[Tai] Opening the Gates

ZK

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Well I'm not Hawke, but I do know a thing or two about the Gates.

Uh, before you ask me anything about them, though, you should explain them in-depth... just so I know you can.
Yeah, do that. Tell me about the Gates and how they fit into this here NBRP.
 

Hell Autarch

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Well I'm not Hawke, but I do know a thing or two about the Gates.

Uh, before you ask me anything about them, though, you should explain them in-depth... just so I know you can.
Yeah, do that. Tell me about the Gates and how they fit into this here NBRP.
The Eight Gates are eight specific points on a person's Chakra Pathway System that limit and control the overall flow of chakra within a person's body. The main reason behind this is because the human is not able to endure an overflow of chakra.

Now, we are aware from the Manga that intense training is required for one to be able to master Eight Gates. For example, Rock Lee would perform thousands of push ups and would continuously kick trees in order to simply improve his Taijutsu. As we are already aware that EIG Taijutsu is a far higher form of Taijutsu, we can easily conclude that mastering the Eight Gates possible requires an immense level of training. Hence, it is no surprise to know that the only three shinobi to have ever opened the Eight Gates (in the Manga) were all Taijutsu Specialists, and two of them were extremely hard working.

As far as the Eight Gates are concerned, as the name informs us, there are Eight Gate. Each Gate suppresses more chakra than the one preceding it and we can easily conclude that the Eighth and final Gate allows the user to acquire the most chakra. The names of the Eight Gates are as follows, with each of them being described to a particular degree.

  • The Gate of Opening: The is the first Gate and is located in the Brain. Activating it allows the user to perform the Front Lotus technique. In the RP, it gives the user a +5 to Taijutsu and 1.5x speed. This implies that it is weaker than Leg Weights
  • The Gate of Healing: This is the second Gate and is also located in the Brain. In the RP, it gives the user a +10 to Tai and 2x speed so whilst it is the equivalent of Leg Weights in terms of speed, it falls short of the Taijutsu damage. If we however do consider that EIG users get a passive +10 to Taijutsu, we could say that the Second Gate and Leg Weights are equal
  • The Gate of Life: This is the third Gate and is located in the spinal cord. This is first Gate which causes a noticeable change to the users body because it turns the skin red. By opening this Gate, the user may utilize the Reverse Lotus. In the RP, it gives the user +15 to Taijutsu and 3x speed, now surpassing Leg Weights in terms of speed.
  • The Gate of Pain: This is the fourth Gate, and is also located in the spinal cord. This is first Gate which causes a noticeable damage to the users body because it causes muscles to tear. In the RP, it gives the user +20 to Taijutsu and 4x speed, now completely surpassing Leg Weights.
  • The Gate of Limit: This is the fifth Gate, and is also located in the abdomen. This is first Gate which creates an aura around the user because as far as I remember, Lee had a green aura around him which he activated this. His skin ofcourse also turned red whilst his eyes became completely white. It is also probably the first Gate that causes a significant injuries to an EIG user. In the RP, it gives the user +30 to Taijutsu and 5x speed, now definitely surpassing Leg Weights.
  • The Gate of View: This is the sixth Gate, and is also located in stomach. When the user opens this Gate, it releases an immense amount of chakra which even results in the creation of vortex as was the case when Gai activated it whilst fighting a Kisame clone. By opening this Gate, the user can now use Morning Peacock. In the RP, it gives the user +40 to Taijutsu and 6x speed,
  • The Gate of Wonder: This is the seventh Gate, and is also located below the stomach. In the anime, it resulted in the user giving off a blueish sweat aura. There are significant side effects to this Gate such as the fact that the users muscle fibers are ripped to shreds if anything touches the user. By opening this Gate, the user may now use Morning Tiger. In the RP, it gives the user +60 to Taijutsu and 7x speed.
  • The Gate of Death: This is the eighth Gate, and is also located in the heart. This is the final Gate, and gives the user a reddish sweat aura. Once this Gate times out, you die because your body basically heats up so much that it turns to ash. Once opened, the user can use Evening Elephant and Night Guy. Unlike the other Gates, this one does not simply increase the Taijutsu boost and speed but in fact doubles it. It becomes +120 to Taijutsu and 14x speed which is immense.
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Now, as far as the RP is concerned, there are particular restrictions and perks in regards to the Eight Gates. They are as follows:
1. An EIG user receives a passive +10 to Taijutsu
2. Those with an approved EIG Biography for 3 months become EIG Masters

