Watching the man counter his lighting quite easy. John still pushes himself back to mid-range as he is watching the lady, he notices the sky turn dark and something like a fireball is falling towards there was something very odd about this fireball though. The fireball also doesn't emit heat, and there is also no shadow from the fireball. So, John deduced that he was actually placed in a genjutsu so he simply grabbed out a kunai and simply performed a small but painful enough cut on the top of his left hand, thus releasing him from the genjutsu.
Without much time to react. He feels the earth tug on him like it is trying to pull him under so with that he sends some chakra to his feet and with that jumps, and then releases the chakra from his feet to allow him to jump again but this jump allows him to go any direction he wants but up, so he decides to go backwards into long range, seeing as the the earth was only doing that in the mid-range area. He lands back down with his two feet touching the ground.
Not bad. But got to try harder.
Next while in long range John gather up a decent amount of alcohol chakra in his hands and from that releases it out in front of him in the form of four medium sized spheres, that he then flicks his right index finger commanding them to go towards the lady. Next to add to the combo, John performs three hand seals, and releases his chakra chakra into the ground and towards the lady. Once reached. He causes the water to come out of the earth by flicking his left hand up the water emerges from the earth he keeps using hand movements to control the water to form a stream, and while the lady is on top of the water, it forms a orb and should trap her within said orb, from that John then swings his hands downward causing the water to crash down towards the ground doing major damage towards the lady, and the alcohol technique should hit while the water is rising up the lady.
And, that was my turn.
[Kuuki shissou]
Air dash 
Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.
Shuton: Suiyo Saigai | Alcohol Release: The Drunken Disaster
Type: Supplementary, Offensive, Defensive
Rank: B-Rank
Range: Short – Long
Chakra: 20
Damage: 40
Description: The user will release alcohol from their body or their mouth or use his chakra to manipulate the moisture in the air to form Alchool and shape it as he wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of alcohol it can be ignited to cause a different type of damage or simply used for supplementary purposes. If the alcohol enters the opponent’s blood stream through either wounds, injection, or ingestion the opponent will become temporarily intoxicated shortly after. The intoxication will last for a total of four (4) turns where in the first turn of intoxication the opponent will feel no effects at all. In the second turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu (above B-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and will be unable to perform B-Rank and above taijutsu. In the fourth turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu (above B-Rank). Constructs are always created within short range of the user.
(Gyojin Karate: Towa Funsai) - Fishman Karate: Smashing Tower
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing three hand seals, the user heaves a water current upward, where it erupts from the surface as a towering stream of water, underneath the opponent. The user may only move the water by using hand movements that represent the action the water will make. As the water is rising, through hand movements, the user bends the highest point of the stream to take the form of an orb to entrap the opponent. The user can choose to let the target drown, or swing his hands downward making the stream, come down like a hammer, crushing the target against the surface of the ground/water. In the event that the opponent evades the erupting water, the user may still control the stream to crash down upon any location he desires.
Note: No water source required, the water is created through by the user through this technique
Note: Can only be used 3 times per match