[CJ] Peanut Butter, Jelly, Milk

Jᴀʏ

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Raiton: (Farao kesshō hogo) — Lightning Release: Pharaoh's Plasm Protection
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: An advancement of the plasma ball technique. The user will manipulate their chakra to create a golden 360 degree plasma- like barrier of an extremely focused nature around them. Able to serve as a formidable defense, even from techniques as wide-ranged as the Quicksand Waterfall Flow technique. Unlike the initial "Plasma ball technique" which it is derived from, the barrier is capable of manifesting whips from any part of its being. The whips are of a focused nature, exhibiting a somewhat similar solid tangibility to that of chidori true spear. However not to the same extent and thus are more free flowing making them capable of physical actions such as piercing, grabbing, constricting and actions similar. Allowing them to be able to be used in a number of ways. For example having a whip wrap around a sword and proceed to attack with it, or simply controlling a whip to go forward and impale an opponent. The whips are able to extend to mid-range, and there is no limit to how many whips can be manifested. Logic applies of course in the sense that with every additional whip the strength of each individual whip weakens. The user can only use lightning release, basic chakra techniques and physical based techniques while sustaining the barrier. However releasing whips from the barrier cost a move. Another unique effect is the barrier passively releases a surge of electricity into anything it touches, having it conduct (This is A rank and costs an additional move). Also similar to the initial technique, the user can choose to release the barrier, however in a more refined state. Able to release it in a wave from any direction or release it as a 360 degree omnidirectional wave. Due to how focused the barrier itself is, it doesn't retain any shocking or numbing properties, nor do the whips retain such an ability. The technique can be seen as an advancement of the initial plasma barrier technique in regards to an addition of shape manipulation and refinement in control and intensity being more focused. Still however, retaining a few of the limitations of the original technique. Such as only being able to release the barrier up to mid-range, which also applies to the extension of the whips.

Note: Can only be used two times per battle
Note: The technique lasts a maximum of 3 turns
Note: Only Lightning, physical, and basic chakra techniques can be used while sustaining the barrier.
Note: Releasing whips costs an additional move
Note: Having something conduct lightning from contact counts as an additional move
Note: Being released in a wave ends the effects of the technique
Note: 2 turn interval before the technique can be used again
Note: The maximum size of the barrier is short-range and the whips are what enable this technique to reach up to mid-range.
Note: Can only be taught by Yusei



(Kemuri: Shōten) — Smoke Art: Focus
Rank: N/A
Type: Supplementary, Offensive, Defensive
Range: Short - Long
Chakra cost: +10 to a technique
Damage points: N/A
Description: Focus is a passive technique meant to give smoke techniques a tangible property allowing them to act as solids in their interaction. This is achieved through expending additional chakra to focus on condensing while pressurizing the smoke. Doing this allows the user to passivley have their smoke techniques act solid similar to how in the anime and cannon smoke body technique a smoke user was capable of having their intangible body manifest as solid to interact with the physical world. Doing this does not boost the powers of a technique whatsoever. However the smoke techniques now gain the ability to do physical damage depending on their rank making smoke techniques that were originally supplementary in nature now capable of being offensive and or defensive. With the form of damage capable of being either blunt or sharp depending on the shape solidified.

Note: The user can either post this on their bio or mention it at the start of a battle
Note: The manipulated Smoke needs to be a distance of atleast 5m away from the enemy
Note: Can only be taught by Yusei

- Learning this From Yusei, and teaching this to Yusei and Joker

(Fuuinjutsu: Burakkusandā) - Sealing Arts: Black Thunder
Type: Defensive/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Black Thunder is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Hiding in Camouflage". The user upon using an offensive or even a defensive technique, will simultaneously lace this jutsu in a seal with the kanji for hide. The technique will than seemingly disappear, when in reality the seal simply manipulates how light is reflected around the jutsu, the seal also effectively erases the techniques shadow and scent, exactly like that of the Hiding in Camouflage jutsu. This technique can be initiated just as the offensive of defensive technique is being formed so as to not leave any moment in time where the technique being utilized is visible. The technique despite being invisible will still retain all of it's properties, such as audibility, and after coming in contact with an enemy technique or jutsu will become visible.

Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn

(Fuuinjutsu: Shifuto Shio) - Shifting Tides
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Shifting Tides is an advanced fuuinjutsu technique that is to be used in conjunction with another technique, be it elemental, or basic ninjutsu anything that requires chakra. By adding an extra to seal to an existing set, the user will focus their chakra around an attack, or defense. This chakra solidifies itself into an extremely malleable barrier capable of taking on any shape the user desires. The barrier, when first formed is invisible, and can only be seen when the user applies one of the functions of this technique. As a result of this shift, the technique encased by this barrier can do one of two things. The first would be to condense it's shape and size. An example of this would be condensing a colossal fireball, into an single arrow composed of the flames. This allows the encased moved to be come more compressed and focused, giving it a rank in strength and durability at the cost of it's area of effect: meaning the user is capable of increasing the power of a technique by decreasing it's size. The second usage would be to expand it, the barrier surrounding the technique is capable of mimicking its properties, effectively transforming into the technique itself resulting in a larger technique. This in turn allowing it to cover ground at the cost of a single rank, in this case the user could transform a blast of water into a tidal wave.

