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That's fine. I'll give you free access to any of my future customs xD You're too nice to me Ms.Lili.
(Katon: Kitsune no Uen ) Fire Release: Devious Fox
After five handseals one places her hand on the ground releasing a string of fire chakra from each of her fingers. These flaming strings travel along the ground extremely quickly that erupt into a series of fire wires which aim to wrap round the opponent burning him severely aswell as restricting his movements. A few questions about this one if I may:
Can the strings be sent out in random directions and controlled once released or are they made to travel straight at the opponent?
Do the strings each erupts into a series of wires or do they erupt all together at once froming the maelstrom of wires stated in the tech?
And lastly, once the strings multiply are they freely controlled by the user or are they made to only multiply once they reach the target? i.e. could you multiply the strings into lots of wires as you release them and have them travel as a mass of wires as opposed to the single strings?
(Katon: Raion no Honba) Fire Style: Lion's Lair
Even though this technique is identical to the water style Piggy Bank i'd say that its pretty different in it's actual uses. As fire has no real physical form it wouldn't pose much of a defense against most elements, only really wind is stopped by the original orb, I stated that I believe Piggy bank to be closing in on the ultimate defense, this in a way is the ultimate set up... it cuts the opponent from view and allows you to power up pretty much anything that you plan on shooting out through the flames, boiling water, melting earth, enraged by wind, hiding the light from lightning and obviously hiding fire too. Now you said that you have never used the water part of your Stag technique, I'd say that used in conjunction with this you have one hell of a barrier, a fire shield which water cannot touch, which at any moment can become a flaming weapon with no real elemental downside.
(Fuuton: Uka Ushi no Nyuujou Kissu ) Wind Release: The Milky Kiss of the Flying Cow
With this technique one uses wind in conjunction with loose materials found on the battlefield in order to create a wind technique with the physical properties associated with an earth technique. The technique comes in the form of a giant cow with wings, the cow is made up of wind and therefore has speed and agility of a wind technique, the difference being that it has the solidarity of earth. This technique can also be used to create up to four smaller cows and the cow(s) can achieve flight if needed.
I'm assuming given the winds physical substance you are able to ride on the winged cows? As if it was an ordinary cow summoning?
Also, I love the way you word your restrictions. "Can't use Wind Techniques above S rank in the next 2 turns" restricting only forbidden techniques but leaving it to be easily misread by mods as you can't use S-ranks either... it's clever xD
(Doton: Kame no Nigasu) Earth Release: The Escape of the Turtle
This is kind of similar to the Piggy Bank and Lions lair techniques in that it quickly creates an orb around yourself which isn't in contact with you forming a near perfect defense in many ways. Aswell as the defense this technique like the others can also serve as an extremely useful offensive technique as by sending the chunks of rock away from yourself you are able to attack every direction at once. By covering every direction at once this stops the lack of sight in the dome from being a real weakness.
(Katon: Kitsune no Uen ) Fire Release: Devious Fox
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user preforms a row of 5 handseals, and places her hand on the ground. From each finger, an extremely fast string runs along the floor, against the opponent, that then multiplies into a series of wires that engolf the opponent, locking his movements and burning him severely.
*Can only be used twice per match*
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user preforms a row of 5 handseals, and places her hand on the ground. From each finger, an extremely fast string runs along the floor, against the opponent, that then multiplies into a series of wires that engolf the opponent, locking his movements and burning him severely.
*Can only be used twice per match*
After five handseals one places her hand on the ground releasing a string of fire chakra from each of her fingers. These flaming strings travel along the ground extremely quickly that erupt into a series of fire wires which aim to wrap round the opponent burning him severely aswell as restricting his movements. A few questions about this one if I may:
Can the strings be sent out in random directions and controlled once released or are they made to travel straight at the opponent?
Do the strings each erupts into a series of wires or do they erupt all together at once froming the maelstrom of wires stated in the tech?
And lastly, once the strings multiply are they freely controlled by the user or are they made to only multiply once they reach the target? i.e. could you multiply the strings into lots of wires as you release them and have them travel as a mass of wires as opposed to the single strings?
(Katon: Raion no Honba) Fire Style: Lion's Lair
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user expels a great amount of fire chakra throughout her body, quickly growing a flaming sphere outwards until it reaches the limits of short range. With one handseals (One hand) the orb condenses on itself, concentrating all on the user's hand, which can then be released as an horizontal crescent.
*The user is covered by a thin chakra coat that prevents the jutsu from burning her*
*The user can't use fire jutsus higher than A rank in the next turn, and will have to wait at least two turns to be used again*
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user expels a great amount of fire chakra throughout her body, quickly growing a flaming sphere outwards until it reaches the limits of short range. With one handseals (One hand) the orb condenses on itself, concentrating all on the user's hand, which can then be released as an horizontal crescent.
*The user is covered by a thin chakra coat that prevents the jutsu from burning her*
*The user can't use fire jutsus higher than A rank in the next turn, and will have to wait at least two turns to be used again*
Even though this technique is identical to the water style Piggy Bank i'd say that its pretty different in it's actual uses. As fire has no real physical form it wouldn't pose much of a defense against most elements, only really wind is stopped by the original orb, I stated that I believe Piggy bank to be closing in on the ultimate defense, this in a way is the ultimate set up... it cuts the opponent from view and allows you to power up pretty much anything that you plan on shooting out through the flames, boiling water, melting earth, enraged by wind, hiding the light from lightning and obviously hiding fire too. Now you said that you have never used the water part of your Stag technique, I'd say that used in conjunction with this you have one hell of a barrier, a fire shield which water cannot touch, which at any moment can become a flaming weapon with no real elemental downside.
(Fuuton: Uka Ushi no Nyuujou Kissu ) Wind Release: The Milky Kiss of the Flying Cow
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 4, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force.
*This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
*Can only be used once every 4 turns, for a maximum of 3 times, given the chakra strain*
*Can't use Wind Techniques above S rank in the next 2 turns*
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 4, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force.
*This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
*Can only be used once every 4 turns, for a maximum of 3 times, given the chakra strain*
*Can't use Wind Techniques above S rank in the next 2 turns*
With this technique one uses wind in conjunction with loose materials found on the battlefield in order to create a wind technique with the physical properties associated with an earth technique. The technique comes in the form of a giant cow with wings, the cow is made up of wind and therefore has speed and agility of a wind technique, the difference being that it has the solidarity of earth. This technique can also be used to create up to four smaller cows and the cow(s) can achieve flight if needed.
I'm assuming given the winds physical substance you are able to ride on the winged cows? As if it was an ordinary cow summoning?
Also, I love the way you word your restrictions. "Can't use Wind Techniques above S rank in the next 2 turns" restricting only forbidden techniques but leaving it to be easily misread by mods as you can't use S-ranks either... it's clever xD
(Doton: Kame no Nigasu) Earth Release: The Escape of the Turtle
Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*
This is kind of similar to the Piggy Bank and Lions lair techniques in that it quickly creates an orb around yourself which isn't in contact with you forming a near perfect defense in many ways. Aswell as the defense this technique like the others can also serve as an extremely useful offensive technique as by sending the chunks of rock away from yourself you are able to attack every direction at once. By covering every direction at once this stops the lack of sight in the dome from being a real weakness.