Now after this, it splits into EIG user and EIG master related rules
1. EIG users can only open the Eight Gates once per battle. They don't feel any pain till the 3rd Gate, but after that, they feel immense pain. Also, once EIG times out, they can't move for two turns and can't mold chakra above B Rank in the next turn.
2. EIG users can open the Eight Gates twice per battle if their first use is only upto the Sixth Gate. Unlike EIG users, they don't really feel much pain until they open the Seventh Gate. Once the Seventh Gate times out, just like EIG users,
[FONT=&quot]they can't move for two turns and can't mold chakra above B Rank in the next turn.[/FONT]
 

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Yeah, the whole deal. In essence the Gates act as boosters that lets you exceed your physical limitations for as a limited amount of time. On NB the Gates are important for the multiplicative speed boosts; those are what will make a real difference in your fights. The EIG Taijutsu is nice, the strength-boost and added damage bonus to Tai equally so, but the speed boost is the real game-changer. This is where the term blitzing comes from.
Mastering the Gates fully for a while means becoming an EIGM, a Master. That's when you'll be able to use the Gates twice and avoid most of the penalties bound to Gates-usage. Look forward to reaching this stage.

Anyway, as you said; eight of the suckers, each unlocking a, well, Gate. First lets you hit a little harder, sixth lets you punch fire and eight is just crazy. You need to know the abilities and limitations of each consecutive Gate in order to accurately discern which one to use in a match.
We'll begin with the First Gate, because why not. You say 1.5x speed and +5 to Taijutsu. I'm interested in your comment that this is weaker than Leg Weights. I would dispute this; can you figure out why?
 

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Yeah, the whole deal. In essence the Gates act as boosters that lets you exceed your physical limitations for as a limited amount of time. On NB the Gates are important for the multiplicative speed boosts; those are what will make a real difference in your fights. The EIG Taijutsu is nice, the strength-boost and added damage bonus to Tai equally so, but the speed boost is the real game-changer. This is where the term blitzing comes from.
Mastering the Gates fully for a while means becoming an EIGM, a Master. That's when you'll be able to use the Gates twice and avoid most of the penalties bound to Gates-usage. Look forward to reaching this stage.

Anyway, as you said; eight of the suckers, each unlocking a, well, Gate. First lets you hit a little harder, sixth lets you punch fire and eight is just crazy. You need to know the abilities and limitations of each consecutive Gate in order to accurately discern which one to use in a match.
We'll begin with the First Gate, because why not. You say 1.5x speed and +5 to Taijutsu. I'm interested in your comment that this is weaker than Leg Weights. I would dispute this; can you figure out why?
Well, as far as I know, activating the first Gate grants the user 1.5x speed and a +5 to Taijutsu. If we take into account the passive +10 that EIG users receive, it would make it +15.

In contrast, taking off Leg Weights grants the user 2x speed and +20 to Kick-based Taijutsu. If we take into account the passive +10, it would mean a total of +30.

I'll be honest that I am not exactly sure as to why you dispute that Leg Weights are superior to the First Gate given that they increase more speed and give off a greater Tai boost. The only thing I can suspect is that the First Gate boost adds upto all Taijutsu attacks whilst the Leg Weights only affect kick-based Taijutsu techniques .
 

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Well, as far as I know, activating the first Gate grants the user 1.5x speed and a +5 to Taijutsu. If we take into account the passive +10 that EIG users receive, it would make it +15.

In contrast, taking off Leg Weights grants the user 2x speed and +20 to Kick-based Taijutsu. If we take into account the passive +10, it would mean a total of +30.

I'll be honest that I am not exactly sure as to why you dispute that Leg Weights are superior to the First Gate given that they increase more speed and give off a greater Tai boost. The only thing I can suspect is that the First Gate boost adds upto all Taijutsu attacks whilst the Leg Weights only affect kick-based Taijutsu techniques .
Control. Leg Weights are nice, sure, but when you use the speed boost they grant you lose a lot of control. Their rules describe specifically how the fact that it is just your legs that have become 'stronger' works against you in some ways. With the Gates you have a turn duration, yes, but you also have complete control of your movements. The 1.5 is not by itself stronger than the 2x of Leg Weights, but as the first step on a very useful ladder it is not to be underestimated.
Anyway, the Gates do not vary overly much between them, so let us talk about some of the techniques associated with EIG, namely this one:

(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
A skill usable by all EIG users and masters, once one has opened at least one of the EIG, he will move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This version can only be used by EIG masters with at least one gate opened

Tell me about it and its uses with EIG.
 

