[Suiton] Pekoms

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Noni

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Re: Suiton

Question: Generally speaking, how much water is formed and can it potentially be enough to form a body of water?
It would not create an "ocean" like water, but it is a lot. Looking at it in the anime, I would say a large pound size? Its actually very interesting, I think the more you focus the more water can be added. Maximum I think it can create an efficient water source, not like exploding colliding wave but it is quite sufficient.


(Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 20 (-50 per turn while trapped in the vortex of waves)
Damage points: N/A
Description: The user will first perform the Dog hand seal and release his chakra into the atmosphere which will then create an accumulation of large storm clouds in the sky, which in turn produces rain. The large amount of rain falling all around can then be turned into a large wave of water which sweeps the enemy off their feet while wrapping around him and binding him in the flow of water around him. While the targets are trapped in the water, their chakra will slowly be drained away. The water vortex can be sustained and controlled for up to two turns as long as the user keeps the dog hand seal made.

A pretty straightforward technique. The user will do one hand seal release their chakra in the sky creating clouds which begin to rain at a tremendous rate. The rain shoots down which can create waves of water that can act to wash away the enemy when the water reaches its peaking point. Note it does take some time before it releases that much water, so be sure to keep the opponent distracted. Now the water can easily restrict the opponents movement and sap the opponents chakra away. This will weaken them further. Note you must keep your hand seal or remain concentrated to the rain fall. You can keep it going for two turns. I recommend getting a clone or ally to do the hand seal and you can send attacks while the opponent is restricted. The rain can even be used as your own water source.

---------------------------------------------------------------A-Rank

(Suiton: Daibakufu no Jutsu) - Water Style: Giant Water Vortex Technique
Rank: A
Type: Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: After doing the needed hand seals Tiger β†’ Ox β†’ Monkey β†’ Rabbit β†’ Ram β†’ Boar β†’ Ox β†’ Horse β†’ Monkey β†’ Tiger β†’ Dog β†’ Tiger β†’ Snake β†’ Tiger β†’ Ox β†’ Monkey β†’ Rabbit β†’ Bird, extends water over a large scale, surges and rises up to several dozen meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair amount of chakra.
Note: Technique Requires a water source.

Another very long hand seal set jutsu which is probably the biggest downside but it is a great jutsu I recommend it. After performing the hand seals the user will manipulate water in the nearest water source to rise and then release it towards the opponent as a powerful wave of water. The sheer power can push an opponent back serious meters as well as catch him in the water, since it moves so fast the opponent will barely be able to move let alone use a jutsu while being washed away. It can cause terrain change which basically can destroy trees with ease and flood the whole area with water, this can harm fire users as well as destroy areas of mountains and damp the ground. It is a devastating streaming technique that can be used as a finisher. Covers a very wide and long range as well.

(Suiton: Senkogenma Kujo) – Water Release: Flash Grinding Destruction
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage point: 60
Description: As his opponent is standing on a source of water, the user will create. four sharks of water. Those sharks will rush at their target, come out and knock the opponent high into the air. breaking several of his bones in the process. Then, as his enemy is in a very vulnerable position, the user can freely attack with swords or other ninja techniques.
Note: Requires a water source.

Okay your opponent will have to be on the water source. The user will summon 4 sharks of normal size which race towards the opponent, note you must keep concentrated towards the sharks during their attack. Then they will all try to clash with the opponent aiming to send him high into the air. After that, the sharks are released and you can begin to the next jutsu which can be anything. The opponent will be in the air with several broken bones so a simple finisher is what I recommend, the sharks are able to follow the opponent up to short range as long as the user keeps concentration towards them.
 

