[CJ] Sam and Azwrath

Vroqrak

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*awaits*


Water Release: Disparity in Nature | Suiton: Shizen-kai no kakusa
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
Performing three handseals, the user extends his one or both hands and apprehends an enemy Suiton technique to manipulate the cohesive bonds of water molecules; altering it to a large extent and effectively removing its ability to exist as "drops". This causes the water technique to "shatter", losing its force and structure. The water regains its physical form nigh instantaneously becoming a regular source of water that can be used for other water techniques. However, using this on larger water techniques can prove to be a double-edged sword since the water could just as easily wash the user away after it’s reconstruction due to the water’s ever moving nature.
Note: Only works on water Jutsus composed of less than 20 chakra points
Requires a cooldown of one turn after using it twice



any questions?
 

Cyber

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Nope, but I'll message you sometime in the future regarding a possible expansion to that. I'll discuss more details in private



(Taijutsu: Puraudomearī) Body Art: Proud Mary
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (- Long (Mobility)
Chakra: 20
Damage: 40
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose , Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and honestly odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning.

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Restrictions
☆ Can only be used twice per battle
☆ Can not use Taijutsu above B rank in the same turn
☆ Can not be used in consecutive turns


Any questions?
 
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