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Control. Leg Weights are nice, sure, but when you use the speed boost they grant you lose a lot of control. Their rules describe specifically how the fact that it is just your legs that have become 'stronger' works against you in some ways. With the Gates you have a turn duration, yes, but you also have complete control of your movements. The 1.5 is not by itself stronger than the 2x of Leg Weights, but as the first step on a very useful ladder it is not to be underestimated.
Anyway, the Gates do not vary overly much between them, so let us talk about some of the techniques associated with EIG, namely this one:

(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
A skill usable by all EIG users and masters, once one has opened at least one of the EIG, he will move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This version can only be used by EIG masters with at least one gate opened

Tell me about it and its uses with EIG.
Flicker Evasion is basically a technique that allows the user to cover short-long distances at an extremely high speed, to the point that the user may even appear as a blur to those incapable of tracking the user.

What makes Flicker Evasion quite versatile is that it essentially involves the performance of freeform actions. For example, a non-EIG player can freeform roll across the ground or jump into the air but he cannot utilize these methods to evade an incoming technique. However, one who possesses Flicker Evasion can move slightly in one direction and avoid a technique like Chidori Spear or even Rasengan. We've seen this in the Manga where the Raikage performed Flicker Evasion and moved to his right with such speed and agility that he was able to avoid Amaterasu.

If I am not wrong, this technique was originally available to all players in the RP but because it is so versatile (applicable in numerous situations), it was abused by the players and eventually banned. As far as I know, only EIG users, Raikage Bios and the Jinchuuriki now possess the capability to perform Flicker Evasion.

Moving onto Flicker Evasion and EIG, I personally think that Flicker Evasion can be utilized in conjunction with numerous EIG techniques or even freeform. For example, lets assume the distance between the user and his opponent is 13m. The user can first perform Flicker Evasion and almost instantaneously (Kind of really depends on the opponents tracking skills) close in the distance before performing a barrage of punches.

Btw ZK, I've a quick question. The EIG Technique and the Speed Chart do not depict the same information in regards to the Eight Inner Gates. For example, the EIG Technique states that upon entering the 6th Gate, the users speed is increased 6x. In contrast, the Speed Chart states that it is 4x for the 6th Gate. So could you clear out the confusion?
 

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Flicker Evasion is basically a technique that allows the user to cover short-long distances at an extremely high speed, to the point that the user may even appear as a blur to those incapable of tracking the user.

What makes Flicker Evasion quite versatile is that it essentially involves the performance of freeform actions. For example, a non-EIG player can freeform roll across the ground or jump into the air but he cannot utilize these methods to evade an incoming technique. However, one who possesses Flicker Evasion can move slightly in one direction and avoid a technique like Chidori Spear or even Rasengan. We've seen this in the Manga where the Raikage performed Flicker Evasion and moved to his right with such speed and agility that he was able to avoid Amaterasu.

If I am not wrong, this technique was originally available to all players in the RP but because it is so versatile (applicable in numerous situations), it was abused by the players and eventually banned. As far as I know, only EIG users, Raikage Bios and the Jinchuuriki now possess the capability to perform Flicker Evasion.

Moving onto Flicker Evasion and EIG, I personally think that Flicker Evasion can be utilized in conjunction with numerous EIG techniques or even freeform. For example, lets assume the distance between the user and his opponent is 13m. The user can first perform Flicker Evasion and almost instantaneously (Kind of really depends on the opponents tracking skills) close in the distance before performing a barrage of punches.

Btw ZK, I've a quick question. The EIG Technique and the Speed Chart do not depict the same information in regards to the Eight Inner Gates. For example, the EIG Technique states that upon entering the 6th Gate, the users speed is increased 6x. In contrast, the Speed Chart states that it is 4x for the 6th Gate. So could you clear out the confusion?
Flicker Evasion was never available for the general public, fi I remember correctly, but you've got everything else right.
As for the discrepancy... I don't know. Go with the one that was edited last and ask a Mod. It's probably a slip-up on their end.

The First Gate allows you to use 100% of your strength. It unlocks your hidden potential, if so to speak, but it is not so powerful as to let you exceed it.