Pekoms

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Re: Suiton

Perform the technique: Making the Dog hand-seal, Koumei then releases a substantial amount of his chakra into the air above his opponent. Quickly, large storms clouds begin to form and release raindrops with incredible speed, which are then manipulated to form a wave aimed at the opponent. Once the opponent is struck by the brunt force of the wave, they'll find the water restricting their movements and absorbing their chakra as they hopelessly struggle to escape.
Creative uses/strengths: Eh, I suppose one could use this technique as a setup for a powerful lightning technique or possibly, a a compressed wind technique. Though it doesn't directly damage the opponent, the fact that it can drain a fair amount of chakra each turn could be see as better, given it also traps the opponent.
Drawbacks/counters: I feel like though this technique only requires a single hand-seal, the full course of the technique is quite long and obvious to an opponent. Most opponents will have access to attacks/defenses much quicker. Should the opponent not counter immediately, they can hide underground via and earth technique and shift away from the water. The user can also make a wall of earth or a tornado wall to draw in the water.



Perform the technique: Performing a long sequence of hand-seals: Tiger β†’ Ox β†’ Monkey β†’ Rabbit β†’ Ram β†’ Boar β†’ Ox β†’ Horse β†’ Monkey β†’ Tiger β†’ Dog β†’ Tiger β†’ Snake β†’ Tiger β†’ Ox β†’ Monkey β†’ Rabbit β†’ Bird, Koumei then releases his chakra into the water in his immediate vicinity. As his chakra is released, he begins to manipulate a sizable volume of water up into the air several meters. Just as soon as the water rises, it comes cascading down with incredible forces towards the opponent.
Creative uses/strengths: I might use this technique in tandem with a clone/summoning's use of an earth technique creating spears/spikes behind the opponent that impales them when they are blasted back several meters by the water. Using a long-distance lightning technique as a followup also works quite well, as the opponent will be soaking wet and fairly injured.
Drawbacks/counters: This technique requires a lot of hand-seals, making it really hard to use in a timely manner unless one happens to have a water affinity. I feel like Water Release: Water Snakes Mouth is a bit more viable as it requires far less hand-seals and no water source, though it's also somewhat weaker in terms of raw power.



Perform the technique: Releasing a fair amount of chakra into the water near his opponent, Koumei disperses it into four equal quantitates that then assume the appearance of sharks via shape manipulation. All four sharks immediately rush towards the opponent and emerge from the water to smash them high into the air so that he may finish them off.
Creative uses/strengths: This technique is both fast and strong, as it requires no hand-seals and can break bones. The opponent must deal with all four of the sharks and should they fail to do so, they will be knocked up into the air allowing for a followup.
Drawbacks/counters: This technique requires a water source, so the best way of dealing with this technique is to disrupt the water with one of many earth techniques. One could also evade the incoming sharks and move to attack the user directly.
 

Noni

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Re: Suiton

Hand seals as weakness are always gonna kinda be there, try to see if you can look at it in a little bit more different light for the following techs from now on.


(Suiton: Suijinheki) - Water Style: Water Encampment Wall
Rank: A
Type: Defence/Supplementary
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: This defensive jutsu creates a wall of water around the user. The user will use the following hand seals to activate the technique Tiger β†’ Snake β†’ Rat β†’ Snake β†’ Tiger. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out in the form of a circle around the user, and it makes for a defence without openings. It is also possible for the user to control the amount of water and duration at will. Furthermore, because the field of vision is maintained even while defending one can easily go on to the next move, which is a great advantage. The wall can also be formed from a pre-existing water source.

A great defensive jutsu. The user after doing the long but required hand seals they will spew out a large amount and form it around themselves in a circle and acts as a barrier. This jutsu is very efficient defense being A-Rank in power it can easily be able to intercept many attacks. It has no openings neither making it quite solid for your benefit. Now a great advantage is though its a dense water wall their field of vision is still in tact and basically can still see through the water and notice everything going on. It takes away the disadvantage many defensive walls have. Also this water cna be manipulated as well to make attacks with it. So you can both defend and attack by manipulating it as your own water source.

(Suiton: Kōka Suijin) - Water Release: Hard Whirlpool Water Blade
Rank: A
Type: Attack
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user makes the water under the enemy explode, launching them into the air. Then the user jumps above the enemy and creates a large whirlpool around his arm, striking the enemy with it and creating a large water explosion.
Note: Water source required.

