to such an extent that it will appear blindingly bright, similar to the Hidden Mist Eye Sight Deprivation, temporarily blinding the opponent for as long as they look at the technique directly.

Notes:
Logically not every particle is perfectly controlled and tailored, however enough is done to achieve a uniform and desired effect.
This technique can be used twice, last four turns each time and has a cooldown of two turns. On account of its nature, being that it has no independent uses, it can be activated instantly and in the same timeframe as another technique.
The user can apply up to two alterations at any one time, however Chrysthaneum is incompatible with Jigsaw. The user can also choose to not apply any alterations to a utilised magnesium technique.
When this technique ends, the user will be incapable of utilising B ranked or above magnesium techniques for two turns.
(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.

As Azrael unleashed his foe's power back upon him, his foe released a blinding column that would head towards him. Thanks to his mastery of Y/Y, Azrael could not only sense the chakra, but sense it's shape and nature knowing it was a column of lightning. Based on the size and shape, it was safe to say, it would black his foe's sight of him. This is what he'd been waiting for. He dropped a kunai with an explosive tag in front of him waiting.

He'd used these enough times to know how long it would take for one to go off. It was timed to detonate as the lightning reached it's location. As the lightning reached the kunai, two things would happen at the same time. The kunai would explode creating what seemed like an attempt to defend from the jutsu while providing more cover in the form of smoke. Secondly, a at the same time, Azael would use his phasing technique phasing into the ground. He did this to seem as though the blast went off in reaction to the lightning killing him. He couldn't be seen, and at the point of impact his chakra would disappear in an instant. It was the perfect fake out.

In his phased form, Azrael passed through the ground going behind his foe now and as he emerged from the ground, he made sure to move to stay behind his foe at all times so that they couldn't see him. As he was emerging, he had his sword in his right hand held up at his shoulder height horizontally. He was faster than his foe so it was easy to say out of his vision. As he finished emerging silently, he unphased slashing his sword across his foe's neck aiming to cut their head off. Due to his fake death, lack of chakra and the proximity, this should secure his attacks success.


( Dojutsu: Isō Idō ) - Eye Technique: Phasing Migration
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 ( -5 per turn )
Damage points: N/A
Description: A variation of his Kamui, using this technique, Obito is also able to render himself intangible, through the use of his 3 Tomoe Sharingan or MS, to allow other objects to pass harmlessly through his own body, which he employs primarily to avoid incurring injury from incoming attacks. In reality, this is but another extension of his space–time ninjutsu, where Obito instead teleports any part of his body that occupies the same space as another object to a separate dimension. As the transported portions of his body are always obscured by the other objects, Obito appears completely whole to those observing him. By overlapping his entire body with a sufficiently large object, such as the ground, he can not only conceal himself from view, but also erase all traces of his chakra. Obito often exploits this characteristic to ambush his opponents from below. Though unable to establish any physical contact while intangible, Obito can move while phased at great speeds and can trigger the technique on instinct alone, relying on his Sharingan to perceive and calculate attacks and how to activate the technique in the most precise manner. He also seemingly possesses the capability to extend this intangibility to whatever he's presently touching, as long as he is able to maintain some form of contact with at least part of the desired item. Described as a perfect defense, Obito is able to phase through anything, avoiding damage completely.
Note: Can only be used 4 times and up to 3 turns each use.
Note: Can only be used by Obito Uchiha bios and must have the Sharingan active.

(Surasshu) - Slash
Type: Offensive
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40 (Plus crit)
Description: One of the simplest moves in Bukijutsu, the user will begin by using one of their weapons to deliver a simple attack by swinging the weapon in an arc. The user is free to do variations of angles with this technique, allowing attacks from unpredictable locations. This technique works with weapons of all types including sharp and blunt.
 

Vayne

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Seemingly things would be going to plan, that is until Lambo gets slashed in the neck. Quite rude. Due to his body seal, Lambo was coated with a protective layer of Yumeton, leading to the attack losing most of it's punch and only dealing 10 damage that is turned into 20 due to it being a critical.

Anyways, as Azrael's presence is noted, Lambo would turn and attempt to deliver a quick left handed strike to Azreal's outstretched sword arm. The attack is meant to both damage the man and place a hidden seal on him to restrict his mobility in the future. After this Lambo would hop backa few meters, moving to 6 meters distance.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.