(Hachimon: Gourai Rensa) - Eight Gates: Strong Thunder Lotus Chain
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A taijutsu attack were the user opens the first gate and does a combo with a chained weapon to wrap up his opponent and launch them into the air.After that the user will launch himself in the air and begin a barrage of strikes,
knocking his opponent back towards the ground. He will then finish them off with a strong strike right into the ground itself.
Note: Requires 1st gate opening

(Hachimon: Omote Renge) - Eight Gates: Primary Lotus
Rank:B
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points: 40
Description: Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user five times their normal strength. The user launches the opponent into the air and then uses Shadow of the Dancing Leaf. Once behind the opponent, the user restrains them and pile-drives them into the ground head first while rotating at a ferocious speed. Because it uses one of the chakra gates, the user is left extremely fatigued, making this technique a "double-edged sword". However those who have mastered the use of the Eight Gates can use this technique without any strain to their body.
Note: Must first open the 1st Gate

There are a couple of techniques associated with the First Gate, but they're additions, not the baseline. Tell me what you think about the 'stats' of this Gate and whether you would use it in combat.
 

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Flicker Evasion was never available for the general public, fi I remember correctly, but you've got everything else right.
As for the discrepancy... I don't know. Go with the one that was edited last and ask a Mod. It's probably a slip-up on their end.

The First Gate allows you to use 100% of your strength. It unlocks your hidden potential, if so to speak, but it is not so powerful as to let you exceed it.

(Hachimon: Gourai Rensa) - Eight Gates: Strong Thunder Lotus Chain
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: A taijutsu attack were the user opens the first gate and does a combo with a chained weapon to wrap up his opponent and launch them into the air.After that the user will launch himself in the air and begin a barrage of strikes,
knocking his opponent back towards the ground. He will then finish them off with a strong strike right into the ground itself.
Note: Requires 1st gate opening

(Hachimon: Omote Renge) - Eight Gates: Primary Lotus
Rank:B
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points: 40
Description: Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user five times their normal strength. The user launches the opponent into the air and then uses Shadow of the Dancing Leaf. Once behind the opponent, the user restrains them and pile-drives them into the ground head first while rotating at a ferocious speed. Because it uses one of the chakra gates, the user is left extremely fatigued, making this technique a "double-edged sword". However those who have mastered the use of the Eight Gates can use this technique without any strain to their body.
Note: Must first open the 1st Gate

There are a couple of techniques associated with the First Gate, but they're additions, not the baseline. Tell me what you think about the 'stats' of this Gate and whether you would use it in combat.
Sorry, my bad. I confused Body Flicker with Flicker Evasion xd

As far as the First Gate is concerned, I honestly don't think that I would use it often in battle. Considering the fact that it only gives the user a +5 to Taijutsu and 1.5x to speed and completely restricts the user from using any B Rank or above Non-Taijutsu technique, I personally believe that it does more harm than good.

I don't think that an overall +15 to Taijutsu can cover up the massive dent the "Only B Rank and below" restrictions puts on the user so be to honest, I will probably never activate the First Gate in battle.
 

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Sorry, my bad. I confused Body Flicker with Flicker Evasion xd

As far as the First Gate is concerned, I honestly don't think that I would use it often in battle. Considering the fact that it only gives the user a +5 to Taijutsu and 1.5x to speed and completely restricts the user from using any B Rank or above Non-Taijutsu technique, I personally believe that it does more harm than good.

I don't think that an overall +15 to Taijutsu can cover up the massive dent the "Only B Rank and below" restrictions puts on the user so be to honest, I will probably never activate the First Gate in battle.
Good, an honest response.
I've never opened the First Gate in battle; I simply don't think it's worth it either. So, a natural follow-up question would be; when do the Gates become worth it? You have to balance the duration of your Gates, as opening another adds 2 turns, with power. If you make a wrong call an opponent with high speed tracking will punish you for it.
So which is it?
 

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Good, an honest response.
I've never opened the First Gate in battle; I simply don't think it's worth it either. So, a natural follow-up question would be; when do the Gates become worth it? You have to balance the duration of your Gates, as opening another adds 2 turns, with power. If you make a wrong call an opponent with high speed tracking will punish you for it.
So which is it?
Well first of all, I'm not really good at Taijutsu so to be honest with you, I can't say that the lower Gates would benefit me 'a lot'. For me, the Eight Inner Gates would be the last resort to use during a battle and therefore, my starting Gate would most likely be the Sixth Gate. This is because the Sixth Gate grants a substantial boost to the users speed and gives a +40 to Taijutsu (+50 with the passive 10) and honestly, I think it makes up for the B Rank and below restriction. In fact, its perhaps even better.
 