A multiple performance jutsu. The user will create a water pool under the opponent and launch them in the air, at the same time they are launched the user will also jump and appear from behind generating a large amount of water around his arm and strike the opponent. Causing a very large explosion of water. Evasion is tough mid-air as well as it is very deadly for a jutsu. The opponent will have several broken bones and surviving this jutsu would be tough. Now this is a combo in itself but being able to distract the opponent before hand is best. Also if you are ever launched in the air, it will not cause harm, the damage comes from the punch. Best thing to do while mid-air is create a armor, or try to blow away.

(Suiton: Mizu no Tatsumaki) - Water Release: Tornado of Water
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: After performing the Ram β†’ Horse β†’ Bird the user is able to create a technique that utilizes water to create a spinning water vortex around the user. The water vortex acts both as a barrier and an attack mechanism. The power of the vortex is enough to knock an opponent unconscious.
Note: Requires a nearby water source

Okay after doing 3 hand seals the user will manipulate a near by water source close range of them and manipulate it to spin around the user as a tornado. The main purpose of the vortex is to simply defend from incoming attacks since it can be used as a barrier as well as if the opponent is hit by the barrier it can easily impale them as well as push them back due to the force it gives off. The user is able to move around up to long range and can attack multiple opponents. They move at regular speed so they are traceable with the naked eye. Two obvious ways to counter is the opponent will be open to lightning attacks as well as you can simply hurt the base of the vortex on the ground so making the ground shake will force it to disperse and lose shape. Their are many other counters. You can't do any other jutsu attack while performing this technique and must keep focus on it. Also as seen when used in the anime you can see through the vortex making it able for you to move freely.
 

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Re: Suiton

Perform the technique: Forming a relatively short sequence of hand-seals: Tiger β†’ Snake β†’ Rat β†’ Snake β†’ Tiger, Koumei releases a large amount of chakra from his mouth. As the chakra is released, it immediately assumes the form of water and swirls around the user in a full circular pattern, with height reminiscent of a fence.
Creative uses/strengths: So the best thing about this particular technique is that not only is it a powerful defense, it can be used to set a followup with the leftover water. Several water techniques could be used immediately after it, and of course having good visibility also means that the user can respond accordingly to any counter the opponent may decide to use.
Drawbacks/counters: Though it may have no openings, the user could potentially be on land when using it, which means earth techniques could be used to strike from below. The user must also be wary of attacks that come from above, so really, anything that doesn't move in a straightforward, linear trajectory could potentially bypass the water fence.



Perform the technique: Releasing a large amount of chakra under his unsuspecting opponent, the already present water explodes upwards with such force that the opponent is sent high into the air. Not wasting a moment, Koumei then leaps up above his target and strikes them his right fist, which has a large whirlpool rapidly spinning around it. Upon contact, a yet another explosion occurs, however, this time the opponent is sent crashing down with several broken bones and bruises.
Creative uses/strengths: The best thing about this technique is the speed in which the initial stage acts, which knocks the opponent high into the air. Really, one doesn't even need to continue with the second component, and they can instead follow up with a different technique whilst the opponent attempts to safely land. The full technique would however work quite well in true CQC combat.
Drawbacks/counters: Obviously the greatest drawback to this technique is that it requires a water source and being able to engage the opponent in CQC. When the opponent gets knocked up into the air by the initial step of the attack, they could simply use Wind Release: Wind Stream Technique to propel themselves safely away. Many fast techniques can force the user to cancel the second step of the technique, so the focus should be with countering that part and not the initial phase.