A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
Fuinjutsu| Anka - Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
Can only be used twice per battle.
Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
( Mamushi Kiba ) - Viper's Fang
Type: Defensive
Rank: B
Range: Short
Chakra cost: N/A
Damage points: 40
Description: By tracking an opponent’s incoming punch the user is able to deliver a spear hand strike to a pressure point in the target’s arm, thus disabling the use of the arm for two turns.
HP: 200 - 20 = 180
 

Sinthorus

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Seemingly things would be going to plan, that is until Lambo gets slashed in the neck. Quite rude. Due to his body seal, Lambo was coated with a protective layer of Yumeton, leading to the attack losing most of it's punch and only dealing 10 damage that is turned into 20 due to it being a critical.

Anyways, as Azrael's presence is noted, Lambo would turn and attempt to deliver a quick left handed strike to Azreal's outstretched sword arm. The attack is meant to both damage the man and place a hidden seal on him to restrict his mobility in the future. After this Lambo would hop backa few meters, moving to 6 meters distance.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.

A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
Fuinjutsu| Anka - Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
Can only be used twice per battle.
Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
( Mamushi Kiba ) - Viper's Fang
Type: Defensive
Rank: B
Range: Short
Chakra cost: N/A
Damage points: 40
Description: By tracking an opponent’s incoming punch the user is able to deliver a spear hand strike to a pressure point in the target’s arm, thus disabling the use of the arm for two turns.
HP: 200 - 20 = 180

A shame really. He though he'd had his foe yet the strike landed, but their head remained. Something protected his foe from his strike. What a missed opportunity. He would not relent. With his position given away now, it was time to commit.

As his foe turned to strike his arm, he was ready. Being faster that his foe while being able to perceive their moves to an incredible extent, Azrael dodged the punch stepping to the outside of his foe's punch avoiding it completely with his arm and body while at the time time he would slash downwards onto his foe's punching arm at three times his current speed:

(Mikiri) - Anticipate
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: A very advanced aspect of Bukijutsu entails dodging enemy attacks and responding immediately with a counter attack, by performing a dodge at the right moment the user is capable of moving inside or outside the opponents guard and returning an attack. This ability allows an immediate counter attack following the dodge that occurs with a 3x speed increase.
Note: Can only be used thrice per battle.

Having slashed at his foe's arm, he used his speed to instantly move behind his foe now (ff dodge), unleashing a volley of slashes across his foe's back:


(Furōtingupassēji) - Floating Passage
Type: Offensive
Rank: C - A
Range: Short
Chakra: N/A
Damage: 30 - 60
Description: A slightly more advanced aspect of Bukijutsu, the user will thrust their weapon at the opponent in a rapid flurry, striking them very quickly. Due to the speed of a thrust in comparison to a slash it moves slightly faster than the user's speed, adding a plus two speed modifier to the attack. With such a large volume of attacks, the opponent will be hard pressed to defend.
 

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As Azrael steps to avoid the punch, Lambo would initiate his own movement (free dodge) whilst casting a fast acting restrictive illusion on Azrael, preventing the second portion of the move. While on the move, Lambo would toss a kunai aimed at Azrael's head in an attempt to deliver quick critical damage to the paralysed man. Lambo would back off to 6 meters distance, carefully observing the man and his movements.


( Genjutsu: Shibari ) - Illusionary Arts: Binding

Type: Supplementary
Rank: C - A
Range: Short
Chakra Cost: 15 - 30
Damage: N/A
Description: A very simple yet powerful paralysis genjutsu. The user will cast an illusion which sole purpose is to restrict and paralyze he target. The technique can be cast on more than one opponent at a time, though with the cost of power. The stronger the user is in genjutsu determines how strong their technique is. Non-genjutsu specialists can only cast only use the C-ranked version of this technique and use it on up to two others making the hold D-rank for each individual person. Users with genjutsu as their secondary specialty can use the B-ranked version of this technique and cast the jutsu on a maximum of three people. Users with genjutsu as their primary specialty can use the A-ranked version of this technique and cast the technique on a maximum of three people. Members who specialize in genjutsu are immune to this technique being placed upon them on others with a lower skill level than them; i.e a users with a secondary specialty can't use this on a primary specialist, only those of equivalent rank or lower can be caught with this technique.
( Nageru ) - Throw
Type: Offensive
Rank: D - B
Range: Short - Mid
Chakra: N/A
Damage: 20 - 40
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed.
 

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As Azrael steps to avoid the punch, Lambo would initiate his own movement (free dodge) whilst casting a fast acting restrictive illusion on Azrael, preventing the second portion of the move. While on the move, Lambo would toss a kunai aimed at Azrael's head in an attempt to deliver quick critical damage to the paralysed man. Lambo would back off to 6 meters distance, carefully observing the man and his movements.