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ZK

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Well first of all, I'm not really good at Taijutsu so to be honest with you, I can't say that the lower Gates would benefit me 'a lot'. For me, the Eight Inner Gates would be the last resort to use during a battle and therefore, my starting Gate would most likely be the Sixth Gate. This is because the Sixth Gate grants a substantial boost to the users speed and gives a +40 to Taijutsu (+50 with the passive 10) and honestly, I think it makes up for the B Rank and below restriction. In fact, its perhaps even better.
5-6 is usually where the cutoff is for most EIG-users. It really comes down to your enemy, your own confidence and the circumstances under which you are opening the Gates. Are you expecting a long fight and want to wait for a chance to strike, do you want to apply pressure gradually, or do you want to attempt a speed blitz? You need to ask yourself these questions when you choose your starting Gate.
All in all you'll usually want significant speed. The 2nd Gate doesn't give you access to any techniques and the techs related to the 3rd Gate aren't all that. When you become able to use Daytime Tiger or Morning Peacock that's when the magic begins to happen... and that's at 6th.
Speaking of, this is the Morning Peacock:

(Hachimon: Asa Kujaku) - Eight Gates: Morning Peacock
Rank:A
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points: 60
Description: The user will approach the target in a crane stance and kick then into the sky.Then the target is stuck with many punches that are literally on fire, which makes the peacock design in the air.The last blow send the enemy flying into the ground
Requirements:6 gates open
Analyze it for me. When is it useful, what is its advantages/limitations etc.
 

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5-6 is usually where the cutoff is for most EIG-users. It really comes down to your enemy, your own confidence and the circumstances under which you are opening the Gates. Are you expecting a long fight and want to wait for a chance to strike, do you want to apply pressure gradually, or do you want to attempt a speed blitz? You need to ask yourself these questions when you choose your starting Gate.
All in all you'll usually want significant speed. The 2nd Gate doesn't give you access to any techniques and the techs related to the 3rd Gate aren't all that. When you become able to use Daytime Tiger or Morning Peacock that's when the magic begins to happen... and that's at 6th.
Speaking of, this is the Morning Peacock:

(Hachimon: Asa Kujaku) - Eight Gates: Morning Peacock
Rank:A
Type:Attack
Range:Short
Chakra Cost: N/A
Damage Points: 60
Description: The user will approach the target in a crane stance and kick then into the sky.Then the target is stuck with many punches that are literally on fire, which makes the peacock design in the air.The last blow send the enemy flying into the ground
Requirements:6 gates open
Analyze it for me. When is it useful, what is its advantages/limitations etc.
It essentially involves the user kicking the target, and launching him into the air. The user then proceeds to jump after him, positioning himself side by side with the target mid-air and performs a barrage of punches that happen at such a speed that they ignite due to friction. Then, to finish it all off, the iuser delivers a final blow that sends the target back to the ground.

I'd say this is a great technique. It deals 60 damage points which when combined with the +50 we gain from the Sixth Gate, it becomes +110 which is essentially an F Ranked technique. I don't there are many techniques that could possibly defend against this and I highly doubt that my opponent would have the chance to weave a single handseal once I start. To be honest, this technique is essentially a death sentence for the opponent.

As far as limitations are concerned, to be honest, I don't really see anything about this technique that could put the user at a disadvantage. My personal opinion is that this is a great technique and doesn't really have any limitation of sort.
 
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It essentially involves the user kicking the target, and launching him into the air. The user then proceeds to jump after him, positioning himself side by side with the target mid-air and performs a barrage of punches that happen at such a speed that they ignite due to friction. Then, to finish it all off, the iuser delivers a final blow that sends the target back to the ground.

I'd say this is a great technique. It deals 60 damage points which when combined with the +50 we gain from the Sixth Gate, it becomes +110 which is essentially an F Ranked technique. I don't there are many techniques that could possibly defend against this and I highly doubt that my opponent would have the chance to weave a single handseal once I start. To be honest, this technique is essentially a death sentence for the opponent.

As far as limitations are concerned, to be honest, I don't really see anything about this technique that could put the user at a disadvantage. My personal opinion is that this is a great technique and doesn't really have any limitation of sort.
It's certainly a powerful technique. It's scattered, as opposed to Daytime Tiger, the next tech in the series:

(Hachimon: Hirudora) - Eight Gates: Daytime Tiger
Rank: S
Type: Attack
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Daytime tiger is a strong and fast attack only useable through the activation of the seventh gate. the user makes a fist in front of their face with one hand and then taps it with their other, which creates a massive amount of air pressure resembling a tiger. The user then forms a unique hand seal, which launches the tiger at the opponent. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes before impact, releasing the built up air pressure in an instant. A massive concussive explosion is created which can be felt a significant distance away.
Note: Use of technique will result in the user collapsing two turns after use due to tremendous pain.
Note: Can only be used twice.
Note: Requires EIG mastery.