Perform the technique: Forming a few hand-seals: Ram β†’ Horse β†’ Bird, Koumei releases his chakra into the water beneath his person and manipulates some of it to rise up in a towering spiraling vortex in his immediate vicinity.
Creative uses/strengths: This technique makes for a strong defense, as it boasts enough force to knock an opponent at out contact. The mobility and visibility are nice features too, which are not often seen in most defensive water techniques. As tall as it is, the user need not worry about most techniques that would normally bypass the Water Release: Water Encampment Wall from above.
Drawbacks/counters: The greatest drawback is that no other technique may be used so long as it is active. Yes, the water is quite strong and user can move a great distance with it, but nonetheless it remains close to the user's body. Piercing lightning release attacks or an attack from beneath the user can make it really hard for them to cancel their technique and then properly respond to incoming attack.​
 

Noni

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Re: Suiton

The water encampment wall can cover you above, like a roofing. So aired attacks are protected actually. Also CQC can be an advantage in some ways, depends on your style of combat.


(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Rank: A
Type: Offensive,Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

Okay now this jutsu is very similar to the weaker version and in our RP we use it the same way. The main difference is the opponent will create a giant orb of water that covers the whole area. But that is useless and mainly a double edge sword since you might hurt the opponents movement the same is done with you. The only major difference is if you have a Kisame bio who can swim and breathe under water. So basically this used the same way as the previous one just much more water, ocean like actually. As well as the water is spew with intense speed and powerful vortex that it can crash into the opponent and hurt them as well as drown them underwater. Note this is a streaming technique so you will constantly have to release it which can be dangerous.

(Suiton: Mizu Shishi) - Water Release: Water Beast
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user after performing the Dog β†’ Horse β†’ Monkey β†’ Ram and by manipulating a pre-existing water source and transforms it into a giant wolf-like beast. The beast can launch powerful streams of water from its mouth equivilant to B rank, or sweep the area with its claws to let a powerful torrent of water to wash away the enemies.
Note: The Water Beast remains active for three turns

One of my favorite techniques. The user will do the four required hand seals and manipulate a water source around the area to create a large wolf like beast. Its large in size and power. It can deal some serious damage by either releasing a stream of water or sending a torrent of jet claws towards the opponent as a projectile both B-Rank in power. It can be handy for us as a last resort and to always stay on the offense. Now of course to control the beast you must keep focus, which is safe to say it can harm you especially from snick attacks. So the best thing you can do is have clone or ally to keep it stable and moving. It can also be used to defend attacks since its water is very dense and hard certain attacks it can intercept. Note the beast remains on the field for 3 turns until it disperses or the opponent decides to destroy it. Simple counters is trying to lose the beasts shape. One method is making mud appear from under to lose its balance and tip over. From an attack they are quite simple and straight forward walls, evasion methods, overpowering attacks, ect. Combos are many with this tech as well.
 

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Re: Suiton

Perform the technique: Forming just the Ram hand-seal, Koumei expels a large amount of chakra that immediately forms into a massive amount of raging water. As the water moves to cover the entire area, it rises up and forms a giant orb to entrap both the opponent and the user, as well as their summonings.
Creative uses/strengths: So, this technique creates a massive amount of water easily capable of entrapping not just people, but even summonings. Many techniques will be impossible to use once the giant orb has been finished and this technique is a great way to brutally restrict an already wounded opponent, which is quite nice if one wants to capture their target for whatever reason. This technique works really well with aquatic summonings.
Drawbacks/counters: I think the greatest strength (size) can also be the greatest drawback, as both the opponent and the user will have to tailor their moves to be feasible with such a large quantity of water. Just as the opponent won't be able to use a great deal of techniques, so too will the user so long as they remain inside of it. Also, without gills or a rebreather, there will be a limited amount of time that either party can remain safely inside the orb without drowning.



