Secrets of the Solar Winds [Typhon and Oraan]

BlacKing

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So looking at the submission thread. Tell me

1. What is Solar Wind made of and what does it look like?
2. Its strengths and weaknesses
3. What things is it capable of absorbing to make it stronger?
4. What passive ability do you obtain with learning Solar Wind?
 

Typhon

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1. Solar Wind is made of Fire+Lightning+Wind and is green in color. The scientific solar wind is the result of atomic particles being expelled from the sun in an intense stream.

2. Its strong against metals because it can liquidate them, wind, fire, lightning, light and dark. Any CE using wind/fire/lightning as a basis are also weak against solar wind. It is weak against water in both its normal form and rain (or other water based CEs), and earth or sand.

3. Its capable of absorbing techniques using wind, fire and lightning as those only enhance the effects of solar wind.

4. Mastering Solar Wind makes you immune to its effects.
 

BlacKing

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Alight alright alright.

3. It is also capable of absorbing light/darkness, explosions, and heat to make it stronger.

For your first and most basic Solar Wind Technique.


1.Taiyofuton: Ryokin Omocha [Solar Wind: Charged Kunai]
Type: Attack
Rank: D
Range: Short - Mid
Chakra Cost: 10
Damage Points: 20
Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range.
Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going.

Just like you would charge your wind chakra or lightning chakra into a kunai/shuriken to make them faster and more powerful, you can do the same with this technique, however it has both the speed and power wind and lightning kunai/shuriken making it more formidable than both. Unfortunately the chakra melts the kunai as they travel preventing them from going out to Long range.

So with ease, simply charge fire, lightning and wind chakra at the exact same time into a kunai or shuriken. Then throw it at a nearby tree to see the result. done correctly, it should quickly penetrate the tree and keep going.

[Ultimate Spiderman and Zach Morris(Saved by the Bell) moment]
Hehe....I said Penetrate.
 

Typhon

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I slide a kunai into my right hand and begin focusing the three elements into the metal. A green layer quickly forms around the edge of the blade as solar wind envelopes the weapon. I throw it at the tree and watch as it passes through like a hot knife through butter. it goes through several trees before the metal melts under the solar wind's heat.

Cool, I penetrated those trees so easily. O_O
 

BlacKing

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Nicely done.

2. Taiyofuton: Kaze Furea [Solar Wind: Flared Breeze]
Type: Supplementary
Rank: B
Range:Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it.

Perform a handseal and create a light breeze of SW. Keep in mine that as long as its not a night fight or indoors, you can use this technique to blind your opponent as well
 

Typhon

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I make a single hand seal and release my solar wind chakra into the air around me and create a gust of solar wind that cascades towards the tree line. It captures the light of the sun and shines brightly causing it to blind anyone looking at it as it burns through the forest.
 

BlacKing

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Excellent.

3.Taiyofuton: Kaze Chaimu [Solar Wind: Wind Chimes]
Type: Attack
Rank: B
Range:Short - Long
Chakra Cost: 25
Damage Points: 40
Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled, however does not have to be directed at the floor. The Blast is powerful enough to lift the user off his feet and send him traveling backwards one range). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound.
Note: Can be used three times per battle.

One of my favorite techniques. Most people don't understand that they have to defend against the sound and the kunai as well nor do they understand how fast it travels if you perform handseals to defend against this technique you are wrong. Lol. It's also a good way to dodge a technique and counter at the same time.

Have a string of 5 kunai tied together and then throw it at your opponent while expelling a hurricane fist like blast of solar wind from your mouth. The hurricane will pick up the kunai and make an eerie sound that will deafen your opponent. As the blast and kunai head towards them. They have to defend against that as well and it pushes you out to long range in the meantime.
 

Typhon

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I take out five kunai and connect them together using string, and then throw them. I then rear back and release a swirling hurricane of solar wind from my mouth which launches me back. The wind picks up the kunai and knocks them together creating a loud sound that deafens anyone in its way, causing them to shield their ears as the wind hits them.
 

BlacKing

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Taiyofuuton: Rorien no Te [Solar Wind: Lorien Hands]
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user channels concentrated Solar Wind Chakra into their hands that issues forth a short 5 foot green light source of immense heat that is capable of igniting or burning anything flammable. This is often used as an taijutsu component, capable of blinding and burning the flesh of the opponent.
Note: This does not hurt the user as they are immune to Solar Wind.
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Pretty self explanatory. Concentrate SW into and through your hands in the form a super heated light source. I've read your tourney fights. You like fighting in close combat eh? Here is the tech for you. lol.
 