Do the same thing as you did with Morning Peacock, but think about how the techniques compare ad contrast with each other.
 

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It's certainly a powerful technique. It's scattered, as opposed to Daytime Tiger, the next tech in the series:

(Hachimon: Hirudora) - Eight Gates: Daytime Tiger
Rank: S
Type: Attack
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Daytime tiger is a strong and fast attack only useable through the activation of the seventh gate. the user makes a fist in front of their face with one hand and then taps it with their other, which creates a massive amount of air pressure resembling a tiger. The user then forms a unique hand seal, which launches the tiger at the opponent. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes before impact, releasing the built up air pressure in an instant. A massive concussive explosion is created which can be felt a significant distance away.
Note: Use of technique will result in the user collapsing two turns after use due to tremendous pain.
Note: Can only be used twice.
Note: Requires EIG mastery.

Do the same thing as you did with Morning Peacock, but think about how the techniques compare ad contrast with each other.

It involves the user clenching his fists and then bumping them together which results in a massive amount of air pressure manifesting in the form of a Tiger. The user then performs a handseal and launches the Tiger at the opponent, almost like a projectile. Just before impact, the Tiger explodes which causes a massive explosion.

This is a pretty unique EIG technique and if I'm not wrong, it is an extremely unique EIG technique because it not only has a handseal involved but is also one of the few rare techniques that involve launching a projectile at the opponent which reaches upto Long Range. In contrast, to perform Morning Peacock, the user has to be within Short-Range of the target Also, another important characteristic that Daytime Tiger possesses is that the Tiger explodes prior to impact whilst Morning Peacock essentially involves fiery punches.

As far as limitations are concerned, the user collapsing after two turns is a pretty big disadvantage. This means that if it is used at the last turn of the Seventh Gate, it is best to follow up with the Eighth Gate (if the opponent survives) because if its used in any other turn (e-g first turn of Seventh Gate), the user would probably collapse in the middle of the Eighth Gate.
 
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It involves the user clenching his fists and then bumping them together which results in a massive amount of air pressure manifesting in the form of a Tiger. The user then performs a handseal and launches the Tiger at the opponent, almost like a projectile. Just before impact, the Tiger explodes which causes a massive explosion.

This is a pretty unique EIG technique and if I'm not wrong, it is an extremely unique EIG technique because it not only has a handseal involved but is also one of the few rare techniques that involve launching a projectile at the opponent which reaches upto Long Range. In contrast, to perform Morning Peacock, the user has to be within Short-Range of the target Also, another important characteristic that Daytime Tiger possesses is that the Tiger explodes prior to impact whilst Morning Peacock essentially involves fiery punches.

As far as limitations are concerned, the user collapsing after two turns is a pretty big disadvantage. This means that if it is used at the last turn of the Seventh Gate, it is best to follow up with the Eighth Gate (if the opponent survives) because if its used in any other turn (e-g first turn of Seventh Gate), the user would probably collapse in the middle of the Eighth Gate.
It's a closer. A risky move, yes, but also one that packs a very serious punch.
However, if you're going for a closer then, naturally, you want the strongest one. If you're going to lose afterwards anyway you might as well give it a go with the last attack.
Let me show you the next one is Might Guy's series of techniques. We might as well go through all the four main ones. Next up is Evening Elephant:

( Sekizō ) - Evening Elephant
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is a continuous assault of five punches, with each "foot", as they are referred to, being performed faster than the one before. It creates a vacuum of pressurised air which bears the appearance of an elephant's leg, causing devastating damage to the opponent. The first punch alone was capable of creating a 10 meter deep tunnel in the ground. The subsequent punches are delivered as the user moves at high speeds around the opponent, attacking from all angles, culminating with the final punch, strong enough to break through the Truth Seeking Balls shield. The first hit alone deals 80 damage, each after deals 20 damage more than the last one.
Note: Can only be used with the 8th Gate open.
 