Perform the technique: Forming a few hand-seals: Dog β†’ Horse β†’ Monkey β†’ Ram, Koumei releases a large amount of chakra into some nearby water and has it assume the form of a large wolf-like beast. As soon as the beast has fully formed, it leaps forward before just as quickly releasing a strong stream of water right at the enemy.
Creative uses/strengths: This technique essentially creates another entity for fighting, and as it is made of water, it can be used somewhat recklessly without any true risk. This technique seems to be very good from a chakra standpoint, as it can last a total of three turns and also release B-Rank streams of water from its mouth from any range. So long as a clone or ally is using this technique, one can also time attacks for combinations and what not.
Drawbacks/counters: The required focus necessary to maintain this technique is probably the biggest drawback. As you've said, earth techniques that produce mud can be used to distort the shape of the technique and thus nullify it. Other water techniques too can completely disrupt the technique's form, if say the wolf-like beast gets caught in a large whirlpool/vortex, etc.​
 

Noni

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Re: Suiton

(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The will clap his hands and slam them on the ground, creating a large pool of water that gushes upwards lifting the opponent into the air. After firing the enemy into the air, pool of water shoots numerous water bullets at the (now airborne) enemy while the user does the Bird β†’ Dog β†’ Snake β†’ Rat hand seals which forms the water in the pool into a water dragon which attacks the target, grabbing it and forcefully bringing it crashing into the ground. Tobirama Senju does this technique with his own specific hand seals, similar to how he does some other water techniques.

One of the most advanced techniques in the water section and a personal favorite to use. The user will summon a pool of water under the opponent and then have it rise a rapid pillar which will send them high into the air. As they are in the air the user will manipulate bullets of water from the pool previously to shoot at the opponent impaling him as well as making things virtually impossible for movement while getting hit. After the bullets have hit the opponent while he is still in the air, the bullets will reform right behind him, after doing the three hand seals, and create a large water dragon which attacks him from behind where the opponent will be unable to even notice the dragon. So they will most likely not expect or notice the dragon, the dragon will crash them from behind and carry them back to the ground with tremendous force. This jutsu as you notice has many steps to it and can be taken advantage of when to counter, the best time is when you feel the water on your feet to try and make a counter as soon as possible, don't wait when you are sent in the air for you the bullets will already be sent as the hand seals are being done so manipulating chakra will be too soon. So make sure you try to counter while the water is on your feet and while being launched you execute it. You can though create a dense armor which can help withstand the attacks as well or you can use a wind stream to quickly evade back. Its hard to make combos something basic is to distract the opponent before using this jutsu. Its a destructive jutsu and can easily harm the opponent if caught. Its a great jutsu in terms of range as well, basically anywhere the opponent is they can use it on the terrain when it comes to range.

( Suiton: Arekuruu Hayase ) - Water Release: Raging Rapids
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: Using their skills with Water Release, the user generates a powerful vortex of water around their enemy with a swing of their arm that sends them flying upwards and then dispels it with another hand gesture. (Requires a water source).
Note: Tobirama and Mei terumi can perform this without a water source.

Similar to previous techniques. While the opponent is on a water source or close to it, short to mid range to be exact. The user will simply swing their arm and cause a water vortex to appear around the opponent. The water will then shoot the opponent high into the air, the impact it gives off when it sends the opponent in the air is where the damage happens. Certain combos can be when the opponent is in the air to send a air attack like dropping lid to crash them back down onto the ground. After they are sent in the air though you must do one more swing of the hand to stop the vortex releasing it so you can move onto the next jutsu.
 

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Re: Suiton

Perform the technique: Clapping his hands and then slamming them on the ground, Koumei quickly creates a large pool of water beneath his opponent. Gushing upwards with great power, the opponent is also sent high into the air where they are then riddled with small bullets of water. Koumei then forms a few hand-seals: Bird β†’ Dog β†’ Snake β†’ Rat, and then has all the water bullets accumulate above the opponent in the form of a dragon that then descends with enough force to send the opponent crashing into the ground.
Creative uses/strengths: This technique is quite thorough in its power, as once the opponent fails to defend as soon as they can, they run the risk of severe damage if not death. This technique would work well with something like Lightning Illusion Flash of Lightning Pillar, as it would blind/disorient the opponent and make reacting to the water technique very difficult. Having a clone or ally on standby for right when the opponent comes crashing down is also a good way to work. The opponent would truly be in a bind. Essentially, no one can really afford to get caught in the full technique, whereas many other water techniques up until now are considerably less dangerous.
Drawbacks/counters: The main drawback to this technique is that as many steps as there are, there is some room to counter before the technique has fully run its course. I concur that the best time to counter is as soon as possible. Earth Release: Greater Mudshot and a few other, fast techniques, can disrupt the formation of the water at its earliest stage. If the first and most simple segment of the technique is countered, than the more complex and physically damaging components are moot. With a strong enough supplementary armor, one can also avoid the brunt of the offense, though they are still at risk of a followup.