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I channel the solar wind chakra to my hands and begin to concentrate it at my palms. They begin to glow and a bright light and immense heat are emitted from my palms capable of blinding opponents and burning their clothes or flesh.

Whoa....built in flashlights. :p
 

BlacKing

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xd

Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream]
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun.
Note: Cannot be used over a large body of water.
Note: Can only be used 3x per battle

A rather obsolete technique in my arsenal....made when I didnt really understand how to make techniques. It was simple and got the job done. You have a better one coming up after this. Perform 4 handseals and cause a 10 foot wide stream of SW at your target.
 

Typhon

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I make the four hand seals and gather solar wind in a mass in front of me. I send the solar wind towards my target (trees again I suppose :p) in the form of a ten foot wide stream, charring and burning them.
 

BlacKing

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Lol you could send it at me....its not like it would really HURT me unless you were using the blinding techs. xd

Taiyofuuton no Jutsu: {Solar Wind Technique}
Type: Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind.
Note: The user cannot form the constructs within long range.
Note: Can only be used 3x per battle.
Note: No Solar Wind techniques in the same turn

Here is the tech I was talking about that is much better than the previous. No handseals needed, guided, and you can make multiple types of projectiles, blades, bullets, blankets, gusts, walls.....all the good stuff with just this technique. Another useful close ranged technique, as you can form these blades 2 meters away from you. Say you have someone moving at Gate or Swift speed. , make a thin bladed line of SW around your body that they would run thru if they dont have the proper sensory techniques/doujutsu.

Create any number of blades (up to 6) and guide them to hit the moving targets.

*Sends 6 snakes headed towads your location.*
 

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Seeing the snakes slither towards me I focus the solar wind chakra into the air and form six two meter long blades in front of me. Wind a simple gesture of my hand the blades fire forwards towards the snakes, each one cutting a snake in half.
 

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Taiyofuton: Orora Sumashu Yaibas[Solar Wind: Aurora Smash Blades]
Type:Attack/Defense
Rank: S
Range:Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water.
Note: Can only be used 3 times per battle.
Note: User must wait 2 turns before each use.
Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle.
Note: no A ranked and above Solar Wind for 2 turns.
Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc)
Note: Techniques that require 3 handseals take the time of 4 (etc)

Another tech I like. Attacking from the sides. You can easily hide this technique with a mountain smash.
Perform 5 handseals and have two large blades of solar wind form on the sides of your opponent and slam in between them. The heat of the technique alone causes their speed to reduce one rank from the rank chart.
 

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I chain together five quick hand seals and gather solar wind off to your sides. I shape the wind into two large crescent shaped blades and have them come together towards you.

Sure that won't hurt? o_O
 

BlacKing

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The heat? No. The impact? Yes. lol.

Steps out of way of the blades. lol.

Taiyofuton: Ororaōraburasuto [Solar Wind: Aurora Aura Blast]
Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again

Get out of non paralyzing Genjutsu Free Card this is. lol.

Perform a handseal and send out a massive greet heat wave in every direction from your body.
 

Typhon

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Aurora Aura Blast, that's some kind of name..... :p


I close my eyes and make one hand seal, holding it as I gather solar wind chakra throughout my body. A faint green aura begins to shine and as it does I shout while opening my eyes, releasing the solar wind outwards in every direction, charring the earth beneath it as it travels.
 

BlacKing

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I try xd

10. Taiyofuuton: Furasshu Bakudan {Solar Wind: Flash Bomb}
Type: Supplementary/Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with.
Note: Can only be used once every 5 turns per battle.
Note: No Solar Wind above A Ranked for 1 turn.
Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens.
Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size.
Note: If used 5 times, Solar Wind cannot be used for rest of battle
Note: The balls have a short range blast radius

OP no Jutsu.

Stretch out one of your arms behind you and send SW chakra into and throughout your hand to cause a blinding light that will blind your opponent. Then condense the light into a ball in the palm of your hand and throw it at your opponent. After you release the ball, it will expand in size. Anything that it comes in contact with will cause it to double in size as well as get stronger.

After doing it with one hand, do it again with two hands, you would separate the power of the technique in half, forming two A ranked balls instead of one S Ranked one.

Anything it touches that cannot be absorbed by it causes and explosion of SW heat in all directions up to 5 meters aka Short range of the blast.
 
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