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It's a closer. A risky move, yes, but also one that packs a very serious punch.
However, if you're going for a closer then, naturally, you want the strongest one. If you're going to lose afterwards anyway you might as well give it a go with the last attack.
Let me show you the next one is Might Guy's series of techniques. We might as well go through all the four main ones. Next up is Evening Elephant:

( Sekizō ) - Evening Elephant
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is a continuous assault of five punches, with each "foot", as they are referred to, being performed faster than the one before. It creates a vacuum of pressurised air which bears the appearance of an elephant's leg, causing devastating damage to the opponent. The first punch alone was capable of creating a 10 meter deep tunnel in the ground. The subsequent punches are delivered as the user moves at high speeds around the opponent, attacking from all angles, culminating with the final punch, strong enough to break through the Truth Seeking Balls shield. The first hit alone deals 80 damage, each after deals 20 damage more than the last one.
Note: Can only be used with the 8th Gate open.
The technique essentially involves the user manifesting a vacuum of pressurized air which in terms of appearance looks pretty similar to an Elephants leg. Basically, the user starts by clenching his fists and thrusting his arm forward, releasing a blast of pressurized air. The user then proceeds to move at high speeds, positioning himself at various angles from the target and continuing on with a punch each time he does so; performing a total of 5 punches.

This is an extremely strong technique. When you consider that the first punch alone deals 80 damage followed by 20 for the remaining four punches, you get 160 damage points. Now, I am not sure if the EIG bonus is individually added or collectively but if its the latter, thats a total of 360 damage points which is enormous. If I ever had to open the Eighth Gate, I probably would use this technique on my first turn lol.. Perhaps even spam it and follow up with Night Guy on my final turn.

As far as limitations are concerned, this technique doesn't really have any lol.
 
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The technique essentially involves the user manifesting a vacuum of pressurized air which in terms of appearance looks pretty similar to an Elephants leg. Basically, the user starts by clenching his fists and thrusting his arm forward, releasing a blast of pressurized air. The user then proceeds to move at high speeds, positioning himself at various angles from the target and continuing on with a punch each time he does so; performing a total of 5 punches.

This is an extremely strong technique. When you consider that the first punch alone deals 80 damage followed by 20 for the remaining four punches, you get 160 damage points. Now, I am not sure if the EIG bonus is individually added or collectively but if its the latter, thats a total of 360 damage points which is enormous. If I ever had to open the Eighth Gate, I probably would use this technique on my first turn lol.. Perhaps even spam it and follow up with Night Guy on my final turn.

As far as limitations are concerned, this technique doesn't really have any lol.
That's just it; when we approach these levels of techniques we get some really hard hitters, but the premise of using this technique is the Gates and those are limited by their restrictions. So, what we see are strategic techniques, capable of unleashing great power, but very limited in the sense that they can only be used in very particular situations, when a number of conditions have been met.
Next up is the F-ranked one:

( Yagai ) - Night Guy
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 150
Damage: 200 ( Death to user in the following turn )
Description: The user initiates the technique by emitting a huge amount of chakra. After gathering all of this chakra around his body in the form of a flickering red, dragon-like aura, he dashes forward at such at such extreme speeds that the space within the immediate vicinity of the technique is distorted, allowing him to bypass his target's defenses. He then deals an immensely powerful kick which carries such force that it is capable of obliterating the target's body, as well as creating a devastating shock wave linear to the kick, capable of causing damage from afar and completely destroying an opponent's body. The recoil was such that it completely shattered the bones in the user's own leg. As a result of being the user's strongest maneuver, following the attack are fatal repercussions as it leaves the user on the brink of death; slowly turning into ash, crumbling from the immense discharge of his chakra.
Note: Can only be used once.
Note: Can only be used with the 8th Gate open.
 

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That's just it; when we approach these levels of techniques we get some really hard hitters, but the premise of using this technique is the Gates and those are limited by their restrictions. So, what we see are strategic techniques, capable of unleashing great power, but very limited in the sense that they can only be used in very particular situations, when a number of conditions have been met.
Next up is the F-ranked one:

( Yagai ) - Night Guy
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 150
Damage: 200 ( Death to user in the following turn )
Description: The user initiates the technique by emitting a huge amount of chakra. After gathering all of this chakra around his body in the form of a flickering red, dragon-like aura, he dashes forward at such at such extreme speeds that the space within the immediate vicinity of the technique is distorted, allowing him to bypass his target's defenses. He then deals an immensely powerful kick which carries such force that it is capable of obliterating the target's body, as well as creating a devastating shock wave linear to the kick, capable of causing damage from afar and completely destroying an opponent's body. The recoil was such that it completely shattered the bones in the user's own leg. As a result of being the user's strongest maneuver, following the attack are fatal repercussions as it leaves the user on the brink of death; slowly turning into ash, crumbling from the immense discharge of his chakra.
Note: Can only be used once.
Note: Can only be used with the 8th Gate open.
The technique involves the user releasing a huge amount of chakra which results in a red aura manifesting around the user. The user then proceeds to dash towards the opponent at such the speed that it distorts space in the users immediate vicinity. In essence, the user delivers an extremely powerful kick that completely destroys the opponents body and is capable of dealing damage even without direct contact. It ofcourse comes at a price as it completely shatters the bones present in the users leg.