Perform the technique: Releasing his chakra into the water around his unsuspecting opponent, Koumei manipulates the water to rise in the form of a powerful vortex that with a swing of his right arm, sends the opponent flying upwards with great force.
Creative uses/strengths: This technique is quite fast, so the opponent will have little time to counter. Once they're in the air, the user can then form a variety of combinations to further wound/kill the opponent should they not be prepared. Once again, I see an illusion of some sort being useful, as the opponent will have even less time to deal with their predicament as they try to dispel the illusion.
Drawbacks/counters: The primary drawbacks to this technique are the need for a water source and that its run its course as soon as the opponent is up in the air. Yes, it leaves the opponent susceptible to followup attacks, but it also provides them with time to safely evade. One could use Earth Release: Earth Spear Technique to soak up the brunt of the attack, and once they're in the air they can use Wind Release: Wind Stream Technique to shift away from any followup attack.
 

Noni

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Re: Suiton

I like using the mud swamp or a mud surface of lower rank for the water dragon bitting explosion, literally slam them in the mud and force them to sink, suffocate, and you can even play with em some more if you are into that stuff.

Ya seem to got the hang of it, go to Dork and have him finish up those S-Ranks.
 
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Re: [Suiton] Pekoms

(Suiton: Suidanha) Water Release: Severing Wave
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:After doing the Tiger hand seal, the user will quickly exhale a very thin stream of pressurized water that will be able to cut even rock. The most noteworthy feature of the technique is how fast the stream is and how sharp it can be. By moving his head, the user can alter the jet's cutting path, creating longer cuts or affecting bigger targets.

Okay one of the more destructive jutsus when it comes with precision. You will first do one hand seal and release a very thin stream of water that is heavily condensed. It has the slicing power to cut through trees with ease and other material. Needless to say it can impale the opponent with ease on contact. Its a very fast moving jutsu when released as well, it has the type of speed that reminds me of a standard wind jutsu. The user while releasing the stream can move their head around to redirect the attack how they want, this means you can attack multiple opponents or constructs at once. It can travel a long range as well giving mobility to it. Being a stream technique you have to constantly send it meaning it might not work well with combos alone, it could work as a good finisher though but know that it can leave you open.


(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

This technique is very similar to the Severing Pressure jutsu, but not as concentrated; it's a larger stream, rather than the thin version of SP. In this way, it allows you to have a larger margin for error, while still having a fairly powerful destructive force like the other jutsu. It's also a good technique to build up a lake of water if you have a crater, especially as a secondary usage of the technique; try to attack, but they dodged so now you have a lake to use. But this technique uses no handseals, and is simply exhaled like many fire or wind techniques. Finally, it's a stream technique, so combinations aren't terribly amazing with it without a clone of some sort, but that also allows you to change the direction of the jutsu, so there's some give and take in this regard.
 

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Re: [Suiton] Pekoms

Perform the technique: Forming just the Tiger hand-seal, Koumei quickly exhales a remarkably thin yet powerful steam of water from his mouth. Applying as much pressure as he can to the water stream, it can gains enough power to almost resemble a wind technique as it slices through nearly all obstacles in its trajectory.
Creative uses/strengths: Though it's a stream-based technique, it does boast great power, range, and speed. Unlike many water techniques that strike with just blunt force, this technique has the potential to seriously maim even large summonings with little difficulty in most situations. It doesn't have much room for followups, but it is certainly a powerful finish, so anything capable of even moderately distracting/slowing the enemy can greatly increase the chance of this technique landing.
Drawbacks/counters: The only real drawback to this technique is that the stream is very, very narrow, so evasive techniques are suitable for countering. Only truly powerful defenses can stop this technique, so the enemy just needs to use some of the more basic techniques (Wind Release: Wind Stream Technique, Earth Release: Earth Release Technique) to avoid the initiate release of the technique and then quickly assault the user so as to force them to cancel the stream.