Note: This technique can only be used a maximum of for times per battle. This technique can be used in the same time-frame as the technique being empowered however, it will still consume a move-slot.

(Futon: Wāmuhōru) — Wind Release: Wormhole
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: Wormhole is a rather unique wind technique similar to that of the "Lightning Blades Levitation" technique, while launching a technique or weapon the user will veil their wind chakra over it. This can be performed for techniques expelled from one's mouth, launched from one's hands or spawned on the field. Simply through the addition of a single hand-seal, the user will veil their wind chakra over said entity, this chakra will initially be dormant and upon reaching a certain distance the user can click their teeth activating the chakra (or choose to activate it the instant it is created). The activation will enable the user to propel the technique and alter its trajectory in order to get around an enemies counter, or simply fool the opponent into launching a technique in a certain direction. The user can choose to redirect the affected entity in whichever direction they please, and can continue to change the direction as long as the affected technique is not destroyed. This technique basically enables the user to manipulate entirely not only the trajectory of the technique, but how this technique moves. The user is essentially telekinetic-ally controlling it, this jutsu can be applied to an allies weapons/jutsu as well, and the wind in no way contributes to the techniques overall power. The wind veil in no way is able to alter the malleability of a technique, meaning in the case of something like a rising earth pillar, the wind veil will be unable to direct it's trajectory. This does not mean this technique is unsuitable for all earth techniques (earth projectiles can be redirected/boosted). This technique works best on projectiles/streams/blasts.

Note: This technique can be used a maximum of four times per battle. No S rank or above wind techniques in the same turn. Technique can be applied to any basic element (KG/HA/AE/CE as well) as long as it works logically. Can only be taught by Jay.
 
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Jᴀʏ

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Trick Archery

(Torikkuācherī) - Trick Archery

Type: Fuuin-Buki-Ninjutsu

Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village

Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched.

The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style.

Example Techniques:

(???) - Grasp of the Archer
Type: Offensive
Rank: S-Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive.

(???)
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace.

(???)
Type: Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks.

Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi.

General appearance of the wrist launchers [ ]


P a t e n t C e r t i f i c a t e

Joker, our loyal member, gave on the 30th of June 2016, a request for a Patent on the Custom Fighting Style Torikkuācherī | Trick Archery. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Torikkuācherī | Trick Archery
Powered by Lord of Kaos
Copyright 2016, Joker, NarutoBase.net

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Learning this from Joker as well.
 

Jᴀʏ

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(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (seal is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.

Note: Can only be used thrice per battle.


(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar. Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.


(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.





(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also an additional usages of this technique called "cyclone" that can be applied to the weaknesses of Pantheonic Dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending into the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to F-Rank earth and water and S-Rank wood.


Note: The "blizzard" lasts indefinitely, however the user is limited to Pantheonic Dust techniques.
Note: No other A-Rank or higher Pantheonic Dust techniques on the turn activated.
Note: The "cyclone" can only be used two times per battle.


(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique will begin with the user forming three hand-seals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone less than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the earth will be grinded into Pantheonic Dust, that will then be manipulated and compressed into a large three-headed hell-hound. The hound itself stands at thirty meters in height and once formed is self sustaining. The Cerberus is capable of performing free-form attacks that reach up to ten meters using its limbs much like the canon "Great Stone Golem" technique. These free-form strikes are S-Rank damage following Pantheonic Dust's strengths and weaknesses. The beast itself is very agile and the user can further compress or expand the size of this hound passively during battle. The beast lasts a maximum of four turns on the field, and can be utilized once per battle.

Note: Can only be used once per battle.
Note: Lasts four turns per usage.



^^^^^ These are the customs I'm learning from you.



(Futon: Ryūjin no Taberu Seiun) — Wind Release: Ryujin’s Devouring Nebula
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Ryujin’s Devouring Nebula is a unique technique that employs the usage of two of Wind Release’ most powerful properties: it’s suction, and sharpness. The user will begin the technique by channeling his wind chakra throughout his body, and releasing it from every pore in his body, he will then perform three hand-seals to form a condensed green or blue dragon, then the user wills the wind dragon to swirl around them at incredible speeds, forming an orb-shaped vortex. This vortex moves at such high speeds that it’s capable of drawing entities towards it slicing them up to ribbons and devouring the technique, person or object entirely. The suction property of this vortex is so powerful (its strength is S Rank, and much like Swamp of the Underworld the enemy must utulize a technique of equal rank to escape it's clutches, this is true for the defensive usage as well) it’s capable of drawing enemies objects and techniques from long range to mid range, from mid range to short range, and from short range straight into the Devouring Nebula. The user has an additional usage of this technique, utilizing the same principles by swirling the dragon in the counterclockwise direction, the user is capable of repelling enemies and other entities surrounding them back, preventing the opponent from entering range to perform their techniques. This technique is capable of pushing enemies, techniques and objects from short range to mid-range, and from mid-range to long range, as this technique pushes the enemy back it is more defensive and thus is easier to perform than it’s offensive counter-part.

Note: Can only be taught by Jᴀʏ
Note: The user cannot utilize S rank or above Wind Techniques in the same turn.
 
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