I'd say this is the most straightforward and simple EIG technique because in terms of how it is performed, there is nothing special. Theres no thousand punches or kicks involved, no launching the opponent into the air etc. It's a simple technique where the user dashes towards the opponent and delivers a kick. I'd say it's like an extreme version of Dynamic Entry. To be perfectly honest, I personally think that theres no counter to this technique. There may be techniques that could be used to avoid it such as the Kisei technique Apparition (Assuming the opponent somehow is able to see this coming), but there is literally no way to defend against this because it would require the opponent to mount a defence against a technique that delivers +330 damage and it happens when the user himself moving at x8 speed.

Nonetheless, all of this comes at a price as the speed and power required to perform this technique results in the user dying the very next turn. To be precise, the massive amount of heat generated turns the users body to ash and it simply crumbles away.

I've a couple of questions regarding this technique and EIG in general.

1. It states that the user dies in the following turn. Does this mean that the user dies at the end of their next turn? As in, could the user perform any additional techniques in his next turn before he dies? Or that he dies in the next turn and can't really do anything throughout that turn.

2. Heres the quote

When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns.


So my question is, how exactly does it work? Does it work like A or B? Cause I'm honestly not sure whether the Turn we activate EIG is considered the First Turn of EIG or not. Cause if so, the very next turn would be the Second Turn of EIG and hence, we'd be required to activate the next Gate in that turn.

A.
Turn 1: 1st Gate Activated [1st Turn of 1st Gate]
Turn 2: - [2nd Turn of 1st Gate]
Turn 3: - [3rd Turn of 1st Gate]
Turn 4: 2nd Gate Activated [4th Turn of 1st Gate]
Turn 5: - [1st Turn of 2nd Gate]
Turn 6: 3rd Gate Activated [2nd Turn of 2nd Gate]
Turn 7: - [1st Turn of 3rd Gate]
Turn 8: 4th Gate Activated [2nd Turn of 3rd Gate]

B.
Turn 1: 1st Gate Activated [1st Turn of 1st Gate]
Turn 2: - [2nd Turn of 1st Gate]
Turn 3: - [3rd Turn of 1st Gate]
Turn 4: 2nd Gate Activated [4th Turn of 1st Gate/1st Turn of 2nd Gate]
Turn 5: 3rd Gate Activated [2nd Turn of 2nd Gate/1st Turn of 3rd Gate]
Turn 6: 4th Gate Activated [2nd Turn of 3rd Gate/1st Turn of 4th Gate]
Turn 7: 5th Gate Activated [2nd Turn of 4th Gate/1st Turn of 5th Gate]
Turn 8: 6th Gate Activated [2nd Turn of 5th Gate/1st Turn of 6th Gate]
 
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The turn you activate anything is considered the first turn of it. The first turn then extends through your opponent's move and ends as your next move begins, i.e. the second turn. By adding two turns to your Gates you get the turn during which you activated the Gates and the following turn. The catch is that you have to open another Gate during your following turn (i.e. the second turn) because your Gate does not last to the third turn. I hope that makes sense.

As for Night Guy it truly, to me, embodies the EIG; it's fast, it's loud and it's powerful. The Gates are just multipliers to your speed and power, not to your tactical ability. These Gates can come back to bite you if they're 'popped' at the wrong time or used inefficiently. Of course, like you I have a hard time imagining anyone taking this technique head-on and surviving, but even if you win a fight with this, if you're in the NW your journey is over... and who would spam this in the BA, right? That's one of the reasons why we rarely see these high-ranked EIG techniques used on the site. At least that's my theory.

You've analyzed most of the techniques on the list, at least the big and scary ones. So, let me ask you, which of the techniques on the list do you find most useful overall, and do you overall see yourself using these techniques, or something else like Goken (our basic, canon Tai list) and/or NB Tai?
 
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