Perform the technique: Kneading a great amount of chakra in his chest, Koumei channels it up and through his mouth in the form of a powerful torrent. The sheer volume of water, with some time, begins to form a sizable water source out of the numerous large craters comprising the terrain.
Creative uses/strengths: The best thing about this technique is that it can be both a powerful offensive move, and when done, it can form water sources for future moves. It's not likely to be as fast or brutally forceful as the Severing Wave, but its ability to also press through most obstacles is useful. I'd say having a clone on standby to take advantage of the forming water source could be viable, as the opponent would also need to be wary of the stream itself. It's larger width also makes it a bit easier to combo with via a clone/summoning.
Drawbacks/counters: It's a very simply and powerful technique, so at best the simplicity and stream-based nature are the only potential "drawbacks". Though the stream is not as narrow as the Severing Wave, it is still not nearly as large as many other water/elemental techniques, so evasive techniques are still most suitable outside of a powerful earth counterpart. I'd say it'd be best in most situations to evade the initial release and create a large chasm beneath/nearby the user forcing them to halt their technique whilst also having much of the potential water source drained.​
 

Sharingdork

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Re: [Suiton] Pekoms

I like the way you think... Though just keep in mind that water sources are only created if the field is scarred/has depressions which can be filled (though I'm sure you know that, just needed to say it).


( Suiton: SuijinchΕ« ) - Water Release: Water Encampment Pillar
Rank: S
Type: Defence
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: A defensive technique where chakra kneaded inside the body is converted into water, and then expelled from the mouth in a dense torrent, effectively creating a near instantaneous barricade that can be used to intercept incoming attacks.

This technique uses the tiger handseals, and allows you to simply build up chakra within your body and expel a great deal of water from your mouth in a torrent. Afterwards, you form that water into a large barrier which appears to be like a bowl; curved away from yourself to "catch" an incoming attack. This barricade is effective to stop any Katon jutsu, and a great deal of other techniques. Even Doton, up to A-rank, can be caught by this barricade and stopped. But, since it's also a stream technique, you will need to watch out for Raiton techniques which can be conducted through the water and down into your body, electrocuting you. But aside from that, this technique is near-instant, requires no water source, and can stop a great deal of techniques, even solid ones, making it very versatile and useful.
 

Pekoms

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Re: [Suiton] Pekoms

Perform the technique: Kneading a large amount of chakra inside his body, it is then simultaneously converted into water as it is expelled from Koumei's mouth. As the water is released, it forms a very large, dense torrent serving as a barricade against the incoming attack.
Creative uses/strengths: The best characteristics of this technique are its speed and sheer size. From the manga, Mei's usage of this particular move dwarfed even one of Madara's fire techniques, which means it can easily overpower high-level fire techniques. Something like this could be used to fulfill a few roles at once, as the sheer volume and power can sweep away oil/sticky substances (water)/traps/etc whilst also moving to block any incoming attack. This technique can easily be used to take on multiple opponents and having an ally of some sort to combo with it can make this technique particularly powerful. Wind Release: Pressure Damage or other wind release technique can greatly enhance this move and turn it into a strong offensive tool if desired.
Drawbacks/counters: It's a purely defensive move with no damage points, so even if the opponent's incoming attack is halted, the water defense poses no risk to them. Strong enough earth/metal attacks can still overcome this technique, on top of lightning techniques potentially shocking the user in the midst of streaming this. It is a stream-based technique, and I feel that this is more of a drawback than some other water techniques because it is also a purely defensive move, leaving the opponent with a fair window of opportunity to followup with yet another attack as soon as their own technique has ended (if projectile).
 
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