( Genjutsu: Shibari ) - Illusionary Arts: Binding
Type: Supplementary
Rank: C - A
Range: Short
Chakra Cost: 15 - 30
Damage: N/A
Description: A very simple yet powerful paralysis genjutsu. The user will cast an illusion which sole purpose is to restrict and paralyze he target. The technique can be cast on more than one opponent at a time, though with the cost of power. The stronger the user is in genjutsu determines how strong their technique is. Non-genjutsu specialists can only cast only use the C-ranked version of this technique and use it on up to two others making the hold D-rank for each individual person. Users with genjutsu as their secondary specialty can use the B-ranked version of this technique and cast the jutsu on a maximum of three people. Users with genjutsu as their primary specialty can use the A-ranked version of this technique and cast the technique on a maximum of three people. Members who specialize in genjutsu are immune to this technique being placed upon them on others with a lower skill level than them; i.e a users with a secondary specialty can't use this on a primary specialist, only those of equivalent rank or lower can be caught with this technique.
( Nageru ) - Throw
Type: Offensive
Rank: D - B
Range: Short - Mid
Chakra: N/A
Damage: 20 - 40
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed.
FF dodge with 5 in agil vs 8 in agil. You funny. Drugs are bad.

As his foe managed to avoid his strike, suddenly something bound Azrael. Unfortunately for his foe, thanks to his YY sensory, Azrael could clearly sense his chakra had been disturbed and this was an illusion. Not only that, but thanks to his mind's keen eye, he could see that there was nothing physically stopping him from moving, so clearly it was a trap by his foe. Unfortunately for them, they were facing an Uchiha. With his 3t sharingan, Azrael reversed the paralysis onto his foe binding them in the same illusion where they were unable to move. This would happen before his foe could throw his weapons.

Azrael would continue towards his foe aiming for the head once more, slashing across the neck of his foe:

( Bōshi Magen: Kyouten Chiten ) - Demonic Eye Illusion: Heaven And Earth Change
Type: Supplementary
Rank: C-S
Range: Short - Long
Chakra Cost: N/A (equal to the cost of the countered technique)
Damage Points: N/A (equal to the power of the countered technique)
Description: This is a illusion counter where, through the use of their sharingan, a Uchiha can take control over an enemy's Genjutsu and reverse it back into the opponent by taking control of it and releasing oneself at the same time. With 1 Tomoe, it can affect C-Rank and below illusions. With 2 Tomoe, it can affect B-Rank and below illusions. With a 3 Tomoe, it can affect A-Rank and below illusions. With MS, it can affect S-Rank and below illusions and EMS can affect any rank Genjutsu.
Note: Can only be used once every two turns.
Note: Does not require eye contact and must be able to cast ( I.e., cannot reverse a Sound Genjutsu without Sound Ninjutsu.

(Surasshu) - Slash
Type: Offensive
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40
Description: One of the simplest moves in Bukijutsu, the user will begin by using one of their weapons to deliver a simple attack by swinging the weapon in an arc. The user is free to do variations of angles with this technique, allowing attacks from unpredictable locations. This technique works with weapons of all types including sharp and blunt.
 

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I disagree, drugs are great!

As the illusion is reversed and the man charges, Lambo had thoughts of the illusion being reversed due to his paralysis, but it did not matter much. Lambo would chose to reinforce his body to tank the incoming attack and heal his prior damage, which would break him free from the illusion. With his empowered speed and vitality, he would charge to behind his opponent, aiming to deliver a devastating attack to the man's ass, utilising a kunai of course.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 80 (30 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.
(Sennen Goroshi) - 1000 Years Of Death
Type: Offensive
Rank: E
Range: Short
Chakra: N/A
Damage: 5(apply damage cost for kunai and explosives separately if either or both are used with this jutsu) +40 = 45
Description: The user makes the sign of the tiger and force able punches it into the enemy's behind.
 

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891
And.... I've been asked by the hoar Vayne to check this, and unfortunately, I cannot say no, tch.

Anyway, y'all know the drill, I will only highlight the important parts. The fight was good until post #9, where the FF dodge wouldn't work as intended because Sinthorus is quicker, and he'd be attacking at ×3 his speed due to Anticipate. So that would harm Vayne pretty significantly.

The damage done prior to that wasn't really a factor for me because Phasing Migration is a difficult skill to deal with in general, though it's a shame Vayne kept his head. Also a shame the final move didn't go through.

Winner: Sinthorus.
 
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